#math-and-meta
1 messages Β· Page 7 of 1
yet you complain about load balancing and want an easier option, then dont use the easier option?
All I'm saying is programmable splitters beeing able to load balance would be a super good and fitting change
I know the devs think ratios are the point of the game, but I think the point of the game is just building the stuff you need, and not making it a total unmanageable mess. When you have sites like greeny's, I feel like the ratios are kind of easy.
As in Factorio, I spend most of my time just making sure I have enough space to lay everything out, and that the right stuff appears on the right belt at the right time.
It's just that when I want to build huge factories I already have to deal with so many ressource nodes, refineries and so on that I don't really want to bother with splitting stuff
I could understand it if space would be a valuable resource but in this game it simply isn't
this is why i use the micro manage mod.
Im not a fan of tedium, manually making every connection is a chore.
with MM i can copy/paste whole sections of a modular build. expanding is pretty quick.
makes learning much easier as I have made a lot of mistakes trying to sort out factory building in 3D.
hey yall, i'm making a more advanced oil refinery and I just wanna make sure, would this split manifold system work?
As long as you have the belt capacity, yes.
o7
Trying to build this factory and its my first large factory I have ever made, how am I supposed to split the items this efficiently? Like how do I split 480 into 225, 159, and 96 perfectly??
manifolds
A, use 3 different nodes or what desucrate said
overflow system
o ok
rather than trying to balance the items perfectly, send each input down a series of splitters that each lead into a machine
one machine fills up then the next and so on
until eventually you reach 100% efficiency
yeah manifolds won't be 100% efficient at first, they need time to fill up in series
but once each machine has filled they'll run 100%
The easiest solution is probably making specific machine lines rather than merging every output then splitting it.
So if youβre making 600 screws a minute on 10 machines but 200 are going one place and 400 another- merge 1/3 of the production on one belt and 2/3 on another
And that example shows you how clocking is important since you canβt evenly split 10 machines operating at 100% into thirds
Assuming all your numbers are right and you have the throughput? Yes.
Though I have had issues with branching a manifold into multiple lines (like your 3 lines).
Not sure if there was fluid stuttering because of the manifold so it never got to 100% efficiency. If you end up having problems that donβt settle try making into one manifold. Either long or snaking about
tyty
100% second the "Use an extra machine or two under clocked (or one less and a machien overclocked) and set up everything you need for a particular 'line' together. You can even split it up - if you need 3.5 machiens worth of steel and 4 machines of concrete to flow into 2 machines to make encased beams (or whatever it is i dont recall the ratios) you set up that small 'unit' and then duplciate it as many times as you need in order to get the total output you're going for. Its much easier to debug when something is wrong cause its a smaller section that is failing, and you don't have to worry to much about belt upgrades in the middle of the system, only on the input and output when you want to add more to it
Personally I like to have a little bit extra being produced, if there's going to be a mismatch at standard clock.
yah, if you aren't to the point where youare trying to maximize the entire maps worth of resources its not really a problem to overproduce a little and have a couple machines occasionalyl back up (up until dealing with nuclear tho, there ... yeah can potentially be a bigger problem)
I do like seeing constant flow on my main belts though
Yes well, there's no accounting for taste π
Im actually at the point now where I use a lot of mk1 and mk2 belts on the outputs of machines to keep visual item movement in parts of the factory, before they merge into each other below / above/ outside / hidden into a mk4 or mk5 before heading off to whatever transportation thing im using
Ditto - all the lifts here I faced outwards to the path with mk1s expressly for that #old-questions-and-help message
those particular ones have 50~ wire pm so looks good when moving
ooh, have you used floor holes just to be able to flip the direction of the items somewhere in the middle of a lift because the top and bottom are facing perpindicular to where you want to face the items?
ive started doing that extra step π
those floor holes are actually purely decorative XD I have mergers under the floor π
Though in another spot I have specifically used a few floor holes for some long lifts on the outside of walls
This is what's hidden #old-questions-and-help message
haha. I have been using them because i like the "back" of the lift to be directly away from the view point, rather than on either side. But if the point im viewing them is 90 degrees along where the path of the belt is, a single lift is alway going to have the back along the side. So i put a floor hole above and below so i can rotate the back for that one section π
oh you goddamn madlad
I have ZERO extra space for tidy belt work. I hide all my crimes though
I expose most of my beltwork π«
I have very specific beltwork I expose. Like this is the side of hte stator factory moving pipes, wire up and the third one 250 stators pm down on a mk3
And this is my specifically exposed work π #design-and-architecture message
yeah. Im doing similar (though with your towers in that second one i would have faced the two sides in opposite directions π )
this one for example, even tho its not runnign yet, the left is sulfur the right is coal, (compact coal) and the interior the top and bottom go different direcitons
but then, i also do this:
Well in that 2nd pic, those collumns of lifts are seen from angles. So it was hard to really judge which way everything should face. Can always change it too
Love the detail on that
yeah - still need to "support" a couple belts. Im ok with "unsupported" belts that are straight lines (though i usually run a beam or something under them anyways) but if they curve they gotta have more.
just havent gotten to some of those yet
Ah yeah LOTS of exposed belts. My throughput generally tends to be like 12 belts in one go so I make compact blocks π
Yeah same π
UGH I should go to bed
oO
yes. ive slept 6 hours since we last talked over in #design-and-architecture lol.
what do you use for that ???
I used the satisgraphtory alpha version
satisfactory layout tool is another cool tool to visualize factories on a grid
That looks really interesting, gonna have to check it out later
I forgot about that layout tool.
I didn't know about it actually. I prefer doing it on the fly as it were.
I've always built on the fly, sometimes it doesn't come off well, my bauxite refinery is a huge shoe box balanced on another because I didn't measure/plan it, just made it up as I went along.
Probably easier to use it when you know what the area is.
Particularily since I'm gonna build in the titan forest area which has a lot of varying terrain.
Kind of this area somewhere roughly.
Is there something Iβm missing from starting a set up like this being enough to send filled packed and come back with empties? @wintry aurora @ionic galleon
If you're not losing any bottles anywhere, then yeah absolutely. I thought smj was sacrificing bottles in order to sink excess/overflow nitrogen, but I was wrong about that.
What you've just sketched is /exactly/ how my Diluted Packaged Fuel production is set up - that's what's currently powering my world.
Right ok. Smj is just the 2nd person in a fortnight that's talked about making an priority merger for packaged things and I still don't really get why XD
priority merger is just normal merger with overflow sink π€·ββοΈ
I think the priority mergers people have been talking about are ones that actually act like VIP junctions in pipes but for belts
Not necessarily. Priority merger should let you choose which line backs up first, which might be important.
Thatβs the basic idea, but more of a prioritization.
in that case I'd hook each line to exact amount of consumption, rather than mix them together
Oh yeah you have to want to do it speicifically with a pri merger in mind. Lots of ways to do things w/o one. Though I think there have been a few weird sushi things people wanted to do that needed one
True, but that's significantly more effort.
that's one belt more and one merger less π€
Nah, that's my entire design philosophy XD
I posted images of it recently:
(and maybe one splitter more)
One side is a real mess, I know.
Once my latest factory is fully set up I can give you a short tour of the many many belts that are timed precisely for exact feeding from each production tier
I've tended to find that precise timing is kinda fragile
People like doing complicated circuitry things π
Especially when train is involved because you can't be precise there.
Because sometimes you /want/ one line to back up and stop?
I don't see why you would want that. Sink is a thing, so anything that is backed up goes there
One part of my factory has the manufacturers fed with a sushi belt and that needs a sink for a few hours to completely balance out, but after that it rat w/o dropping an item for ages until I turned it off.
I think almost everything else will be single item fed. like this. There's a 'tower' of ingots going up behind it feeding the machines
Why do people want to run doom in mine craft XD
That's... actually a really good explanation tbh
Why do I want to build many overlapping differently placed curves!?!
The answer to that one is that I like to suffer
sure, but minecraft devs don't add stuff to make running doom easier π
I don't say "priority merger is useless", my opinion is that it doesn't have place in satisfactory
oh yeah but, this very specific time, no one asked for it. I know. A rarity.
We were just chatting about it in another channel and I brought it here to post a diagram
idk were to post this so its both in #math-and-meta and #design-and-architecture if i put 2 full belts word of goodies. will the belts stutter ?
I'm not sure what I'm looking on
Looks more design related, but I'm not sure either.
lmaooo
lets assume the entire belt is mk1 belts, i put 1 full belt somewere in the middle top and 1 belt in the bottom right somewere, will the , and lets assume i put a taker ( something that takes ore out of this system) in the top right, will the belts get evenly distributed
ya thats why i post it in 2 places, cuz i have no clue
i want to create a system were i can put in as many belts that goes in, and every belt that needs it, can get a full load of a belt
once it gets saturated it should run fine as long as the main conveyor line can meet the combined inputs.
if the second one is far enough ahead where it will have materials consumed, so by thie time it joins the flow there is room on the belt , that would work too.
but the main belt that carries it all will be the bottleneck, if things are not taken in time, or if your 2 inputs overwhelm the main line, it will stutter
sounds like overly complicated system
why not just connect each belt to exact amount of machines?
sounds like a belt bus, with more splitters/mergers
busses are crap in satisfactory
aaahh
1+1?
hahaha, very funni. Also offtopic
anyone know off their head the time it takes for the train station to complete its animation?
doing train logic with scheduales, since im forced to have a condition I want to put:
"unload all freight"+ "Or" +"minimum time needed to complete animation"
ive timed it a few times and i get just under 25 secs.
is this a good/accepted number for this animation?
27.08s iirc
but it may have changed since I heard that
even wiki doesn't agree on a single number
ok cool, ill round to 30 then, would rather allow more time in between trains then bunch em together and clog them up.
thanks
Is the "closed circuit" 300 crude to 900 plastic still considered the best way to produce plastic?
Aight, and if I want most space efficient, it's using the default recipe?
yeah I guess
tho space efficient is hardly something relevant in most cases
since the map is gigantic
Yeah, it's just harder to make larger structures while maintaining realism in terms of load-bearing and such, since that's part of my jam π
load bearing?
Pillars I guess?
I mean, it should look like a structure that would hold irl
you can build it on the ground π
Yeah, but it's hard to find areas that are look good with enormous amounts of foundations π
Dune desert is mostly flat
Rocky Desert is, Dune Desert, not so much.
"flat" at a specific altitude 
yeah π
well 900 plastic is just 50 buildings
that can fit in nice realistic 3-4 story building
I do like building there though, you can have some decent structural "support" and have it actually semi blend with the terrain.
What is the standard closed circuit?
that's what i like to see π
Multiple trains stopping at the same station?
Just as a side thing, unless you specifically want to make a packaged diluted fuel set up like that you could wait for blended diluted fuel. Might squish it down a bit. I know I prefer blenders instead of refineries most of the time
Best make sure the round trip times can all accommodate the half-minute of station time that each train takes up
Yeah I don't really like doing mult trains at one. I'd leave a waiting spot directly before the station just for safety
Yeah, I don't do it.
each station is off the main line. currently they are spaced out and each pair of stations have one train assigned to them. but they do share the central loop to get from A to B.
Ah ok that's less dangerous. Not sure how much you really need to be concerned with load/unload time then tbh
I have them sitting at the unload point for 10 mins when storage is full, helps reduce clutter on the line.
so far its been going smooth. π
So uh, that head-lift trick where you can lift liquid in multiple pipes and only put pumps on one of them?
Not sure now whether that ever actually worked, but it sure doesn't seem to work now. Can anyone confirm one way or the other?
The pumps have to be before the pipes got split
As long as the show a pic of what you got
Yep, that fits with what I'm seeing. Just means I need four sets of pumps, since I'm lifting 2100/min Water
Apologies for the delay - got sidetracked by Jace streaming Satisfactory on Twitch.
Setup was basically this but I hadn't added the orange pumps yet. And there's a three-tank tower some way above what you see here.
technically at the bottom you could put junctions with a pump but a valve set to 0 and keep the headlift
But would that lift the other 3 pipes' worth of water?
should yes but I don't bother with tricks like that
Fair. I mean I'm suddenly not bothering with that either, since I discovered that I'd screwed up and only had about 1/4 as much water as I thought I had
how many components are there in game (at least how many worth getting a box filled in a storage hub).
currently at 13 and want to plan ahead a little
Reckon you might have to go through the info thing
ive made space for 30, may be overkill for now but may future proof me for a little bit
hey guys, in wall heights ... whats the optimal distance between pumps please?
Mk.1 pumps add 20m head lift, Mk.2 pumps add 50m. Standard wall is 4m high, short wall is 1m high.
nice, thanks
why wall heights
just snap the pump
Because that's not the trick. The trick is taking advantage of Gravity in the system. You have one very high water tower with pumps on it and a valve at the bottom. The headlift will then transfer to the rest of the connected system. Your pumps/water tower are not supposed to be part of the pipes going up for your input network, but separate
can someone help me find a way to split 3-600 belts and a 300 to 4-525 belts
well, first of all, why do you need that? π
you could just use the 600 you have on belt
@wind spade got 54 manufactures in 4 set of 3 sets of 7
want to evenly split up the uranium into all of them
The long way is to split each belt into 4, then merge 3 belts each together to get 4 belts remaining
That's the simplest way
gotcha
Everything else gets complex in a hurry
My pleasure
As GLaDOS once said: "The right solution to a problem is most often the easiest."
then you can do each belt to one set of 4 x 7
that's way easier than trying to balance
also, next time build the machines after you figure out how many belts you have, so that you can adjust the sets based on number of belts π
will do
Or just overflow-split the excess from the 600 belts on to the 300
I was thinking about that
I need to make a few thousand wire and I was wondering if I should try to use the iron wire recipe or is the normal copper one better
Iron wire is probably /slightly/ more efficient, but really it's about what resources are most conveniently available.
The real value of alts like Iron Wire is to give you more options.
By the power of alts, I'm currently building a computer factory that only uses 3 different raw materials.
yeah if you need a few thousand wire you might need the copper for something else further in the process so Iron Wire can be great especially as iron is more common. And a few thousand is a LOT
Though depending on your needs and location Fused Wire could be good.
Especially if you use Copper Alloy to extend the copper and Pure caterium.
this plan of using all the uranium on the map for power is getting to be a pain in the butt]
Oh I know you're pain. I'm on my 5th map and jsut starting that same nuclear project
Something you should be aware of though - its possible they will be changing the uranium beacon recipe soon
Basically guaranteed, since beacons are going away
ehhh they might keep them until 1.0 . It's likely there will be a recipe rebalance that will mess up every factory at 1.0 so they may not want repeatedly break people's maps over and over.
They may keep beacon recipes just for that
I'm still using the beacon recipe mind you.
If someone else doesn't do it, I'll mod them back in
Fair, that might not count as 'soon'
no, but it's also not impossible YOU are right and U6 will kill it
Unrelated: tfw you realise the next module of your factory is gonna need 50 refineries.
https://www.satisfactorytools.com/production?share=HUS5KMhj0Tzdzv74m3mH basically what I'm using but with some minor changes
(previous one only needed 42, and that was painful enough)
i like my calculator better
Fair enough π
For the beacons mine are entirely made of iron. It's pretty convenient
gotcha
I've got 1 pure iron node making plates, rods and cable, and part of another node to make iron wire for them.
I think the first 3 parts I talked about takes 778.5 ore using standard iron ingot recipe
copper for quickwire?
crystal oci;llator
ooohh yeah yeah yeah you could look at the Insulated alt for that. Depending where you're building might make your life easier
Hmmm it's more complex but saves crystal. So maybe not great for you
im making it at the oil coast place but i want to save the oil for other stuff'
Are you using a recycle loop for your rubber/plastic?
Ah have you seen the Recycled Rubber or Recycled Plastic recipes?
I have
ah so the Loop is just turning all the oil into diluted fuel and then recycling plastic rubber with fuel until you get the numbers you want
the Insulated Osci should only need 120 oil that way for a max uranium system.
hmm
I get my rubber for them from the waste my turbo fuel station produces
that might have been the better option]
Iβ¦ donβt think so? checks
I'm looking at it now π
Yea it does, nvm.
a max ur rod only needs 50.4 ai limiters for the oscilators in that recipe but it's not nothing
But I figured since I'm already making them for other things there it wasn't a huge deal
Mooooore stacks π
yep
I vaguely tried labling what section did what
I didnt even want to try making mine look nice
If you give yourself a 5 foundation space between each major factory portion you'll find it gives you the space to try later if you think you might want to π
gotcha
Ok can we just talk about how amazing the Instant scrap + pure aluminum alt combo is?! You take no hit to aluminum produced compared to default recipes, yet you don't need horrifying amounts of silica, and disregard the problems of byproducts with refineries. All in exchange for just a little bit of sulfuric acid. If you do need even more aluminum. Just use the default aluminum recipe, and add some silica. Instant scrap is nearly as goated as the solid steel ingot recipe.
Itβs less convenient than sloppy electrode in big quantities mind you. Coal and sulfur arenβt close to many bauxite nodes and with sloppy electrode pure you only need 2 oil pipes for the world aluminum supply
Coal and sulfur arenβt close to many bauxite nodes
I mean to say the swamp is close to bauxite, sulfur and coal.
swamp has no coal and 5 bauxite + 1 sulfur node
that sulfur is already at the edge of swamp, coal is in dune forest
Well... yea it isn't far, I was wrong saying it was directly, but its still close
also again, the talk was about more than just two nodes
one place with two bauxite nodes may not be enough for your production
Aright then, sloppy+electrode is for maximum product while instant scrap is used to get a quick 780 belt of aluminum
But oil isn't very close to bauxite nodes either
I know we can both agree that default aluminum refinement sucks.
and ill definitely try sloppy + electrode sometime
each recipe has pros and cons, it's up to you what you prefer π
Yea, and I have a virulent distaste for refineries. Most boring building in the game
π
Heh, you'd hate my current build. First four modules:
- 16x Refinery (built)
- 12x Blender (built)
- 42x Refinery (built)
- 50x Refinery (next)
stitched reinforced iron plates with steel rods and cast screws, what recipe would be good to make modular frames ?
wait you want to use that three?
no its the recipes that are availible
for mopdular frames i need reinforced iron plates, i go for stiched and then also iron wire
but then i can go for either default ( 3/12 reinforced and rod) bolted (3/56 screws) or steeled, 2/10 (steel pipe) first one takes 60 seconds, second option 24 seconds and third 60 seconds
get as much resources out of the iron
or steel
ya but with these combinations, how do i figure out the best combination ?
yes if i toggle on all alternate modules it goes for the oil one
well it's technically the most resource efficient π€·ββοΈ I've disabled oil usage in my plan
or you can disable the oil recipes π€·ββοΈ
you can disable whatever you don't want to use π
with steel ignot it says to add wood, im like, i have plenty coal
12 iron bars for one modular frame
would diluted fuel be most efficient for generating fuel ?
diluted fuel is 5 heavy with 10 water to make 10 fuel, and it is 3 crude oil to 4 heavy oil, normal heavy one is 6 heavy to 4 fuel, and normal crude is 6 crude to 4 fuel
it is indeed
What even are you talking about?
how to kill my PC the fastest way with the game
O-kay
Is it my imagination, or do long fast hypertubes let you hold your speed /way/ better if you make them perfectly straight and level?
yes twists and turns reduce speed, same for train lines
a train spiral reduces speed a lot more than a straight ramp for example
hypertubes are affected by this logic too
Pretty sure Taromani tested and turns don't change speed?
Vertical change has an affect, yes.
but for trains curves definitely do cause slowdowns
Only to a certain degree. One a train hits the initial decrease for the first one, it remains at that speed no matter how far the spiral goes
what is the absolute minimum number of signals required for trains?
1 path signal per split, 1 block signal per merge?
Absolute minimum: 0
in the case of a singular train, 0 would work.
but for trains, plural, 0 would not work as they would crash.
the absolute minimum is just a bunch of block signals, path is always an optimization, not mandatory
plz help how do i split 3 belts into 5?
Simple way: split each belt into five, then merge groups of three belts into five total
Is there a simpler way, probably. My way does work though
thats smart
And you can do it into anything. Split X into Y belts each, merge groups of X to get Y
!wikisearch manifold
Merge the two outermost ones together, then overflow-split the excess from those onto the middle one
He was asking three to five, not five to three.
oh, right π€¦ββοΈ
Besides, that wouldn't work unless your running at belt capacity, which it still wouldn't work for anyway.
you can also build 6 groups of machines instead of 5, underclock to 83.333% and just split each belt into two
I would assume the production was matched to the input requirements, or close enough to
It's really hard to get a machine to work a fraction....
not really, just put the clock speed in there
45-81 rule is still what I live by when I have a choice
put 6 and use the other belt for something else
that assumes there's extra resources
the 3 to 5 i can find real quick on the net all look like a big setup, would'nt greeny idea work at 83.33% ?
much cleaner
It's not that big in the grand scheme of things
If I was going for a simple approach to what I first suggested,
overflow-split the centre of the three to the outer ones, then split the outer ones into two. Centre one goes straight through
possible that the ones i've found looked clunky i'm curious i'll look again
ideally you should plan logistics together with factory
if you build groups of machines and then ask how to connect them, you've failed at planning logistics
rather you should build the input first, then logistics and then output based on how many belts you have
3 1 to 5 on top of each other would look kinda cool, merge it at the other end all neat
so in this case, if you have 3 input belts, you should plan output in multiples of 3
Or, figure out output, solve for input needed, then plan the factory
well that's the first stage
you start at final product and plan backwards to find out how many machines you need. Then you start building from ores forward, planning logistics in the process (or before)
Then use a simple planning tool, like @wind spade's to solve for roadmaps on what to build, then use something like draw.io to plan, then execute ingame
Hope this helps...
chaotic
so do people who run long games usually clear cut & depopulate the entire map?
i did this lol
although that was an older version i then realised a need to upgrade some belts lol
Taromanis game is one of the longest I know of and I don't think his entire map is clear cut and depopulated yet.
if you are trying to combine water + ingot, but both are in separate locations.
is it more efficient to transport the ingot, or water?
ingot
ok cool.
thinking about abusing the coast to make "Pure" ingot production plants.
hmm didnt think about that.
I guess my actual question is transporting water vs ore.
is it still better to have trains bringing in ore
in most cases it doesn't matter, you can move slightly more ore than water with the same number of freight cars but the cost of belts (vs cost of pipes) makes the difference very negligible
hmmm
so my options are
transfer water to ore locations, make ingot and ship ingots out.
or transfer ore to coast, make ingot and ship out.
think centralizing everything at the coast may be simpler, mentally.
the only exception is pure caterium, which uses 2x of ore and water (so you can move twice as much ore than water)
pesky caterium
Note: clearing flora increases saving/loading time
probably not anymore in U6, since they changed file format to work with smaller chunks
the game is having to store and load exactly what flora you destroyed, and the more flora you destroy the more it has to load, so greater load time
wonder whats a bigger hit, remembering what flora was removed, or loading in the suspended network of factories built to avoid the flora
given itβs probably around the same amount of building for floating or grounded buildings, the former
Normally I love math but what the hell Satisfactory..
SO I'm short on screws so I thought:"Why not use the other 6 impure iron nodes?"
(I've never been on this channel so idk how I'm supposed to show my math math)
8 smelters
16 constructors (making iron rods)
24 constructors (making screws)
40 screws each means in total 960 screws
Now let's say I'm gonna use all 6 nodes instead of 4
12 smelters
24 constructors (making iron rods)
36 constructors (making screws)
40 screws each means in total 1440
I'm doing something wrong no?
My brain hurt ;-;
Don't ever build centralized screws
It's all round a terrible approach
Make screws as you need them on the spot near where they're being consumed
I am
As, separately for each factory
WAIT! No each 2 nodes should be making 480 screws. So 960:2=480, 1440:3=480!
Sorry I didn't check what I was doing
Also, production planners exist
or as some people here say? "Don't use screws."
all products that you can make with screws have alternate recipes that don't use 'em.
of the ones you might want to automate.
Yeah I don't think I have those. I went exploring once and never again lol.
you will find yourself severely limited if you don't harvest drives.
there are a couple of MAM researches that require drives, for example.
and a number of the alternate recipes are far more efficient than the base recipe.
Boils down to personal preferences
not spots on the map with the ore next to the water you could directly move?
I waited to get drives and ended up kicking myself. the more reaserch you have unlocked, the larger the pool of alt recipes. this means if you wait, it may be a pain in the butt to get a specific recipe.
took me forever to finally get stitched plate and iron wire π¦
once we completed the game we need a button at start that says Gimme, unlocks everything
if you've completed the game, you should already have everything unlocked tho
I need help
I have several lines all overclocked to process 360 bauxite per minute each
Each row has 5
So, you're looking for a balancer of some sort?
1 mk5 belt can only feed 780. So im having to merge a second belt in behind the second refinery But i need to merge another in behind refinery 4. If I split a third belt and split it between other lines will it balance on its own?
i need a total of 3,900 ore per row to run at 100% effeciency
as long as the belts never underflow or overflow, it should balance itself just fine, the ore has to go somewhere afterall
and i currently have 12 belts which gives me a total of 9,360 ore per minute from the train station
Only idea I have is that there's a reddit post with an album of balancers.
12 total or 12 input?
manifolds self balance once saturated.
current limitation is belt capacity, so if you need to feed more than a mk5 belt, you may have to feed the manifold in intervals, similar to how we do for pipes.
40 refineries total being fed by 6 freight stations
The album I'm thinking of doesn't even go that high, 7 maybe.
i need to balance the system with a netowrk of 12 belts
the numbers arent even
underclocking exists
thats not the point of my goal
Make it one long manifold and insert where needed?
well your goal is to fix the fact that you didn't plan logistic before building the factory π€·ββοΈ
Not the most elegant, but it's an idea.
I like inserting manifolds, although when you deal with entirely full mk5 belts as your source, you likely need to split them to insert them, or you get overflows
I don't like them, I'd rather underclock last machine and have X separate manifolds
if that means having X more machines, that annoys me π
Just insert at points where the input drops below the input of the belt you want to insert.
X more machines is worst case. And even then, it's not a big deal anyway (and the whole system even uses less power)
either is fine tbh, as long as you dont build a 12 way balancer
12:12?
Yea, but it balances among all.
He said 16 at one point? I'm still not even sure what the number of incoming belts are vs the number of available belts to attatch to.
it sounds more fancy then it really is
12 belts total
Yep. Just make sure you check your math.
A 6 to 6 balancer doesn't sound too bad, better than 12:12
FUCK!
I was doing my math for the water!
ok!actually no
this makes it easier!
I can feed 3.25 refineries if they are overclocked to 200% on a 780 belt
lol, are ya using SatisTools?
no
Or 3 refineries at 216.66%, then it's one splitter π
yes but thats gonna be like 30 water pipes
Would certainly help to keep track even if you'd rather do the math yourself.
im already uo to 24 pipelines
Ya doing pure ingots?
you should use satisfactory tools for most things its very good
Number of pipes will be the same no matter what clock speed
Also I hope you're building next to water xD
Yeah build over ocean or smth
Then you can put extractors directly in front of refineries
a bit late for that
but im right next to the coast
im challenging myself to build several mega factories that all support eachother on a closed loop. the I plan to do the same once I move to the northern side of the map
outposts > mega factory 
ok?
by mega factory I mean one focusing on aluminum and shipping those products. And another for steel. Another for electronics and ect
oh well yea, those are outposts, instead of a mega factory where everything is done at one place
ah
i didnt realize that was different
i guess im just building massive outposts
so i can feed 3.25 refineries off a mk5 belt now
which means that after 4 groups of 3 i can skip 1 refinery?
So 4, one at 25%
thats not the goal man
It's the same result
huh..... i didnt notice that when i was doing my math
3x 100% + 1x 25% = 3.25 refs
how many refs do you need in total of what recipe?
alumina solution
default recipe? sloppy?
im running 40 refineries at 200%
ive been hunting for sloppy for almost 2 weeks
i still dont have it
so default
yeah
but since im running three of them at 200% wouldnt the fourth be at 50%
since they are on mk5 belts
so 9.6k baux total right?
that would only be 78 refs, not 80
and you want to overclock them?
yeah. I dont want to build 78 refineries. im trying to safe on space cause i still have to do the next set of refineries for alumina scrap
ok well its going to be
6.5x 100% refs per mk5 with 1170 water/min
3.25 200%
2.6 250%
i dont understand what im looking at here
to get the decimals with oc:
6x 100%, 1x 50%
3x 200%, 1x 50%
2x 250%, 1x 155%
amount of refinaries at different clockspeeds per mk5 belt
ah ok
im just using 100, 200 and 250 clockspeeds but if you want a different clockspeed either do the maths or ask me and i can get you the numbers
I have 4 unused lines of bauxite now. wut
how
i missed 2 merging points but why do i still have 2 feed lines left unused?
im so confused
i need 8 more refineries :I
is there any reason to not use mk5 belts once you have them unlocked?
Not enough aluminum.
For the most part, no, but they can be useful when trying to control the rate of something or sorta priority merge by way of belt speed difference.
And maybe some other niche applications.
yea was thinking of maybe using mk3/4 as a throttle of some kind if needed
to convert these 4 normal iron nodes into T2 Iron components... i need
34 refinery
133 constructor
67 assembler
will give me 55pm of Rotor, modular frame and R.Plate
will be my largest factory yet π
have they ever talked about requiring power to operate the conveyor belts?
Not that I'm aware of.
Nevermind the sudden spike in power usage that would create.
it feels like one of those early things they would have discussed, & then realized it'd probably be a bad idea
Probably, considering that doing it now would wreak complete havoc.
yea, that would have made the game completely different from what it is now
And would require a whole bunch of stuff to make logistics more streamlined.
or done weird things like assume tthe belts were self- powered like how the railways are partially conductive
Sushi belting would be a normal thing rather than optional.
or going for max efficiency everywhere
which is still kinda the point, but it'd be way more critical
maybe that could be an augment of the belts, make em powered for a speed boost π€£
Throughput control and aesthetics (seeing the items slowly move around can be pleasing)
a throtle as some sort of load balance system? Sure. Throttle because you have too little or too much? have an over flow to a sink and/or clock machines to produce/consume the right number
oil patch = 900 m3/m
30 refinaries for heavy oil
600 reisn /m
1200 /m heavy fuel
1200 / 50 = 24 BLENDERS
2400 fuel /m3
1 gen = 12/m
2400/12 = 200 generators can someone confirm
heavy fuel?
Ah right
Did you try a calculator tool to check your math?
nope
is that even possible ?
Satisfactorytools.com is pretty good
Takes a bit of a go to use it well but worth it
Water is not reaching my refineries, what am I doing wrong? consumptions should be 400, production 480
oh sht
use a pump
there is one
hmm
you can see it on the 2nd screen on the left
run a secondary pipe next to your current one with the junctions
Flow rate is kinda weird
W+--------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
W+ +---------------------------+
W+
W+
flow rate is hardly ever constant
Why would that help? It should be perfectly capable of transporting up to 600mΒ³
ya, thats the fun
do you have to pump it upwards even a tiny bit ?
Putting a pump on a pump?
no no
if there is a pump leave it but what about up
does tyhe up one have a pump
?
cuz water flow will get slower when pumping over long distances
trying more pumps
just 1 at the very top is good
when the water is up, then it should go into a pump, and from there into the other parts, also, check the pipes, is any of these pipes not full ?
After the first junktion it's already that bad
pump
Like 4 pumps and there's nearly no water getting here
Have you put them the right way?
press the pump[ icon, then check the flow
Wait what icon?
press the pump, but do NOT build the pump, take a look at A pump
eventually you SHOULD see an blue circle following the pipe, that is the flow
Run a parallel pipe and loop the end back at the start. Also don't use pipe floor holes
they are buggy and can stop headlift
i thought they fixed that
Just safer to clip the pipe through the floor, and if you REALLY want only have a hole for show
shrug maybe? is it full proof? Who knows.
But the big thing is loop your pipes
ya, flow is a bit weirtd
Is it bad to have 20 head lift?
Loop, flood the system with only some of hte machines on, then turn it on. Basic pipe build guidelines for good pipe work
yes and no
20 meter headlifgt means it can go up 20m, but preferblely, the pipe is 1m lower
So I don't need another pup to improve flow rate or something when it's only 20m headlift right?
pumps don't change flow
the only thing that changes flow is cunsumption
the less is being consumed, the less "flow rate" but what matters is is that the pipes should be full
it's just so weird to me that only 2 water extraction are even active
It's like the water is stuck in the pipe and not moving
if you don't flood the system, and loop it because mk2 pipes are a bit bugged, you won't get full throughput
If you don't get full throughput fluid will back up and stutter the system.
If it stutters it backs up teh whole thing
Does flushing the system help?
Ive had this kind of problem a while ago i found out that inplaced the pump on the seem where a pipe ends and the new one starts i place a bit further and it whas fixed maybe that was the isue here?
Woops forgot to remove the ping
it's fine
Never touch a running system
it works right now, so I will not try to alter it π
My math is correct that this'll feed 80 fuel generators, right?
360/4.5=80
Yes your math is correct
wtf is that
useless valves and stuff
I just thought they might fix the buggy behavior
you trying to get 600/min?
1 pump for 400 doesn't work out
it must
the things that make water arent pumps
the things that move it up are pumps
Yup. One extractor produces 120/min, but one pump can pump as much as the pipe can carry (300/min or 600/min)
as for the extractors
5extractors, no OC, for a mk2 pipe.
1 extractor full OC for a mk1 pipe, 2 for mk2
Alright. I'm racing the clock here to get Fuel Generators in before U6. Plan to do this on the West coast (as it'll be untouched in U6), which has two Pure and two Normal oil nodes.
Using all four with Oil Extractors (with all of them overclocked at 250%), how many Fuel Generators would I be able to push for until I run out of a (hopefully perfect) 1:1 ratio of Crude Oil to Fuel?
There's nothing changed as far as fuel generators, so, you're not racing against anything really.
Also, the wiki page has info and some equations https://satisfactory.fandom.com/wiki/Fuel_Generator?so=search
Reason why I say this is without Refined Power (which I'll probably have to wait a few weeks for), my 32 Coal Generators cannot handle the load in the Experimental branch.
you can slam a fat 400 fuel generators if your turning all 4 oil nodes overclocked at 250% into just fuel
@final knoll If no rounding is done and you don't use the decimal amounts, 398, if rounding is done, 402.
You'll also have to reduce a bit due to the MK2 pipe bug where it has issues with max 600 flow, but that's more of an arrangement issue.
Hmm. With this issue of Mk2 pipes, how many would you suggest?
It's the pipes that have the issue, not pumps.
Sorry, I meant pipes. Somehow I said 'pumps' instead.
I would run mk II pipes at 500 m^3/minute
and the recommended to me was have the flow be 10-15 under 600 per pipe, but you'll also have to find an arrangement that probably doesn't involve underclocking (unless you know how to deal with it).
for the fuel i used 10 480 flowing pipes
the water i used 5 mk1 pipes
i made a POWER TOWER
its 100 walls tall
and 16x27 foundations
i could have yes but i didnt want to
i completed it a week ago
60k power (60000)
i named it
OIL ISLANDS POWER TOWER
60 GW I assume, because 60kW is laughable
takes only a minute to fill up a power battery if i place one
shit my powerplant with 5 nuclear reactors make only round about 20 - 25 k but they are with 1 fissile rod and 0.25 plutonium rod, fully maxed 100% efficienty
believe me i have taken 2 sheets of paper full of math
i have 400 fuel generators
all chugging along at 100%
well just know that i started it back in april
good game 
not the session
building the building
yea i understand
putting in all 400 fuel generators took a few days
figuring how how id template the whole thing took a while
16 foundations by 27 and would work even if it was 8 foundations by 27 do it having been mirrored one side to the other
how ever my brain is death because of today's round ( i say 100% efficiency of nuclear paste)
good night
what would be a good use for the plastic byproduct in this production line?
the lazy part of me wants to sink it but that feels evil
You should use the recycled plastic-rubber loop TBH.
Unless you don't have the alts yet.
definitely optimal, but the plastic is just kinda a means to an end here
Ok.
this line is just a fun lil project to make power storage components + a lot of steel, and since i'm in midgame rn i'm not in danger of running out of oil
but i still don't wanna fully waste the plastic 
Sink it until you find a use?
probably the best bet yeah lol
So I have 3300 Copper being made a minute split into 5 conveyors, I need it split into 2130 and 1160 lines, anyone know a good way to do this?
manifolds
How would I make one?
what machines are taking the copper? is this a lot of constructors or is it going to a bus system
Uh yeah there is going to be around 200 constructors in this part of the factory
i'd definitely recommend giving this a read then https://satisfactory.fandom.com/wiki/Manifold
Manifold, a.k.a. in-line splitting / merging refers to a type of building style where splitters or mergers are aligned in series (that is, one after another), usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion.
It is the opposite fill method to the balancer.
Thank you.
since you have a huge amount of copper you'll probably need to use injected manifolds
Thank you.
So like this?
i'm not 100% if that'd work, i've never used injected manifolds before myself, the important thing is to inject once the manifold line can handle the increased amount of items
so as an example if you have a mk4 conveyor with 480 items and another belt with 100, you inject once the mk4 is at 380 or below
Okay thanks
That's not the typical use of injection manifolds, at least I haven't used them in that particular application. But as desucrate said, the function is to insert things into another manifold system, just need to make sure it's at a point where the belt can handle the incoming.
Also, that manifold diagram needs 'ejection' manifolds on there, which is the opposite of an injection manifold, you're splitting off part of a production from a manifold line.
Yeah I actually need to use a 5-4.
Which will actually be easy because the last line is lower than the others so I will just load balance 2-1 and then I wont have to do that.
I have 16 Refineries with an output of 162.5/min
1 @ 88/min
(2,688/min total)
That need to be split between 87 Constructors
86 with an input of 31.25/min & 1 @ 0.5/min (2,688/min total)
Cannot figure out an easy way to do it. Anyone know a possible solution?
Just push the run off into the next cell and so on and so on until you get to the end
I did that in my other builds and was trying to find a solution that avoided that mess of belts lol. So far I don't have another option though.
Was messing with the clock rate of the 0.5/min constructor to see if i could lower the others currently at 31.25 to make the division better but didn't find any
All that does is postpone the problem and you still have the issue?
if the numbers add up it connects them all
Forgot to mention everything is at 250% except for the 1 Refinery and 1 Constructor with a lower item/min
IF
He did the math
just splitter merger copy paste on each main output
merge the
lots of space tho
it's not that easy, hence the belt mess i'm trying to avoid.
the remainder of each adds up to more than previous, and then less when using the injection belt method. royal pita if you mess it up too
space the things out so theres a deficit
every like 20
so the transfer belt doesn't get over welmed
Or if possible without weird numbers, try to balance the clock rate so it's the same on all?
that's what i'm trying to do
just haven't found the magic number yet
Or nvm, you said already you messed with clock rate?
I did but only for a couple dozen possibilities.
There's quite a few with this many constructors lol.
& i have a lot of room if i need to break down and add more just to save a headache
So apparently 142 constructors moving at the same time and a bunch of moving objects causes my fps to go from 100 to 20.
wall them in, their animations won't load until they're visible
just fix those crooked belts first
The hell? They aren't crooked.
that's not? it looks like it in the pic lol. might be the PoV
I'll show you "crooked".
I see nothing wrong here π
Exactly
lol
I started making things neat when I realized my FPS is tanking, I can't find anything, and it looks like spaghetti.
I would suggest breaking it down into sections. 16 refineries into groups of 4, with a mostly full mk5 belt each
Feed that at 4 banks of 22 constructors.
By having your constructor demand more than the refinery output you prevent them backing up. Well the solid side of it at least.
did you sort it out?
@ work. Going to take another crack at it after.
why are the constructor and refinery amounts fixed? can't you just OC/UC to get more/less of machines to make splitting eaiser?
I'm probably going to mess with the constructor count.
yeah, just take the total count (which is like 86.016 based on what you provided), divide it by number of output belts you have (e.g. 16 or 8 or 4 depending on how you merge stuff), then take the resulting number (e.g. 86.016 / 8 = 10.752) and build that many machines for each belt (e.g. 10 @ 100% and 1 @ 75.2%)
There is a point to stating that when you connect machines via a manifold you can stop thinking of them as individual machines and thinking of the set as "1 machine" - that needs to produce x per minute. Doesn't matter what individual units on that manifold produce, as long as all of them produce it together the x amount
Modules, yeah. As long as the behaviour of the module is consistent and predictable.
and as long as its input is, then its output will be too.
perfect conversion is unrealistic of course, but super nice for QoL for a game like this :p
I'm having some issues with fluid rates.
I have 3 oil extractors running at full overclock, feeding into a large fluid buffer.
1 x 300
2 x 150
The buffer is full. if I empty it, it fills at 600 /m
all mk2 pipes. triple checked.
manafold is standard layout. zero elevation on any point from extractor to the refineries. except 6m from the final pipe to the refinery.
refinery 1 - 8 are always 100% full. refinery 9 - 10 are very often yellow, and idle due to no oil.
if I run the green pipe back to the start of the line, 9 & 10 are always full, but then 6 and 7 begin to run out.
they are producing fuel and consuming 60 oil per minute.
I'm feeding in 600 per minute.
and all pipes can carry 600 per minute..
am I missing something seriously obvious, or what could be wrong :/
i keep hearing about something regarding pipes, there is a bug which causes fluids to go missing, which means pipes are not 100%.
if your setup uses 100% then this bug may affect your ovrall performance.
im not an expert on the matter, but i've seen it mentioned a lot. maybe that can help your investigation
that bug is fixed already
oh :/
I'd get rid of the buffer tbh
testing that now cheers
I need some math help
im gonna use the sloppy alumina recipe so i can reduce the amount of refineries I need and i want to feed 2 off a mk5 belt. but i need to clock them to account for it.
i need one at 200% but i dont know what i need to put the other at to run off 380/min
What's the base rate?
200
Base speed is 200. I want to feed 400/min into one and 380 into the next
im having trouble figuring out what the second needs to be at
Mk.5 belt maxes out at 780/min, which is 3.9*200.
What does it show in satisfactory tools?
So if you run one at 2x, then you'll need to run the other at 1.9x
so thats 190% clock speed?
Like the percentage for the inderclicked one.
figure out how many buildings you need first
e.g. if you need 4.6 buildings, you need 460% in total
so e.g. 2 at 230%
24 since i have 12 belts
*underclocked
im just tired of trying to split belts for this setup. so im just gonna do this the simple way
now that i have sloppy alumina i can make this way easier
trying to figure it out to divide 270 into 6 constructors each input is 60 for steel beam
with load balance
6 with 60 input is 360
oh.
when the bad math hits
Just load balance
Define an Item Sorter.
I need to sort 120 potentially mixed belts of 6+ item types
i already got it solved
into a smaller number of pure belts
You didn't (re)solve my sarcasm :P
xdd
A series of programable/smart splitters that filter or sort out different items
Ohhh like a Bus Sorter.
I have some plan on how to do it, but it's going to be massive and insane
Filtering out ~50 items (or however many you plan to have on those belts) and getting each of them on a new belt from those 120 would require you (at least) ~25 splitters per belt and related mergers.
Massive indeed
I'm "just" filtering all the raw resources in the dune desert from truck stations into a central location. I know exactly how many resources there will be per min, but want to protect against items in the wrong belts and basically allow dumping the items in ANY Truck station
So massive total throughput
Generally speaking, all systems where you try to cover for a lot of unknown scenarios require tons of splitting/merging
In other words: having more precise info on which items will be on which belts will reduce the "filters" needed by a lot
Personally, I'd rather make sure nothing can "contaminate" the belts than making a system to handle such contaminations
Yeah, but my biggest issue I dont have a solution for is actually merging the belts into the final outputs. For example I will have 45 belts of iron ore from 120 input belts. How do I merge these without throttling?
Why would you "need" to merge them?
Well, I need to filter out iron ore from all 120 belts, but not all of them will contain any, and I dont want 120 output belts of anywhere from 0...600 items/min
So I need to merge 120 belts into 45 without throuput reductions anywhere
I know, I just wanted to try it this way this one time. I'm using trains everywhere else and am not worried about contamination there. But Trucks are probably much less reliable, so I wanted to do it this way.
It sounds like your idea of merging all these ores on mixed belts rather than pure belts is biting you back really hard once you get to managing them.
Eg: imagine the logistic difference between
- Using pure belts and just filling them up to the brim with one ore each, then using them (simple throughput control may be needed)
- Merging ores in precise amounts/ratios so the resulting belts can be fed to buildings with appropriate input requirements
- Not controlling the merging and having to make a system to catch errors
This is what I've got so far. 1/3 of the belts filtering out 1 item type.
Oh, I don't fully get it, but I'm fairly sure you can get trucks to not do something so stupid (picking up or unloading items where they shouldn't)
I just need average 600/min throughput on all output belts btw, not sure if that was clear. It gets buffered afterwards anyway.
I stand by my sentence: making sure no error arises seems much simpler (logistically) than making a system to handle all possible errors
maybe. But then I have to make sure to send the right truck to the right station and then send the right station's belt to the right input and weave around ALL the belts in crazy directions instead. I'm not sure that's actually easier.
For instance: if (somehow) you were ti make sure that one item CANNOT contaminate any other line, that would be already (number of lines) less splitters needed for filtering
Imo, it is easier. By far. Why do you feel differently?
Depends on the system. In this case I'd prefer to do both, honestly.
Maybe this helps to understand. The items need to go into these train stations.Their belts go into all sorts of directions.
The stations are color-coded by item type
I find the "need" to make "AxB" matrices of belts a very annoying task (as in: you need to connect every group of belts to every other groups of belts carrying different items). Might be my preference at play, but I'd much rather avoid doing that by making sure all belts have what I expect them to have on them
I've done complex high-throughput chaotic belt systems before, and I'm not looking forward to them. I want a systematic approach, even if it is larger and more stuff to place.
Basically I just want to avoid this beltLasagne*10
Do you specifically want to mix the belts? Because at 120 you have plenty of reason to have pure belts
Yes. I'm just looking for a good layout to merge the belts most of all. I'm not worried about the rest.
120 mixed belts will certainly be entertaining XD
Iβd probably aim to have every incoming belt to be merged to have already timed amounts so you donβt have to have balancers the size of a mountain
Combining ~30k/min items across 6+ item types. Spicy. Definitely above my pay grade.
I just need a decent design that merges belts at full speed. That's where I'm stuck at.
That's kinda the problem tbh. You're trying to merge ~40x the max belt capacity into a single stream.
Exactly. And I'll need the same thing in future as well.
That is possible to do. I do not believe it is possible to do neatly (or as you put it, 'decently')
All I can come up with is to merge and overflow one belt at a time from 120 to 45, so 75 steps in this example. And I'm not even sure if that will really work either.
I don't think that would work, no.
I'm struggling to understand your design choice here. Is this an accurate representation of your reasoning?:
- Lot of inputs, lot of outputs - complex
- Simpler if all the inputs can just get put into one big stream together, and then the outputs can just take what they need from that stream
Not sure if you understood correctly.
wait - it is possible to do filtering in Satisfactory?
I'll summarize:
Given: 120 belts worth of 6 resources need to go into pure belts. All belts transfer 600/min on average, except a few source belts that would be 300/min.
Option 1:
Route all 120 belts from Source (Truck stations) to Destination (Train stations) with direct belt connections. Positions of source and destinations are already set. Item type per source belt could still be defined, but would also be very time consuming and error-prone. Most importantly, routing each belt in 3D would be very complex as well.
Option 2: (vastly preferred)
Treat ALL source belts as mixed/undefined, sort and merge them into pure belts, and connect them to destination.
This offers far superior protection against mistakes (truck routes, belt connections) and truck-related bugs, and may prevent massive headaches in future, so it is superior anyway.
well - smart splitters can split based on item type, yes.
ahh - I see
haven't progressed to that part before
stuck on Phase 2 of the elevator
Each of those 120 source belts has (in theory) only one type of item on it, correct?
Only if I went with option 1.
I mean at the source, at the Truck Stations. Before you even place any belts.
Trying to understand the constraints here. I'm not here to browbeat you into doing things my way, don't worry.
Why do trains when you can just do 10 mile long conveyor belts
This is the Source truck station layout now. Lifts go up into a bus.
Each conveyor comes from a single Truck Station?
2 conveyors per truck station. 60 stations, 2 in a row each time
How many different items does each truck station handle?
So each truck drives through 2 stations
*different item types
The truck paths are not created yet, so not fully defined yet
Why? I feel I'm missing something here.
mostly to reduce the number of roads. I will stop each truck at 2 stations instead of one.
Then the truck leaves to get more resources
So there are 120 different sources that the trucks are fetching stuff from?
Smart splitters can be unlocked as soon as you have copper sheets if you progress the research in the MAM
yes, pretty much.
How many different products does each source produce?
The longer a belt, the more throughput it loses when close to full capacity
technically 109 overclocked normal nodes worth of raw items from miners arrive at the truck stations in total.
Yes, but each individual truck station that's sending stuff. How many different things does each truck station send?
just one per is planned. Those stations dont exist yet.
Excellent, thank you.
So each truck will have only one type of item, correct?
yes
To be clear, the 'source' truck stations in my description are where the trucks drop off the items. Source from the perspective of the transfer facility I'm currently working on, where the items get sorted into trains.
So you'll have (guessing a bit):
- Caterium Ore trucks
- Coal trucks
- Iron Ore trucks
- Copper Ore trucks
- Raw Quartz trucks
- Bauxite trucks (?)
Pretty much?
Why would sources (with different item kinds) get mixed with one another then?
Yep. I think I can ensure that much.
Leave it to me for a tick?
For example if trucks bump into each other in my transfer station.
So that all being the case:
- Each receiving truck station ('source' in your description) will have only one type of item.
- Each truck can be fully unloaded at a single truck station, meaning there's no reason for any one truck to visit two different stations at the train interchange
- Therefore you'll only have 6+ different types of receiving/source truck station: eg. different Coal-receiving truck stations are equivalent.
Correct so far?
- Each receiving truck station ('source' in your description) will have only one type of item. -> in normal operation, yes, IE no wrong truck paths or collisions that knock a truck into the wrong station or pathfinding bugs etc.
All correct otherwise, yes.
Good. So here's my proposal:
- Each truck collects a single type of item from one or more outposts.
- Each truck unloads its whole load in a single truck station at your interchange: a Coal truck station for a Coal truck, etc etc
- Multiple truck stations for the same item type, eg. all Coal truck stations, all feed into a common single-item-type stream (Coal, in this case).
- Each of those 6+ streams is carried by a number of conveyors operating in parallel, since they won't fit on just one.
- To make sure you don't get the wrong stuff in any of those streams, each truck station will have a Smart Splitter on its output - only the correct item type (eg. Coal) is sent to the stream
- Any incorrect item coming from any truck station is sent to a common stream for sorting, after which it's routed to whichever stream it should have been in in the first place.
Hey presto, you've got 6+ streams that each reliably have just the one item type that they're supposed to have. And all full speed, with no item loss.
Seem fair?
(the key thing about the common stream for sorting here, is that here it's only for catching errors - the vast bulk of materials will stay in their own lanes)
A hybrid solution, I see. As is often the case with those, this might be even more complex in reality, but smaller and with some tradeoffs. It still has the problem of following each belt from station to the filter, and building a filter system that can handle at least some throughput, and merging those items back in some reasonable way..
I'm not so sure this is going to be easier than option 2
in practice
It's the simplest option that I can see within your constraints.
Thing is though, you only need to trace 6+ belts instead of 120.
Don't care if a belt came from Coal Station #3 or Coal Station #6 - just, here are all the Coal belts all together.
Well, you would still need to merge the filtered items into at least a few of the pure lines
that would be the case for option 1 as well.
With the hybrid solution, the best way would be to just sink any "wrong" items instead, to avoid merging entirely
It would still slow down the system unless I built 120 sinks (which I WAS considering additionally at one point btw)
Don't need 120 sinks, unless you're planning to average 780/min incorrect items on each and every belt coming in
Thing is, my solution basically is a less-painful version of option 2 anyway. Just:
- Doing the sort-to-pure-belt thing at the truck station instead of at the train station
- Assuming that the inputs will be /mostly/ correct.
And seriously, is it too hard to track 6+ bunches of conveyors? Just keep the bunches physically separate, maybe color-code them if you like, and it's all good.
It's a bit more complex, the 6 'bunches' need to go into 12/15 bunches that are right on the next floor.
Why 12/15 bunches?
Can you not use few mk5 belts and split at end?
- Doing the sort-to-pure-belt thing at the truck station instead of at the train station That's not really a difference, sorting happens right after the truck stations either way.
I have 12 Train Stations (Destinations), 3 of which carry different items. Each station has one bundle of conveyors already.
Except that in my suggestion, the sorting on eg. a Bauxite station is just a single Smart Splitter checking "Bauxite" vs "wrong"
not at the throughputs I need π
Would need 90+ belts for that.
I already built up that part as example here, pretty much. Straight would be "wrong" and Side would be "correct"
The original plan was to just repeat this for each item type.
Only for option 2 here
The splitters are not "right at the truck stations" but a little away from it. There's no logical difference though.
Does each truck station output go to a single Smart Splitter, configured for the thing that that truck station is supposed to be getting?
it can be configure that way with this layout, yes
In the hybrid solution, each belt going to the left would need to find its way to a train station belt of the right type, while the rest would go to mergers.
How easy it is to route the correct belts to the trains depends on the allocations of the truck stations.
If you do that, then every 'this item' belt coming from the smart splitters is a guaranteed pure belt. Problem solved, do what you want after that.
Mostly, yes. There are still a few minor issues though. Like dealing with the truck stations that only deliver 300/min on at least one belt, which must exist because of the amounts of items coming in.
Each truck station delivers 2 belts and is grouped with 1 other station, so groups of 4 belts come from the same truck route.
The incoming resources are not all divisible by 4 belts though.
@ionic galleon here are the numbers (in belts) per resource btw.
am I dumb or is the pipe priority setup not working on experimental?
Honestly dicey af on any version. I wouldn't recommend it.
I had nothing but issues with that sort of pipe setup.
too bad that anything but a perfect setup will cause this factory to explode π
Doesn't matter. Just accept that your belts won't all be full, and rebalance from time to time within each bunch.
depends on a ton of stuff whether it works or not. You'd have to test every specific setup to know for sure.
Honestly I'd redesign as necessary to make that not the case. Like how my Aluminum setup just sinks the Silica byproduct entirely, and gets its Silica from a Quartz mine instead..
well, I need to merge them before the train stations because I dont have any spare stations. It's not a huge deal, but I'd have to keep track of the non-full belts from truck stations additionally and merge those.
see my dumbass build a huge factory first and then switched it on and with huge I mean that it processes all bauxite on the map in one factory. Redesigning it is.... tricky
Welcome to Satisfactory, where if your third rebuild does the job then you're doing well π
with full water recycling no less and driving some pipes at 100% capacity which makes it even worse
Well, have fun with that. Personally I'd design the whole thing very differently tbh, but this is the most help I can be with your design.
Yeah. Thanks a lot for your help btw π If I still cant come up with a good merger setup I'm gonna go with your setup. It does solve my biggest issue after all.
I did realize that I can compact the Option 2 setup by first splitting off the "common" item types like iron, then merging the "uncommon" belts into mixed belts, and then sorting those mixed belts which wont be very many.
Just so i'm sure; 3 Water Extractors can provide water for 8 Coal Generators running at 100%, right? 360/45=8?
But the question is how many pipes do you use to deliver that water?
I think I can get it through 2 pipes if i run 1 at 240 and the other at 120, and just have both pipes funnel into all the coal gens with mergers at the end.
I got it through 3 pipes @120 my first go around, and it ran perfect (i think), but I have no clue why my brain isn't comprehending basic maths anymore.
G G G G
E-+--+--+--+
E-+
E-+--+--+--+
G G G G
Yup! a lot of people get throughput issues by trying to use only 1 π
E = extractor, G = generator
oh dang, that makes sense. I might steal that, it'd save on so much copper plate. Thanks!
np π you can also run the coal belt nicely from the right side π
*for now π
I'd assume those will be done forever
kinda
its just one big giant mess just to get mk5 belts
look at how clean it is clipping
how can you use "clean" and "clipping" in same sentence
lets get real, you barely see it is clipping right ?
that belt looks ike its covered in dirt π
it is
Opinions on this this being the most optimal nuclear setup? https://u6.satisfactorytools.com/production?share=1CrdNp54FclPIO1WiRY8
depends what you mean by optimal. You can make 50.4 Uranium fuel rods and 22.4 plutoniums instead for example.
So basically what's your goal? power? do you want to deal with plutonium waste?
Sorry was at work. No I wanna sink the waste by converting it. But I also want to maximize the power output otherwise
Then you want full nuclear, which is 252 plants burning 50.4 uranium rods/min
Thatβs actually what I meant to post I must have gotten the link wrong or something
Diluted Packaged Fuel Spreadsheet I made.
I have three videos on maxed nuclear with waste processing on my Youtube channel in case youβre interested. A word of warning: itβs a huge project. Iβve been building mine for over four monthsβ¦
there are online tools that can do this for you π
hint wink
Is it worth the cost of electricity to support a miner and sink on a uranium node early stage? i stumbled across one and know that the ore is worth a bit of points
I'd argue it is worth early on
well, it is totally worth mining and processing quartz early on, so it probably is worth doing the same with uranium
it's just that uranium nodes aren't often readily available
Ye i found one in a cave and i dont think i can do anything with ore other than stockpile some and sink the rest
no point in stockpiling unless you want to torture friends in multiplayer
a miner straight to a sink will have practically 0 radiation other than what's coming from the node itself, whereas a full container will spread it some distance
how far?
uh, one sec
it's pretty deep in a cave
yes i know, but the distance between the entrance of the cave and the node with storage and sink is significan
so one storage container of uranium spreads 75 m, an industrial one 94 m
it depens wich cave your talking of
where is your entrance?
about 1/2 to 3/4 of the way before i hit the node i think?
this means that you could actually stockpile it
though theres literally no reason for it
i like to store things
the tunnel is quite the long one. long and with at least one major divergence of the path
i cannot edit my beacons now?
useless. storing ore etc doesnt help you at all
i know
it is good for injecting high speed amounts of resources into unfilled manifolds
Engeneer, you are to report to your nearest comms device isntantly. Ficsit does not like inefficiency and waste of resources!
yeah, but that means, depending on the scale of the project that maybe it starts to work at peak efficiency maybe 15 or 30 minutes earlier
15 or 30 minutes are nothing
15 or 30 minutes is better than nothing in my opinion lol and in the case that maybe im running low on power, i can get back to work sooner.
although by uranium, ill have storage for power
honestly, it takes, at a certains tage, weeks or (inc ase of my last production line) months to establish it. 15 to 30 minutes is nothing
fair enough, i have yet to reach nuclear in my saves
What's the actual "safe radiation" level? Wiki says it's 0.2 but then in its own examples lists distances that work out to 0.1
Safe radiation level: 0
If you are using the old Greeny tool to calculate distance, that is WAYYY out of date (sadly)
I'm not using a tool, I took the formula from wiki and punched it into excel myself
it... isn't iirc. Just doesn't have the correct radiation values, but formulas still work
safe is <0.2
it doesn't round down
I mean to zero below the cut-off
otherwise no distance would be completely safe
no
0.2 intensity is 0% damage. 45 intensity is 100% damage. anything in between is linear. Anything above is also 100% damage. Anything below is 0% damage
The intensity level lower bound is what I was talking about
I see what you mean about the actual damage calculation though
Ok, so this seems to be the maximum theoretical power generation while still producing the most complex item in the game at a full belt speed. Am I missing something? I wanna make sure https://u6.satisfactorytools.com/production?share=0XreK8bJK49KwA02s6it
Now I just need to figure out what else to make so all possible world resources are being utilized
This seems to be it roughly. Any thoughts? https://u6.satisfactorytools.com/production?share=TbhYZgBvfW86s4HCFs9S
Could something be optimized? or can I make anything different?
Anyone got any suggestions or designs on splitting 4 x 600m3 pipes into 5 x 450m3 for a refinery setup?
This is what I currently have but need to balance it somehow
15 refineries on each line.
each line requires 450m3 total.
have 4 oil pipelines supplying 600m3
| | | |
+--+-+-+-+-+--+
| | | | |
oh, fluids don't have limits like belts do... yeah, that'll work. thanks!
Known bug, the devs know already I think.