#math-and-meta
1 messages · Page 12 of 1
I tried moving uranium via train, once, this happened
I moved it via belt after that.
definitely going to use drones where possible for anything nuclear i reckon
I use belts for the whole thing, with the radioactive stuff being load balanced, there isn't that much radiation like anywhere, the hot spots being the reprocessing blenders near the accelerators, and the plutonium fuel rod manufacturers (and both of those are at the bottom of the waterfall)
ahh yeah, I haven't actually worked with nuclear before so im going pedal to the metal with this build. Definitely going to try and load balance the radioactive bits now though
I recorded a brief tour of my nuclear setup, it's quite old now but still relevant : https://www.youtube.com/watch?v=9ioMoBN0ZoM : if anything here helps, go for it.
A tour of my nuclear power station from uranium mine to plutonium sink.
It isn't as comprehensive as I'd like because the video would be far too long but it does show the amount of infrastructure required for nuclear power in satisfactory.
My 100 reactor build would be considered medium sized compared with other creators :)
i'll definitely have a watch, it'd be good to get an idea for scale into my little brain
This setup fuels 100 reactors.
ok at least i can comfortably say i won't need to build as much as you did
I used default recipes and it burns all the maps uranium ore.
I think i have all of the alts unlocked but im going to prioritise whole numbers in production so i don't need to deal with decimals too much
The best alt with the least risk would be the one for uranium fuel cells, right at the start of ore processing.
i'll have a look at that then, i think i got given a breakdown for everything i would need to make ages ago but i reckon i'll try and make my own process to use the recipies i like the best
Have you used https://u6.satisfactorytools.com/production
I found it handy to use in order to break the huge chain in to much friendlier chunks.
yeah big time, it's nice because you can mentally convert entire processes into satellite factories
definitely makes things a hell of a lot simpler
As for choking fps, my save does a decent job of that, actually crashes most pcs 😄
hahaha, that's awesome. iirc i wanted to see if i could take down my pc because i got an upgrade just as i started understanding satisfactory
thought it would be the perfect test
I'm running a 12900k, 64gb ddr5, rtx3090 , seagate firecuda 530 4tb nvme. under some extremes I've pushed it down to 14fps, and a train crash experiment that taxed the physics got it down to 9fps.
haha yeah that would still nuke my pc
i have a ryzen 9 5900x but it's bottle necked by my 3060 right now
Here's one of those train crashes, look at how long it hitches before all the cars get launched.
i think my pc would go pop if i was to give that a try haha
So u lose all the cars on that?
You can re-rail the mess to rerun.
Wow
Here's the same crash but without the physics crucifying blockhouse.
Zago's save that I was messing with 🤣
There are some huge issues building plutonium processing where I put it these days.
The fog is ridiculous, good luck seeing the blenders from the particle accelerators (same room)
WHAT
If I make 1/2 rubber and 1/2 plastic how much plastic must I turn into rubber to make 1:2 plastic to rubber?
Could use Satisfactory Tools?
Cheating
Ok then.
I made an equation instead, I think I’ll get it
How is asking here less "cheating" than using a tool
2 dimes and a nickel
Cheating is whatever you define as such, if you're playing singleplayer
that’s multiplayer not singleplayer
😂
I think an easier way to go about it is to just go for not an exact ratio rubber to plastic
Why is this about Rubber to Plastic instead of about Oil to Rubber or Oil to Plastic?
produce the amount of rubber you need, produce the amount of plastic you need, any more and it’s overkill
I shouldn’t be making thousands for fun?
1 entire node to plastic and 1 entire node to rubber
For fun use alts but have fun figuring out the rates without SFTools
Always
Recycling
Nah
The rates are so ugly
I make notes
Let us know if you succeed
I just use math like this for example
Personally I just use the tool to figure out nice ratios
Like how steel beams can be simplified down into 4 smelter -> 3 foundry -> direct feed from foundry into constructor
By math complexity, it's nothing that an 8th grader couldn't do, it's rather how much of it there is and how long it'd take to calculate
Yes. Recycled Loop is 1:3 Oil to Product.
hey hey, just a little thing: Im in the north dune desert and trying to get a maximum out of steel products. Need to mention that Im currently using the impure coal nodes for power. So now the calculator presents the following layout: https://www.satisfactorytools.com/production?share=r1mOaoPmbfcPswBYwisc . Is there any expert who can say if thats the maximum i can get out or is there an option to get more by deactivating specific recipes? (wanna keep the 2 pure coal nodes for later projects tho)
If you toggle all available recipes, limit the resources in the input tab and set the output resources to maximize, it will automatically do the maximum possible
yeah sure.. just asking here bc I had the case (while setting um fuel) that I needed to deactivate specific alt (in that case petroleum coke) to get way more output...
and since I got also copper nearby I was curious if it might me better to use iron alloy ingot instead of pure iron
The planner uses weighted cost to figure out which recipes it thinks are the most resource-efficient
okay thanks
that should never be the case, if it is, feel free to send it to me
Just use your own brain, it’s more reliable
I wish it was lmao
Using my own brain is how I got the 6x 800 trying to take up from 6x 780 belts (before throughput issues), lack of thought ftw.
I also spend time on dumb thoughts, like: „should I make one rubber and plastic cycle that then feeds more machines that turn plastic to rubber/ the other way around or should it be all one loop“
totally agree - but the planing process would be a lot longer with all recipes and their numbers in mind
It depends on the complexity of a project
But since I usually go with the flow when playing I would just plan one part, then execute it and then do another etc
https://www.satisfactorytools.com/production?share=lvABGH46clkByxbgAHXf best example. I would be insane calculating it on my own 😄
I see
🤔 It's better to OC the nuclear power plants to 200% or no?
Although, you would probably always want to set up a bunch of the base resources for later use anyway
I personally don’t think overclocking anything but miners is worth it if u don’t really have to, for me it’d only be a last resort if I don’t have enough space in a building
true. did that with batteries but i usually build up one big factory for 1-4 products on its own in a decent spot...trying to avoid long transports
But it depends on your preference
Ye I see
I’d say you should also have a big copper sheet setup with refineries later in the game
For example
well thats worth a thought....never spent a minute about a copper sheet factory on its own 🙂
It’s super useful tho, because the alternate is very effective yet needs a lot of space, so I think a big setup is worth
Wet copper bars into wet copper sheets is the dream combo
Nukes take a lot of space and overclocked to three slugs ™️ have almost the exact water needs as one mk2 pipe can supply. Almost as in there is a very small thousands digit difference, and mk2 like to fluctuate, so assume they might drop offline from time to time for couple seconds.
I never do because a normal nuke can be done 1:1 with a Water Extractor at 250%.
so this is a super early game iron rod factory, any tips?
Keep playing?
cool lol
Build on foundations as you can.
Is this your first run ever?
had a few false starts so no but its the first one im trying to take seriously
May I give you my new player advice?
by all means
Drop this Discord, entirely (for now).
Play the game by yourself without any guides, hints, wikis, or help all the way to T7.
Experience the game for yourself, meet the challenges and solve the problems yourself so you learn how to think about the game.
Get your own perspective on how things work. Once you're at T7 then come back and you'll be in a much better spot to compare your experience with others instead of just having information handed to you.
You lose so much of the journey if you are just gifted answers.
Alright, thanks for the advice
im not gonna leave but i certianly wont ask for help on every minute factory detail
Actually I do have some new player advice I wish I followed
Save your first factory designs somewhere, don't discard the save, they're really fun to look back on
Alas my first save of around 400 hours was discarded due to data corruption, I didn't know there was potentially a fix, I wrote the whole thing off and started again.
frankly i just had miners and smelters and took the materials and used a crafting bench lmfao
What do you mean by visual tilt?
other than Sev's tip which I don't disagree with - don't be worried about mistakes. The game is set up in such a way that you benefit from tearing down old factories and rebuilding to meet new needs.
Experiment and don't obsess about perfection.
Also build you coal power plant at distant nodes keeping the power grid seperate 🙂
or don't 🤷♂️
pick one and move on
but wich
what are you working on right now or next you think?
I meant the visual clipping sorry
Oh you mean when objects z fight and flicker?
So you can control that some what with what materials you use and if your clipping only covers a small portion of the foundations it become really minimal.
Along with that there's a couple simple ways with mods to change the z (height position) by 0.01m , which stops all flickering
in that particular image it may have looked like there was intense flickering because of shape/colours but that was actually just poor rendering at that distance XD
Just wanna play normally. But i think the screws were a nice decision
Ah well all the recipes lets you play 'normally'.
But I understand the reflex to ask. Recipes aren't bad or good for the most part. Their value changes with what resources you have available in whatever location you want to build and how you prefer to build.
some recipes are more flexible and some are more niche.
For example your screw recipe I find really flexible early on since it lets you skip a whole step. Later on it might have a lot less value since you can remove screws from your world with alt recipes 🙂
The other 2 recipes in the pic are pretty flexible as well. Iron Wire I love because iron is much more common than copper so you have a lot more locations available to you to build things with wire w/o having to find copper. And copper alloy is pretty great as sometimes you need a ton of copper and if you have spare iron in a location you can use it to make more copper and it might save you from having to import it
since you can remove screws from your world with alt recipes 🙂
or use steel screws/rods
Or remove screws and rods 😄
Never see a rod again!
In fact you can never smelt an iron ingot again if yo udon't want to !
but copper rotors
No need for iron ingots there
That's right. The new wave is 'remove iron ingots'
Almost did it once. Good for machine-count reduction.
but solid steel ingots ❤️ can never let go of them
I never felt the need to remove a single item 🤷♂️ I don't see any advantage it brings (I mean removing the item directly, not the advantages from recipes used in the process, if the recipe is good and it's "byproduct" is that it removes something, then sure why not, but I won't use a recipe just because it removes thing without any other advantage)
Steel screws sure feels like it removes screws from play at least
Since it replaces any kind of screw input with 1 assembler (2 at most?)
But yeah, last time I played copper was only used to make iron, and screws were a meme...
I mean you should always put screw constructors in front of machines that need them anyway
no matter what recipe you use
screws are troublesome
there's even that HMF alt that can't be run at 250% OC due to needing 975/m screws
so my typical answer to screws is to not use them anywhere aside from RIPs and rotors (and rarely, MFs)
producing default computers would be another sorta viable case for screws, but currently it's massively easier to use caterium there and not much other uses for caterium aside from connectors and computers
well
if you don't OC buildings, screws are hardly troublesome, they are the same as almost any other item
it's the least "compressed" item in the game, even compared to other 500/stack items
most recipes need tons of screws/m; until you unlock mk5 belts - it's always additional work on logistics, more belts, more splitting, more mess
only quickwire is somewhat comparable, but there's much less recipes using tons of quickwire, especially early on
by the time you need numerous HSCs with their 210/m quickwire input - you've already unlocked mk5
or just put the screw constructors in front of the building, then it's no logistics and no splitting 🤷♂️
yeah, matching 50/m production to 52/m consumption is fun
overclocking exists
imagine OCing screws
underclock the consumers then 🤷♂️
I run a belt of steel beams and treat it as a hyper-compressed belt of screws, and I'm pretty satisfied with that
But yeah it is pretty bad that an alt recipe literally can't be completed if overclocked to 250%
yeah, the downside is that steel screw eats lots of steel
and steel rod + default eats lots of space and creates logistical pains
...wait can you use multiple inputs on a manufacturer for the same resource?
you can use one input to supply all the resources
or you can use different inputs to supply same resource
all inputs are absolutely interchangeable
I'd kill for circuits in this game
you can, so you can even feed that alt recipe at 250% 😛
Yeah it hadn't occurred to me that you can use 2 feeds for screws
Kinda complicates things I guess but hey
I mean you complicate it for yourself by clocking the manufacturer 😛
yeah, for heavy flexible frames you can technically mix part of screws input into another belt
I am sympathetic to people who cheat in 10k power shards and overclock everything to 250% to save performance
(or, you know, lizard battery farm them)
I remember when I played previously the matra was "Sure you can theoretically make 100 turbomotors per minute, but your computer won't"
I mean even if you clock everything to 250% it's still a lot of buildings. So clocking a few manufacturers to less than 250% is not a big deal imo
that seems to be the worst approach to saving performance
since it's mostly GPU-bound issue to draw lots of machines, and in current times they're pretty optimized with low LODs and no animations when viewed at a distance
it's back in U3 days looking at a big factory killed you fps right on the spot
I mean, all gpu issues can be defeated by just not being in render range
It's a solved problem
all issues can be defeated by not playing the game 
True that, just play through the calculator tool
But yeah I get your point, I was mostly leading into "build modular, save gpus"
you would be simply switching easy in-game issues for hard and difficult real-life issues 
Issues like "build mk3 miners on your real life job to farm the upgrade for your graphics factory belt speed"
nowadays you can architecture your GPU into slowdowns much faster than you can factory it
lights, glass windows, and all that fluff uses quite a lot of graphic power
aye, Machines to kill your CPU, fluffy stuff to kill the GPU, best of both worlds!
I see
Thank you
machines probably contribute the smallest part here
I'd imagine belts and other transports create most CPU load
but since you need more belts for more machines, it's kinda related
Yea. Belts especially if they are long and tramsport radioactive things
oh yes, real-time recalculations of radioactive zone must be pretty heavy
aye, for this argument I meant machines as in anything on production, and fluff as anything non-production
not immediately clear, I appreciate
Mhm. I think cramping up stuff at one place will do it too
Best example is let's game it out with his tornado wich completely ruined his framerate
Or his.. uh what is it callef again..? The like webbed field where all of the rad stuff had to go through
Sure but 3x the machines usually means 3x the belts
Each constructor is another 4 belts + 0/1 splitter + 0/1 merger on the manifold
His belt weave?
exactly yea- thanks lol
This is a really interesting post that comes to some conclusions that I otherwise wouldn't expect
And I'm still not entirely convinced by, like pure copper being F tier
But the results kinda speak for themselves in the form of that before-and-after resource graph
Subjective analysises are subjective.
Fantastic?
I prefer using the info on the wiki.
Ok
Fine Concrete being "Recommended" 😂
No way
I mean my first impressions were bad too
Insulated Oscillator -- which is the only way you should make Oscillators is in C tier.
But the guy backs it up with some pretty convincing results
UHHH, why do they have recycled rubber under F tier? Can't do the recycle loop without that.
Yeah they list recycled recipes as being scored independently but when combined are better
omg...
Which is weird imo but whatever it's not my post
He put Classic Battery in F...
But that's the problem, the alt recipies are almost never in isolation.
Classic Battery, Instant Scrap, Pure Caterium, Cheap Silica, Iron Wire...
All F according to them.
Iron wire f tier 🤣
Yeah pure caterium is a weird one
What kind of formula is being used to get these results
They also somehow ranked Turbo Heavy above Turbo....
Wha..
And regular Fuel above Residual.
Almost all top tier stuff is computer and chips related stuff.
Steel rod and steel screw are D tier while being the best way to make screws each in their own way
Yes.
I believe he said he doesn't use screws at all somewhere
@barren elm Take a look at this one https://satisfactory.fandom.com/wiki/Hard_Drive/Alternate_recipe_analysis It's outdated, yes, but should bring about the point of how subjective they are.
He also has Steeled Frame ranked higher than I would ever put it.
He cares so much about MW cost... 😭
Yeah I think that explains the weird results
Eh, I use steel frame, I think it's pretty ok but that's because I tend to make too many pipes even early on
@barren elm The point we are trying to make is that subjective is EXACTLY that, subjective, it's completely based on opinon.
Probably wouldn't recommend though, I think it's highly biased due to my play style
It's not bad by any means.
Just wouldn't prio it above the other 2.
The chart on the wiki takes out the subjectivity as best as it can.
Right but I'm not saying this post is correct or incorrect, I'm saying this place might be interested in it
Like I'm definitely not gonna use coke steel ingots
(I think he even has 0 coal usage for the whole factory using alt recipes)
I'm using coke steel for the weapons plant because I figured why not.
That's a choice.
I think they are great.
Sure, I'm just saying, I'm not defending the post
Power draw is far less significant than all other metrics, so that's pretty bad
It was more of an opportunity thing because I'm already using coke there. I haven't decided whether I'll use it when I rebuild the whole thing so that it's synergic with itself.
Power draw is a metric?
😉
Sounds like you're building power wrong.
You can't throw it out the window but I wouldn't design factories around it
The correct way to build power is to feed plutonium waste directly into the lizard doggo for easy removal
lol
But.. I do throw it out the window. 🙂
It has literally no effect on what I build.
It's just for consideration like "overclocked miner + default copper" vs "normal miner + pure copper"
There, power would be 'wasted' if a low amount of copper is needed
But I can understand not considering power in the slightest
who knew that ranking something complex based on a few traits was a bad idea
that is highly subjective analysis and shouldn't be relied upon 🤷♂️
not to mention that "ranking recipes" is very bad way of looking at the problem
much better way is "ranking production line/recipe paths"
I just thought it was interesting
I mean I could write a random rank generator and it would probably be more interesting 🤔
What, more interesting than a global factory that never uses coal?
It's an environmentally green factory
Voting website
I'd like to see the results of that honestly
the problem is to get relevant results - you need as many players as you can get, but also only players that have experience with all the recipes (and players that want to give their time to actually rank the recipes). So in the end we'd get like 3 relevant answers and tons of bullshit as bonus
I'm not saying the results would be good
A good subjective "pro-player" list could be obtained by manually reaching out to as many such players as possible
It would be biased but that would be fine because it wouldn't present itself as being objective, or trying to be that
does satisfactorytools take power and building counts into account or does it just minimize resource usage
having it generate a production line for every item in the game (with all alts included) and seeing which alts were used frequently might work for a ranking
Afaik SFTools optimizes for resource cost but I'll let Greeny answer that
you can set the beta version to prioritize building or power
also, this might be better suited for his tools' discord
Beta version prioritizes power.
Alpha version prioritizes space.
Sigma version prioritizes resources.
@wind spade
😉
yes let's move an entire discussion to another discord because i mentioned a third party tool
it only minimises resource usage. And yes, questions are better on my discord, as here it's technically offtopic 🤷♂️
reason for resource usage minimisation is that resources are pretty much the only limited thing in the game, so it makes sense to optimise towards them
What’s the max output of power possible in the game if you convert every single resource available towards power production
I know nuclear alone is 1.13 TW
I don't think you can reach 2 TW though tbh.
If you can it would be just barely.
iirc max nuclear is 1.19 TW and max fuel/turbofuel 0.55 TW, but that's when built separately
however, you could have unsustained power production (buffer fuel and burn it all at once later), which is only limited by the engine object linits
Pain...
is that net or total output?
50.4 Ur Rods
22.4 Plut Rods
yep
What's the max nuclear power if you sink all the plutonium rods?
630 GW
560 GW
1.19 Total.
Yeah, I think 1.13 is net.
0.63 TW
Max Ur is 50.4 rods.
630 GW or 0.63 TW
Whichever you prefer to type 🤷♂️
😭
Pain.
dadadadadadadadadaW
decadecadecadecadecadecadecadecadecawatt
It was a simple question that went down a full rabbit hole
The nuclear plant above has a total waste of 5040 per min, but there's only enough uranium to feed 252 reactors at 100%, which only produces 2520 waste per min?
What am I missing here?
Uranium makes 2520 Uranium Waste, yes.
Only way to get more would be burning Plutonium Rods instead of sinking. In which case you'd get a completely different item, Plutonium Waste.
Ok so the 5040 figure in the above thing isn't the max waste per min?
Max reactors (0 plutonium) is 252?
Just asking for a sanity check here really
Aye.
Alright thanks!
And I do those 1:1 with Water Extractors clocked to 250%.
Keeps it simple.
I wonder if they'll ever stop us sinking plutonium fuel rods
Nah
It takes a whole other level of complexity to make them.
So it's a viable reward.
Is doing a self-contained loop like this ever going to cause me engine accuracy problems?
Not if you build it properly.
I'm thinking literally just half-filling a buffer of water calling it a day
Eh
Put the buffer above the pipe and use it to feed until the system is online.
Then delete the buffer entirely.
Man this nuclear setup feels like a real "If you wish to make an apple pie from scratch, you must first invent the universe" moment
Indeed.
I chuckle when I see someone type "K" instead of "k"
||Not really, I'm just trying to oneup you||
I chuckle when I see mono-item belts instead of sushi.
😄
Looking at single-item manufacturer feeds like: 
I know this, but I wouldn't expect someone typing KMW to know that k is supposed to be lowercase 
I wonder what people are on when they say they need x kWh hours of backup
I built 8001 power stores for the hell of it, I doubt they'll ever be needed but they can run the entire show for days on their own.
Is it common knowledge that power batteries have 2 power connections instead of the usual 1?
Because I love it and wish it were more common
Can just daisy chain them infinitely
I think so, I would have hated connecting them old school.
Ouch!
are power shards generally primarily used on resource nodes first?
I’ll make sure even on my iron ore lines to have a merger and smart splitter to loop random items along the length
By most people yes because on miners you get resources which are limited while on machines it saves space which you have lots of.
I overclock everything though cause I want smaller factories
You can use Micromanager to make things smaller
"what is this? A door for ants?"
Did the weightings of alternate recipes in the wiki get a significant change in Update 6 due to the only resource currently in the Spire Coast being oil?
Were spire coast nodes even changed? Pretty sure it was only oil before too
I wasn't sure what it was like prior to update 6, so I figured I would ask.
wiki has weighting of recipes?
Yeah, it gives each a Weighted Point score based on (resource consumption / maximum extraction rate) * 10,000 where the lower the score, the better (usually)
ah, but that's weight of resources, not recipes 🤷♂️
that's where my confusion was coming from
ah, gotcha, sorry
Seems like the calculator prefers to use the packaged fuel recipe for reasons I can't figure out
which one?
This is just 2 oil nodes set to maximize
maximise doesn't optimise for anything
This is the exact same but with the packaged diluted fuel recipe disabled (uses less buildings + less power)
it just picks whatever path leads to max possible result
in case of diluted (packaged) fuel, both variants lead to same result, so it picks first one it finds 🤷♂️
Alright makes sense
Use "Maximize" so it spits out a final number, then switch it to "items/min" and type that number in.
Ah I see, yeah that goes for the blender recipe
What are the arguments for/against the default motor and it's two alts? Trying to decide which ones to use in my mall rebuild. I'm also not sure which stator, rotor (semi-tentatively copper rotor, may change to steel) , and crystal oscillator (possbly insulated), but I'll be able to decide better once I build the matrix in Satis Tools.
I mean all possible arguments depend on your save only
what you prefer, what you want, what you have available etc.
the alts involve more effort/complexity, and more types of resources consumed, for a net gain in resource & power efficiency.
if you want the absolute simplest motor factory possible at the expense of efficiency, you miiiight use steel rotor + default. if you want the most efficient motor factory and can handle all the different parts required, use an alt.
I personally tend to go copper rotor -> default motor, because I don't want too much complexity but I wanna be a liiittle thrifty
can i have a website to help me with my calculated
i have a lot of site for that but no one can see me with overpowered ( or overcloak)
i'm french sry
there are some in #welcome
overclocking can be calculated by you directly:
for example if you need 12.85 machines, that means 1285% in total. So e.g. 12 machines at 100% + 1 machine at 85%. Or 5 machines at 250% + 1 machine at 35%
i'm busy to calculate 🥲
well usually overclocking of machines isn't worth anyway, so most websites don't bother with it
only thing you absolutely definitely should OC are miners
everything else is optional for space-saving and tidiness, so calculators won't specifically tell you when/how to do it. OCing production is honestly more of a style/layout choice than a logistical choice
it also doesn't change any other number (apart from building count), so you can easily calculate it yourself 🙂
Alts are better than base for mass production.
Osc vs. ECR is the only decision that needs to be made imo 🤷♂️
Hey does Head lift travel through or reset at fluid buffers?
travel through iirc
And does if effect the level they can fill to?
honestly don’t know, i dont really use buffers
Why are you using fluid buffers?
Its in their name sake
oh buffers are pretty much useless outside of temp setups and fluid stations
Tell me you don't know how many problems they cause without telling me you don't know how many problems they cause.
Pretty much, but they look nice
Also yes, headlift affects how much they can fill.
There, easy, didnt need to be a Jerk 
you could just clip the pipe through the buffer, get the look without the issues
by clip i mean having it look like it connects to both connections
How you interpret honesty is your business 🤷♂️
Yeah true
They reset headlift, BUT, the fluid from there has the headlift of the height that the fluid buffer is at. That's how water towers work in the game.
Thank you! Thats mostly what i assumed, that or it had a basic 5 m headlift
Fair point then I guess. There's no shortage of iron around here anyway.
Only reason I don't use Rigour Motor is because all my Osc's go to Computers.
I see.
So I end up using Electric Motor.
Why do I see something in #screenshots for this channel? Yall have embed perms lol
Fluid buffers are kinda necessary for fluid trains
That is their primary use, yes.
But you have to setup a hybrid VIP/VOP junction with them.
Which not everyone knows to do.
What is VIP VOP
Variable Input/Output Priority
Not sure where to put this, but uh, for sushi belts, is it okay if the inputs just flow on through (just using MK4 on the one belt for easier screenshotting)? I decided to put the miners on max because I don't really want to deal with fine tuning the system.
I'm testing this setup to make sure it works before committing to the design, going to try to sushi belt as much of the mall rebuilding as I can.
i have 240 raw quartz /m, what's a nice ratio to make silica and crystals?
Which recipes?
default
Nice Ratio = However many of each you're going to use.
frankly not sure about that
Then I wouldn't build it until you're more sure 🤷♂️
Would you like alumina solution with your silica? (Satis Tools thinks the best default way is to use alumina when maximizing.
not at aluminum yet
boop
that's a lotta ugly decimals
Hey, it's what you wanted.
i'm farther in the game than i ever have been so idk about the later stages, would you say the two are used at more or less the same rate usually?
That's entirely dependent on what you choose to do.
That sorta depends in part how many signs and glass stuff you choose to use.
Also if you're using oscillators in alt recipes and if you're using silica to maximize aluminium.
!wikisearch Silica
Silica is an intermediate item used for a variety of products. It is produced from Raw Quartz, as a byproduct of Alumina Solution production or gathered in small amounts from cutting down coral. Small amounts of Silica can be gathered by cutting down coral with the Chainsaw. The following shows different ways to produce 1 Silica / second, or 6...
100 each would be more than enough for personal use, IMO.
Silica comes into nuclear as well.
And if you're using Silicon CB or HSC then you'll want more too.
So, as always, the accurate answer is "it depends."
Yea, weirdly, Satis Tools decided to use alumina solution, but I know the maximize tool doesn't actually optimize.
You get somewhat cleaner numbers with alts, but all maximize does is try to tell you how much you could potentially make out of a given amount of resources, not neccessarily the optimal way to do it. @distant aurora
oh i forgot i do have cheap silica, though ive heard that one's kinda bad no?
Cheap Silica is the best Silica
Really?
??
I thought it'd be kinda niche.
You're thinking about Fine Concrete.
ohhh 22.5 and 37.5 are halves of 45 and 75 that's why the recipes are so hard to work with
every recipe that involves a 45 fucking sucks
recurring decimals are the bane of my existence
Steel beams don't suck (though they're the only beam)
I guess you'd like to know how @median heath does it?
45-81 rule 🙂
Yea, that.
elaborate
So the premise of the 45-81 rule is getting production in "clean numbers" with respect to clock speed.
As you may or may not know, the game enforces a 4 decimal limit on clock speeds (it does not care about parts per minute, nor does anything in the game actually operate on parts per minute, EVERYTHING is done in individual cycles with respect to clock speed for cycle time)
Example: if you tell a Smelter to do 20/min instead of 30/min, the clock % changes to 66.6666%.
The UI will say 20 ppm, but this is a lie to make you feel better about yourself. The machine truncates anything after xx.xxxx%, so you do not actually get 20/min, you get 66.6666% of 30 (which is 19.99998).
Now, to MOST people, this doesn't matter. But I am a stickler for precision, so not actually getting 20 bothers me (even though you'd literally see a production difference only after a couple hundred thousand cycles).
So the math was done to find out how to make production lines "behave", and the first thing we solved was the 81 part of the rule. With respect to Rubber/Plastic - always do them in multiples of 81 and all machines in the recycled loop automatically fall within the 4 decimal limit. No repeating numbers, no imprecision.
The 45 part of the rule applies to non-oil products. Do your final product amount in multiples of 45 and everything in the production chain automatically behaves without you needing to think about it.
Exceptions: Caterium Circuit Board, Pure Iron, Fine Concrete
(CtCB and PureFe usually outweigh the rule because you'll be doing them in such large quantities that they fine a common multiple somewhere up the chain.
No one should ever use Fine Concrete.)
Note: 45-81 is the lowest whole number multiple, but you can cut them in halves to achieve closer to your actual goals.
I.E. 45/22.5/11.25/5.625/2.8125, or 81/40.5/20.25/10.125 (going lower than 10.125 on oil causes issues)
So if you needed 100 Plastic, I would instead say to make 81+20.25=101.25
45/22.5/11.25/5.625/2.8125
hm
what about rounding up the last digit for recurring decimals? ie 6.6667? is there a situation where that could cause issues?
The game is going to automatically do that anyway because it's an infinite.
yeah but that's better than underproducing
Why do either when you can be precise?
i guess
btw, the devs were actually helpful and made 2 constructors of each add up to 120 raw
which is more silica than crystals but at least it's way easier to do the numbers
so thank god, i can kick that can down the road till i actually need lots of quartz
at which point i'll just abuse trains and overproduce
@median heath Regarding miners, is it best to try to be precise as possible for sushi because I was having a hard time with fine tuning and I just kinda entered the ppm (yes, I know, the thing you said not to do) into the miner because it's tricky to balance it, and I've got a whole lot of resources to balance. Its the first time I've done sushi on a large and bottom to top scale.
Don't aboose the caboose!
Miners can't be done precisely unless you go way into the weeds on math.
How would you do it then, just put it on max and let it flow?
That's the beautiful chaos the devs have made.
Miners work in 60's.
Items work in 45's.
Belts again work in 60's.
Only way to avoid chaos is to do everything in multiples of 180.
I'm just wondering about that part.
Close as I can get but slightly over. 🤷♂️
As precisely as I can then, ok.
I dealt with that particular issue by running a special overflow-kind of splitter, off the back sides of the bi-product storages into the sink, so that way everything could always be running at 100% and nothing would stall out, but containers would stay full when not in use. The only thing I found difficult to deal with was adjusting the fuel plant production numbers, since they lie to you when you under/overclock it.
You shouldn't overclock generators.
Power is related exponentially to clock speed so it never ends precisely when you deviate from 100%.
I underclocked them.... 233.33.. fuel into 20 generators I think, split equally
How is 233.33 an UNDER clock?
cause the 33... is from 40 @ 100%
I think that;s the fuel?
I only had 50 resin coming in
I don't know if they follow machine rules for underclock.
but that's besides the point
20 gens need exactly 240, so why would you adjust from that perfect integer of a number?
because I would have had to overclock something else to do it
Then build more.

..... dang it, 1 sec
alright, so Oil Extractor 1: 600 crude oil/m, -> (300 goes to make 100 plastic, 100 rubber, 150 oil residue / 300 goes to make 200 plastic, 100 oil residue). That makes for 300 plastic, 100 rubber, and 250 residue total.
200 of the residue goes towards making steel, which is all well, and balanced, and great. The remaining 50 goes to making fuel at 83.33333%, giving the 33.3333/min.
Oil Extractor 2 only gives me 300 crude oil/min, making 200 fuel and 150 polymer. -> the polymer goes to making the remaining 18.75x4 rubber, for 75/min, at 93.75.
Grand totals for this little set up end up being 233.333... fuel.... oh, I've got all 20 running at 96.3104% btw....
300 plastic/min
175 rubber/min
800 steel/min
There's other oil nodes in the area, there isn't anyplace that just has a lone oil node.
I am aware, but I don't care about those yet.
Well, could use one of those for the fuel generators instead of trying to split it.
I could, but I don't know what T7/8 are going to want from me yet (don't spoil it), so I'm saving them. For now, I'm just trying to finish off the rest of the 5 & 6 automation.
but to hopefully answer your question, maybe.... I usually run the fewest number of buildings necessary to finish something off, then start underclocking remainders
There's tons of oil on the map, why are you worrying about that?
as of right now, I have 4? oil nodes I'm aware of. I haven't ventured off into the NE forest really yet
Sure then.
but personally, I prefer making a little more than I'm using (for crafting materials at least) so I can pull when necessary. Otherwise, it doesn't matter, long as things are stable. Math gets a bit wonky if something starts toggling on and off though.
Auto sorting warehouse works great for grabbing overproduction, then overflow after full to sink 🙂
Has anyone done the math/spreadsheet/whatever for all the nodes in a biome and the amount of each ore per minute based on a mk3 miner, mk5 belts, capped at 780? If so where could I look at one
usually doing those by hand with https://satisfactory-calculator.com/en/interactive-map#3;50668;366|gameLayer| so that you can decide what constitutes the biome you are talking about
yea i got the calc. Its the rocky desert which if i remember the count, is 84 nodes. I just lost my notes and really don't wanna redo by hand lol
I adhd the math
Or just look at the amounts on tools :/
Would you like my interactive resource per min biome spreadsheet?
I guess that makes sense, kinda sucks about the ppm part though 
but on the flip side I guess I can just worry about the actual % instead of trying to make the ppm look nice 
Id like that
does this look reasonable for heavy frames? i've never gotten this far before so i'm not sure if this is good or not but i tried to make enough for building + fused frames later without going overboard
build enough for building machines now. Build more HMFs as part of FMF factory later. No need to prebuild 🙂
Your early factories will probably not really serve your end goals when you’ve unlocked everything so yeah keep things simple. Even like 2-4 a minute is fine because you can slowly fill a container of them while working on other things
I think my heavy module frames is only 2/minute
It looks slow on paper, but you'll turn around to fix some other spaghetti or grab a slug, and then the storage is full before you remember that you need HMFs.
Yeah 2 is probably just fine to unlock and build things.
Later? Maybe 200 🙂
here you go
damn, only 27gw and 2k buildings? that's doable
I wanna see it in game hehe
it pains me that it isn't 1111.11
Only 161 GW? Ez
Cake
I have 240 iron coming in, without any alt recipes. How many modular frames can that make?
I am struggling with the math
oh thank you!
i messed up big time pioneers, i messed up my heavy modular frame production line from the very beginning during my calculation phase. i based the line on producing 30 HMF a minute and ran with it. turns out that i am producing far more materials than included. i am producing enough for twice my figures.
Can anyone tell me why this isn't efficient
as long as your numbers are right it will work efficiently eventually when the machines fill up
and the belts can support the throughput, although it looks like they can
Dune desert is a solid spot for that
You are feeding into 4 constructors. And yet using mk1 belt, and that's not even a full belt.
what's the belts speed? How many ingots per minute are feeding onto the belt with the constructors? How many ingots pm do the constructors use?
Could use a sanity check on these alt recipe choices if anyone wants to laugh at my decisions
guys what's the recommended fuel for nuclear power plants, uranium or plutonium
well you can't have plutonium without burning uranium
ah right so what i would have to do is run some reactors on uranium to get plutonium
how is "using rarer resources" or "using copper/coal" bad?
Uranium would be the "recommended" one tbh
unless you use all resources from all over the map, it's more important to have resources available locally instead of worrying about global availability
best way to do it in my opinion would be produce power with uranium, then make and sink plutonium to deal with the waste
ah right ok
yeah i am finally starting to think about figuring out how much space i really need for this
so i'll have a look at uranium then and then plutonium to reduce nuclearwaste
Yeah, using resources from all over the map, basically just having a train focused run for vanity reasons
So distance isn't a factor
you don’t want to “reduce” uranium waste, you want to match your processing to how much uranium waste you produce, so it never stockpiles
right, yeah i'm going to need to reconsider all of the design work im doing then so that I can actually get around this factory without a hazmat suit on at all times
The only way to reduce Uranium Waste is to make less Uranium Rods.
You can convert all of that waste into Plutonium Rods and sink it to eliminate Uranium Waste.
Plutonium Waste is permanent, which is why most people don't burn Plut Rods.
ahhh right
in total i'll need 12.8 uranium fuel rods p/m for the reactors so I won't be maxing out tthe uranium in the world atleast
Only 12.8 👀
Well... "permanent" is subjective 
i beleive so but it has been a moment since i have tried calculating anything
i did the math based on a reactor burning 0.2 uranium fuel rods p/m and i'll only have 64 reactors to feed
oh shit have they fixed the pipe bug where running at max capacity you can loose capacity when you reload the save
MK2 pipes still can’t quite reach 600m^3
Save/Load Bug was fixed, yes.
ok aslong at Mk1 pipes work consistently then i don't mind using 64 MK1 pipes
right good
just don't want a meltdown on my hands when i eventually try atsrting everything up
make sure your processing is functional before you turn on the reactors
This is what I do.
I OC the Extractor to 250% and just 1:1 ratio them with nuclear plants./
oh yeah i'll spend the time to fill machines before things get started
yeah I'll probably end up doing that otherwise I'll have a hard time getting water to the desert
only other thing i am scared about is having enough power to get the production line running
B a t t e r i e s
yeah i have a few hundred of those haha
but i do have about 8,000 MW left to play with
if it comes to it I'll just shut some factories down
they can iirc
Mk2s can reach 600, but they are very delicate.
Part of why they are getting reworked.
how sould i do alunamun (sorry not best at spelling some big words) it takes water and then makes some a step later so how sould i set it up
i have up to 2 480 belts
you can put the extra water in generators or pure recipes or anything else that requires water
its the 1st thing im making in my new maga factory im working on
or recycle it
i want to reuse it for it
anything else that requires water 😉
say you need 160 water for the first refinery, then later on it makes 40 water, give the first refinery 120 water, then pipe the 40 water to the beginning
valve won't help you
if you build it properly it won't overfill
you can also dedicate some refineries to use the recycled water
or just... not recycle it and put the water somewhere else instead as I suggested 🙂
i recycled my water in the aluminium factory but i have a large buffer just incase something gets cranky
VIP junction 🤷♂️
That's not entirely true, but its easier to work thing as if it were true
ok this is it i'm starting up a world train network. i'd like to set some consistent rules to build it so:
- should i make the tracks 1 foundation apart or right next to each other?
- what's a good distance apart to place block signals? plan's to make my trains 4 freight cars long max
Have you read the top pin in #old-questions-and-help ?
Well... second pin now.
i've not, lemme see
It explains everything about how signals work.
From that, deducing your ruleset should be straightforward.
what about the track spacing? should i leave a foundation between inbound and outbound? ive seen people place em together but ive heard that might cause collision issues
Spacing is definitely an 8m minimum (which is 1 Foundation, yes)
so like on the left? cause on the right it's technically 8m between the middle of each track
What's on the right is fine.
Just be careful with turns.
Because it can look like the same spacing, but they actually get slightly closer when you make them curve.
Fair.
ok wanna be sure i'm understanding this correctly; path signals go at the entrance to intersections, if no other paths are blocked in the path's way and the block signal in front is green, it lets the train through, yes?
why does the game hate me i get several HDDs of garbage straight and then i need to choose between these
Yes.
2=3 > 1
yeah got wet concrete. still sucks to lose the other 2 :(
making rotors and stators with the same ingredients sounds nice idk
but yeah heard copper rotor is good
It's the most resource-efficient option for Rotors.
Went steel rotor this time so I wouldn’t have to deal with screws.
Well if you want to get fancy, why not put one above the other? 😄
that sounds like a nightmare
It cuts down the foot print of your rail dramatically which can allow for easier terrain movement and in a lot of cases it's a lot easier to make intersections that don't have rail overlap slowing the whole system down
welp unfortunately ive already started at a horizontal system
The idea of stacked rails sounds intresting, how do you make them to connect to a station though? Also do you put a piece of a train track so a train can turn back (for convenience in manual driving)?
looks like a lot of extra efford over the horizontal version
@heavy gust not really any extra effort and the same way you would connect them with flat rail but with fewer overlapping tracks to slow things down
For both flat and stacked I lay down a line of foundations and run the line. And most stations have a track going off the main line so not really any dif . I’ll get some pics in a bit
Interesting idea
The main rails are looking good 👍
I'd be interested in the way you build crossings. And how to split off to a single station and how you deal with multiple station next to each other
Well this is how MY stacked rail looks. The pic was done by Member #2 😛
A 3 way interchange, T junction, is really simple, you have the rail coming in at a vaguely perpendicular direction and have on/off ramps for it.
Where do I find people that actually play to make clean looking maps like this?
And this is modified Turbine Interchange with stacked rail. I haven't had need to use it yet.
If you're looking for people on a server for it? ... You might have trouble. Personally I only do single player and would never have others on my map because I have extremely specific needs
Sad life
And I'd bet a lot of people who do extremely specific things are probably in the same boat as I am
Well on the plus side you too can craft neat things. You... just need a lot of time. And adhd doesn't hurt
It’s just a lot more fun not to be alone
the problem I can see is that you basically need to have 16 different designs for that 😄
How so?
depending which track is "inwards" and "outwards" on each connection
it's probably not 16 but less, as some of them have rotational symmetry
So I haven't logicked it out in my head entirely but I think as long as you were aware of the directions of hte layers intersecting... I think you could get away with .. two? iterations with slight changes.
This is the top down view, I've kept is a symmetry with it
Hmmm it might be 4 versions with slightly different ramps
try the USA "Clover leaf interstate interchange' method
I'd thought about that but I wanted a smaller foot print. I'd be a lot easier to plan visually initially with a clover leaf but I don't like the look
Mostly I was trying to make the most efficient junction you could have but compact and stacked
ah... this is a pretty new take on the cloverleaf ...
That might be a turbine
google failed me when i typed in clover leaf
nah probably someone mis labeled it or it had more than 1 lable
That's a great intersection
But yeah my goal was to replicate not having any unnecessary track crossings like a Turbine but keep it stacked and small 🙂
My stacked junction gets no love XD
I think the Turbine one I posted might be from Amelie By The Sea
I think they're there for measurements sake
similar as to how I have the directional foundations in my build
And I think that junction was part of a tutorial they were doing
I was fooling around with some structure for my one. Didn't get toooo far though
Well coming from factorio, the BEST intersection is having no intersection at all, so...
xD look, I've spent a lot of time polishing it. 2k+ hrs. If you sunk that much into it you'd be building weird things too
i dont even know how to handle it in that game... theres no train tunnel blocks
Sleep for me though 🙂 night!
while that's true, turbine is still one of the best intersections for when you really need one. Cloverleaf is meh and roundabout is terrible
What about a roundabout with a bypass on each entry to the next? Still terrible?
there is no need to build anything else than a level X junction
sneaks into discussion on train intersections
KABOOM
I have absolutely no idea what this one could possibly shape into XD some parts are split into three for reasons I forget what.
Sure.
Woah...🤣
and yea, it took a lot of tweaking to get to it's final state.
from worst to best
I'll just rip the roundabout I try to beautify and put a flat x instead 😁👌
depends on how much throughput you want 🤷♂️
yeah, but how many trains are you running to justify the need for that 
this isn't cities skylines
over 9000
I can definitely imagine the need for turbine if you have a lot of trains
Though to be honest, I wasn't really going for any particular one, though IIRC, it was partially based on a turbine intersection?
The middle one looks like a typical urban rail intersction.
cloverleaf is decent in cities skylines
Turbine is better than clover because? Higher passing speed because of bigger radius?
splits before merges
cars are something else than trains, though it's still worse than turbine
Ohhhh, I never thought about that. Thanks!
WTF clyde, how the hell do you see explicit.
Other than the going AAAAA at the mess of a rail.
@deft lichen
Clydeeeee........
@deft lichen
I tried writing STFU clyde, but gave up at the C
Roads are a good analogue to Satis rails though.
difference being roads don't need signals, have MUCH smaller and shorter vehicles and can have multiple lanes 🤷♂️
True, but the intersections are analogous.
smjjames | 🍝 Rails
lol, yea they are XD Honestly, they looked worse than this.
Nah clover intersections just allow a train to turn around at the intersection, which is (if you value throughput) something you want to be in control of with a dedicated piece of track
Reason being that something like this (where the red track is above or below the green track) effectively has infinite throughput
And so divorcing the ability for trains to turn around from your intersection reduces some strain from that intersection
(this also happens to be, in addition to potential deadlocks, why roundabouts are bad)
the general layout could be reordered into a 4-way junction
@wintry aurora
if you need your train to turn around you already have inefficient network, so "allows train to turn around" isn't as big advantage anyway
I mean, they're turning around somewhere
Whether it be at a roundabout, in your train dock itself, or going around your whole track, or your rail cell
Even a full left or right hand turn only network still has the trains turn around
Like the only way to completely eliminate the need for trains to turn around is to have a single rail network, and nobody does that because it means trains need to run around your whole track to go "backwards"
I used one on a stretch of track as I decided I could use one for manual driving. But that's a wholly separate thing.
My trains usually don't need to turn around because they can enter and leave every station from/to any direction
Maybe, though I forget the reason why I split some parts early. Probably while I was stress testing the network.
So they're turning around in the station really
also height difference, the junction has to be at the level of the bottom left track, which means all other tracks need to go way up
this is fixable, the X junction would be a T junction and the bottom left track would connect to the middle left track
i cant imagine doing it any other way personally, surprised people have this need of a train turning around. train leaves station, goes directly to its next stop in time table facing the correct direction. simple
So it's turning around in the station
I guess it would've been clearer if I did it like this instead
Same image, just the curve is more akin to what you see in gameplay and the word "factory" is in a box
I don't think it's a turn around if a station where the train halts is involved
I mean it is turning the train around
Like a good rail network controls where the trains turn around, and that's one tool in the box
Can we agree to disagree about the terminology in that case?😉
I think you guys are talking about different things
There's train reversing, meaning it's heading in the opposite direction it was originally moving in. That's typically on the same rail with locomotives facing away from each other.
Then there's train looping or turning, where the train continues to move in the same direction it was originally moving in, although relative to the world, it could be travelling back to where it came from.
The actual wording "train turning around" is too ambiguous, because it can be interpreted in various ways
I think that in a two way rail system if the train comes to a halt in a station aka reached the destination and then leaves the station in the direction from where it came (but on the other side of the two way rails) it did not turn around because it began a new travel to another destination.
If a train has to take a turn around on middle of the rail system to reach a destination it may well be called a turn around because that is the only thing this piece of rail is supposed to do
🤓
The hell is that interchange?
My brain hurts from just looking at it
My own crazy custom interchange, lol.
It's my only super weird one though on that save.
Check my math. Nuclear power plants consume 300 cubic meters of water per minute. Just getting water at 20C to boil (let's not use steam stables here and assume atmospheric pressure, pool-type reactor) would take ~262 GJ per minute, or 4.37GW of power.
Obviously, you need wicked high pressure steam to spin the turbine that is in the back of the plant.
But we can assume that 4.37GW is the minimum heat that the NPP has to produce just to boil off the water.
The most efficient practical Carnot cycles are around 30%, so the NPP that makes 2.5GW electric has to produce at least 8.3GW of heat, which is probably more accurate.
So we'll bound the actual power output of the NPP from 4GW to 10GW, although it could be much higher if it was even less efficient.
you're bound by the assumption of 1atm on earth though, who knows what that acutal pressure is on our little spacerock in the sky
we're in a pressure suit
who says there is air at all? rather, the same air, cause the friction on landing defo comes from something
Foliage and stable liquid water.
It could be higher pressure, of course, which would just raise the minimum thermal power.
Nuclear fuel 'burnup' is measured in the dizzyingly inefficient unit of gigagwatt-days per metric ton of Uranium (GWd/mtU), or something equivalent depending on the fuel cycle.
Fuel burnup is dependent on the materials and the enrichment, but the theoretical maximum is somewhere around 900 GWd/mtU, while a more practical limitation is a bit closer to 100, which is probably a better assumption since waste in Satisfactory can be reprocessed into more fuel.
That's 8.64E15 J per metric ton of Uranium fuel, or 8.64GJ per gram.
A single fuel rod burns for five minutes, producing between 1200 and 3000 GJ of thermal power based on the above.
Meaning each fuel rod contains between 150 and 850 grams of Uranium fuel as it is commonly understood today.
That is an unusually small amount.
That's interesting, does the 5 minute lifespan change much? ie scaled up to a more "sane" fuel rod lifespan of 5 years, a real fuel rod would be about 2.6mil satisfactory fuel rods
Ahem - I don't see my stacked interchange to the right there. Obviously better as I don't have to have elevation changes along the lines at stations to make sure there isn't overlap 😛
The quantity of fuel would scale linearly with the time it took to burn. 18 months is normal for commercial
Commercial reactors are also burning hundreds of fuel bundles that each have about 100,000 kg of Uranium in them though
I'm pretty sure yours is a turbine intersection, it's just having 1 rail above the other really makes it visually confusing to figure out
I see the hallmarks of a turbine intersection there but some of the curves are hard to see
Ultimately though any rail intersection where none of the rails cross (and trains aren't spending longer than they need to be at an intersection) is going to be good enough in satisfactory
Oh absolutely and that was what I was going for 😄 The other thing I like about stacked, other than being able to maneuver around terrain more easily low to the ground, is that when I have stations to the side I find it easier to make on and off ramps w/o overlapping the other rail
@ earlier talk on the fuel rod stuff: Thing though is that the devs have to make a lot of handwaves to make nuke plants actually balanced, considering that new nuke plants take years to build (provided you get past the regulations and especially the NIMBY and rods last years.
Whether it's actually correctly scaled or not, I don't know.
That's close to the American approach to nuclear power. Building and designing bigger systems that have more and more strict location requirements for stability ect, and each one has new challenges that get worked out.
Japanese approach is the cookie cutter method. Small plants that have been tested and had the kinks worked out and can be plopped out much more quickly.
Hahaha, Fukushima
Funabashi's narrative history of the disaster is about 600 pages that carefully and consistently dismantles every claim you make about nuclear safety culture in Japan, though it is deliberately written to contradict the commonly understood narrative pre-disaster.
Somehow, in a place that has recorded earthquakes and tsunamis since they began recording, they didn't expect an earthquake AND a tsunami. That's my understanding of it, though that's probably oversimplified.
It is. Industrial accidents of that scale require not only disasters, but also a dozen serial human failures.
Anywho, not relevant. NNPs in Satisfactory seem to be within an order of magnitude of the possible, but also kind of weird.
NNP? Something nuclear plants?
Oh
Not to mention a whole lot of handwaving and simplification, which is probably why they're kinda weird.
But being within an order of magnitude of the possible is really impressive!
It takes work to get there and to make it balanced!
Tiny fuel rod goes in, 50 barrels of waste comes out, can't explain that
Most of it is irradiated water?
i hope this is a correct server so question. I have 120 lines of coal that goes to 8 coal generators. how do i make it so that all the generators are getting the coal and not only the 4 in front? should i just let it run for some time cos i tried to run the line from one side and from the middle and the result is the same
!wikisearch Manifold @dusty haven
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. Due to the mechanisms of Spli...
Have device smaller than a pistol that can make machines 40 m long in 10 seconds from simple parts like concrete bags and copper wire and then can produce super computers from just 4 parts in a minute or so.
But ok, the rod to waste is the in straw that broke the believers back 😉
With a manifold. Eventually the first machines will fill their hoppers, and it will start to saturate. Time is all you need
How much is the miner making per minute and what mk belt are you using?
Assuming you have enough input of course
two mk1 miners to one mk2 conveyor belt(?) 60+60=120
so in time everything should work out?
Yes
If a generator takes more than it needs, it will eventually fill up and pass the rest to the next one in line
ok thanks, i was worried that i need to do something complicated this early on
Nope! Though often times you might want to pre fill you water pipes before turning everything on if you're getting stuttering flow
yeah, i watched a video on how to balance the water pipes but for now i just use 1 water pump per 2 coal generators
pipework is probably the most challenging thing in the game. Coal power is the intro to it.
Keep it simple. Don't have a lot of weird bends and elevation changes.
Oh and looping the feed pipe back on itself solves a lot of issues
I didn't realize there was a channel for the nitty gritty of Satisfactory 
I mean there's at least 3. Maths, design, 'general'.
@loud trellis have you watched kibitz episodes on his nuclear plant?
I think so, yes
Ofc it was supposed to mean Nuclear North Pole
Confusing question that would like an answer.
So I'm trying to follow a Heavy Modular Frame tutorial video, and the person says this build requires 'a bit over a GW'.
What is exactly a GW in this game? Because right now I have about 14 to 15,000MW.
According to Google, anything that's 1,000MW or higher is considered a Gigawatt. But I'm not sure if that's the same in this game.
Ah. Thank you. Good to know.
the game only ever uses MW though, just search up metric units on wikipedia for details
Yeah, I was confused, because the guy was making a Fuel power plant setup that has 400MW less than my 32 coal power plants, calling it a second power plant and "all he would need".
Yet he said "GW" and I'm like.. HUH?? How in the fuck is that going to be enough?!
Thank you so much for explaining.
Generally we (as in us pioneers) use the same symbols as the internationally-accepted ones.
So k for thousands of something, M for millions, G for bilions...
Like how you read megabyte / gigabyte.
what's a reasonable rate of production for a pre-space elevator setup?
or rather, are there any calculators that work to find the best solution based on your potential mining capability
this might be the wrong channel sorry 😓
Someone clear the 1st space elevator package at 22min, while many others after a couples of hours. It depends on whether you want to play it stressless or maxing out your APM.
Have at LEAST 1 machine to automate each of the component is a good start.
Satisfactorytools.com can set the 'inputs' to what resources you have around you. Tbh though you shouldn't worry about that. Build lots of stuff, connect things up, tier up tech.
You'll spend more time trying to figure out some sort of efficiency combo than actually jsut building things and getting through the goals and learning the basics
Having 3 of each machine producing the current "most complex" item is a good enough benchmark imo
It'll get milestones and the elevator done in good time
Assuming you're going through the somewhat expected process of build factory -> explore -> repeat
So ... a full ISC of plutonium fuel for a truck will last approximately 556 days of game time. :/
ISC ?
imperial star container
okay I wouldn't have asked cz I am even more lost
is it added by update 6 ?
its been in the game since update 2
okay so I still don't know what you are talking about and I already did the whole game many times🤷♀️
I think I'll look for that this time and I will see🤷♀️
This thing
Industrial
Storage
Container
ISC
aka "big container"
how was that so hard
I love those things
here I agree
I know what it is
but
imperial star container
I don't know that lol
Yeah the Ficsit Star in orbit is surrounded by them
You're getting trolled. That's all that was
I just call those double chests, too much minecraft
Love the big ISC
finally figured out how to have my cake and eat it too, wrt having intermediary exits AND a long end-to-end tube I can jump into and go afk
I can jump out, or not
I’ve always had luck spacing two entrances about 2m apart, with the “default” afk tube just spitting you into the other. A second entrance can be place two “clicks” over relative to the first entrance and you can redirect yourself (or exit the tube) by pressing left or right.
Try building a cannon with hypertube.
do you guys prefer to use recipes with no screws?
either is fine
it's up to you really. I would never use a recipe just because it doesn't have screws, it's a nice bonus, but it's not a factor in decision making
if you use screws, do you make them out of steel or iron?
most resource efficient is steel rod -> base screw
decently compact is steel screw
no coal variant is base screw/cast screw
again, depending on situation, I'll pick different ones
k, cause I am in the dune desert, and coal (for steel) is a lot more limited than iron
yes I understood it.. but after
Ah yes, plutonium waste bins
I space the two entrances about 4m apart and have them each angled 45° upwards, and have a ladder positioned directly above each of the entrances. If you are AFK, you fly up, hit the opposite ladder and fall back down into the opposite hypertube, if you want to exit, move forward and you grab the ladder and climb up and over onto whatever platform I've built up.
Very low power consumption and it conserves a lot of momentum.
I absolutely prefer to escape from screws.
That said, by escaping from screws, you become dependent on wire.
To a slightly lesser degree.
There is always the rubber way.
Once you master the rubber/plastic recycling paradigm you do have more rubber than you know what to do with.
I don't really see "remove item X from production line" as any advantage. The factories still have pretty much the same complexity, just with different items. I'd rather have recipes that do actual saving of resources or space or whatever I want to save in the particular case
sanity
It's more important if you're making satellite factories each outputting one item than if you have megafactories with ore or ingots as their input.
Come to the church of the steel screw
Never belt screws more than a single foundation, all it takes is 1 constructor between your steal beam belt, and all your screw related needs
Do you provide the people of this community with steel and steel accesories?
I belted it more than that though in my old mall because that’s just where it ended up.
Wasn’t far though, six foundation maybe
*steel rod 😛
@oak edge All three are amazing, I'd recommend 3 if you're looking to build motors, while the other two can be swapped in later.
Amen.
i need help optimizing my factory
thanks
I have quite literally spent half an hour trying basically everything I can think of, how can I get 46.5 to eventually split into 22.5 and 24, picture for context
Single splitter.
46.5/2 = 23.25
23.25 > 22.5
22.5 side will fill and then be able to take only 22.5, after which you have a perfect 22.5:24 split.
wait a damn minute
Recommend pre-feeding the 22.5 side so you don't have to wait for it to back up.
idk why I never thought of that
Do you normally balance lines for some reason instead of making manifolds?
yes
That would be why.
I'm slow in the head
🤷♂️
I do balance setups occasionally just for a change in look lol
Balancing comes more into practicality when you start doing sushi tbh.
I tried balancing some steel pipe lines, but it didn't work out the way I had hoped.
Turns out the throughput wasn't an issue as I thought it was going to be, hence why I tried to split it.
i just look at the macro: x inputs = y outputs
takes forever to reach equilibrium/max production but it gets there eventually...also keeps power consumption sane until then
Me? it was more of an issue of getting the splitter to balance things and since it's sushi, it's ever flowing. Ended up just winding the belt through the section I was trying to balance. The throughput issue I was worried about never materialized.
one thing that helps is using different speeds of conveyors...a 60 belt is basically locked to 7.7% of the time from accepting anything off of a Mk5 conveyor
it's full for most of the ticks so nothing can get off of it
Although I did keep the concrete partially off the sushi belt for that section.
likewise, if if you have a 780 belt onto a 780, but it only has like 10 items coming on it, it's going to prefer those items over an adjacent 60 belt in an merger simply becasuse it's getting scanned 92.3% of the time
i use that technique in aluminum processing loops so it prefers the recycled silicon (i think it was) over injecting new from an outside source
I'll consider that the next time I run into a similar issue with sushi belts.
in general, i'd argue it's better just to overwhelm lines, if you need 20, give it 21 or more and stockpile the extra in a container so you have something to snatch for yourself
interesting
we smart split a product line to storage bins, all set to overflow ... then dump all the stuff that reaches an end into a sink (if its not been used by something)
but thats interesting about mk5 and mk1 into a merger
is there a way to check on drone distance and per miniute rate? to check the math on if im delivering enough uranium to keep the power on 😛
How do you reintegrate fluids back into their production lines? Residual from aluminum and battery production keeps stopping my production. I added a valve to restrict flow, from my production machines, but because the valve doesn't restrict properly (I set it to x, and it allows x.yz through) the production machines gradually overflow the pipes
VIP junction.
Worse, but somewhat simpler, is just making wet concrete and sinking it
Routing it to Coal Power also works.
Or, if you're using an Alclad recipe and bringing in Copper anyway, you can use the water to make Steamed Sheets very effectively.
Alternatively, use Instant Scrap and just don't have to worry about it at all 🙃
I know it's double heresy to mention here but fluids in satisfactory really make me long for factorio's circuit system
Fuck Factorio 🙂
Not my personal choice of porn category but whatever you do in your own time is your business
I do wish we had more reasons to use VOP junctions though. 🤷♂️
Is the VIP junction something specific to this game? I don't see how I was supposed to figure that out
Neither the VIP nor VOP are taught to the player.
You learn them by testing what you can do with pipes 🤷♂️
Idk if they are specific to this game though.
Lolwut dude, or dudette if that's the case.
@queen lantern The Spiffing Brit invaded.
Cheeky bastard
What machine is that? #screenshots message
The drone port's UI should have all aviable info
I'll expand onto that, hoping someone may find the info useful:
When merging items on a belt, each input is given equal "priority", but the faster a belt, the more chances it'll have to push an item "in" the merger as soon as there's space to do so (though the merger will try to then accept an item from the other input instead). As long as the inputs don't saturate the output belt, nothing weird happens, but when said belt is full things can get harder to predict...
Example: you have a MK4 belt carrying 480/min. You pass this through a merger (M) and then a smart splitter (S); S splits off the items on a MK1 belt and sends the overflow ahead; the MK1 belt merges back to M. How much is the overflow/min?
I did the thing
#satisfactory-memes
dont merge fresh and recycled liquid
no mixing = no way one can clog the other
I approve.
certified VIP distruster ™️
use 2 systems, one with freshwater and one with recycled water
and then use a smart splitter to give priority to the recycled refineries
doesnt instant scrap also output water?
yea but 1 to 1
Perfect amount for the Sulfuric Acid.
instant is easy pz water recycling as theres no fresh water for acid needed
No special junctions or fancy piping needed.
Just plug and play.
hm i guess now that theres no fluid loss anymore 
Exactly.
hm i guess non-fissile uranium -> any of the acids also works now
Aye.
When you realize 1:1 fluid loops can finally (and reliably) be a thing:
Surprised Pikachu face
i tried testing this and....
i dont see the overflow doing anything useful
unless you do some belt limiting? or whatever
as far as i can see you need to overbuild the recycling refineries?
anyway, other result: precise fluid recycling where you use some refineries with ONLY recycled water works great
i logged the whole system with water and alumina, and it managed to unclog it
and its been running fine since
yes you overbuild both
or rather you just dont underclock them/overclock them fully
the whole point of the smart splitter is to be able to send all the bauxite to the recycled refineries, in the case that theres too much water
for that you obviously need enough refineries to be able to handle that amount
you also need to make sure that theres no initial bauxite/water in the system so the recycled part is starved on water and the fresh part is starved on bauxite
I'm currently running 4 Coal Generators 100% and 1 water Extractor at 150% and the pipes are traveling less than 10 meters up, for some reason 1 of my coal generators and sometimes a 2nd one keeps turning off. I'm unsure why I'm not getting enough water. Help please.
how much does 1 constructor require?
what is 45*80
If you haven't already done this at least once, I'd recommend giving your system a chance to stabilize with the pipes full. I've found this to solve some of my issues - what's happening is that you're using exactly enough water, but the machines only check "every so often" to see if they have water. If you start with a full buffer, 1) that solves this issue, and 2) if you still lose water, you know it's either a supply or headlift issue.
3600
there is your answer
very helpful, thanks a lot !
(if it's generators, which this is, it won't take water in while it's not powered - unless you connect it to a tripped circuit. Generators (and honestly most/all machines) can take input (fluid or solid) when connected to a tripped circuit. So to build a tripped circuit easily, build a biomass burner, hook it to a pole, and hook the pole up to a sink. Put one item in the burner, let it trip, remove the burner but not the pole, and bam, tripped circuit. Then disconnect your generators from everything but each other and hook them to the tripped pole. When done, remove sink and that pole.)
1200 concrete for blenders that need 450 for all, so I'm actually gonna be overproducing.
Overproducing isn't a bad idea! I just sink the excess and leave a sign for myself telling me how much I'm expecting to use, so that if I want that material (e.g. concrete) later, I know how much "spare" I have.
Logistics routing is the best.
That's what I use floor holes for. 😄
does the calculator in satisfactorytools expect you to have a high tier miner or something? I tried making a factory that it told me to but it's not really working out well..
it doesn't tell you anything about miners, it just tells you how much ore you need to mine
but isn't that tied to the miner tier?
sorry i'm new to this game and suck at calculating stuff
The calculator might tell you that you need 1000 iron, but how you get that 1000 iron is up to you
You could get it from just 2 max level miners, you could also get it from 17 low level miners
On that note the calculator doesn't factor in belt speeds either, so if it's telling you that you need to convert 1000 iron into 1000 iron rods, you'd need to figure that out using the belts you have as 1 single belt won't be enough
Overclocking miner is a good thing
Higher MK miners double the extraction speed every time. Factor in the purity of the node to calculate the amount you can get out of a single node
you can use multiple nodes (miners) if one node doesn't give you enough
A Miner is a type of resource extractor that automatically extracts solid resources when built or placed on top of a resource node. There are 4 types of miners available: Portable Miner, Miner Mk.1, Miner Mk.2 and Miner Mk.3.
Portable Miner (see below) is an equipment that has to be held in the hand slot to be placed on a resource node. Multiple...
If they're new it might not be wise to dump wikis on them
Lots of spoilers if they value that kind of thing
Look at the mining speed section
They wouldn't be here if they feared spoilers
Maybe, maybe not, I personally wouldn't do it but each to their own
Satis tools could also be seen as a spoiler 😁
Messing with excel sheets was 'fun' only for my first bunch of smaller factories. Thanks for the tools greeny!
okay so like.. the calculator tells me I need 216 iron ore per minute, so since I am at mk. 2 miners that would mean put down two miners on my nearby iron ore nodes? and then do one at 100% clock and the other at 80% so I get exactly 216 iron?
