#math-and-meta
1 messages Β· Page 13 of 1
Or do 1 at 180%
Or do 3 at 60%
All up to you.
How you achieve the number is your decision and part of your design.
oh that makes sense to me
so I assume that clock speed is always very involved in factory planning?
Given that clock speed is all the game itself cares about, yes.
And again, it's up to your decisions.
If you need 300% of something, you can do 2 @ 150%, or 3 @ 100%, or 6 @ 50%, etc.
thanks, i'll try this again
oh another thing, since I also need coal for this but it's already hooked up to my coal generators, would I need to clock it to 144/min (required for the calculator) + 75/min for the coal generators and then just lead one conveyor belt to the factory or would it be wiser to just find a new coal node?
Both methods achieve the same result.
So neither is really "better".
Finding new nodes will help with later expansion though.
Because 144/min in terms of ore is... a very small amount.
okay I used the one from my coal generators for now, the other node is pretty far away so I'll wait until I can really afford that
Afford how?
Set up a tractor route.
I mean I dunno how fast the tractor is but isn't there still a lot of downtime while it's driving?
I don't really know how it works to be fair, I didn't build it yet
It has a 25-slot inventory.
Say you're just doing Coal:
It can haul up to 2500 Coal per trip. So as long as the route time is shorter than how long it would take the pick-up site to have 2500 in storage, you're getting full throughput.
If you want to up that, just put 2 tractors on the route at opposite ends of it.
oh interesting
The truck stop has 2 belt input/outputs, so it can handle the full throughput of 2 belts.
Where you're at that means 1 truck station can handle up to 540/min (x3 mk 3 belts)
When you get to T7-8, 1 station can handle up to 1560/min (x2 mk5 belts)
i'm definitely going to look into setting that up
If there are small to medium rocks or trees that your tractor could bump on, be sure to pre-clear the route with
for optimal results.
does it set a route on it's own or do I have to do that?
On turns, drive slower so the system generates more nodes for the pathing AI to follow.
You drive the loop once and then save it.
ahhh
Then you can copy/paste it into other vehicles of the same type. (So if you need to add a second tractor you don't have to drive it again)
that sounds really cool
It's one of my favorite parts of the game.
i've got one more question regarding the factory calculating, sorry for these beginner questions x_x
how do these ones work?
since I already set the per min stuff for the miners
Like how to do a 144/72 split?
Single splitter will handle that fine.
216/2 = 108
108 > 72
72 side will eventually fill and back up to the splitter, after which it can take only 72.
Leaving you with a perfect 144/72 split.
and then split these even further?
but doesn't the splitter only have one input?
Yes?
but I have two miners
Merge them.
merge and then split immediately?
If that's how close they are to where you need to split them, sure.
Else you could just clock one of the miners to give you 144 and the other to give you 72 and split nothing.
and for the 144/min I'd just split them into four seperate belts and feed them into the foundries right?
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...
just like in the top left image?
Yup.
can I do it like that for everything else in this calc?
or are there specific situations where manifolding doesn't work
Yup.
oh cool
Very specific ones that you have to intentionally build for, so I doubt you'll ever hit them.
So yes, just manifold pretty much everything π
And eventually -- sushi manifolds
hey, i'm seeing conflicting info on what slope trains can reliably climb
2m is fine.
so 4m double ramps?
Yes.
thanks
4m single ramps, no.
i say conflicting info cause ive seen people say a full train might scoot backwards if it stops at a certain slope
If it stops, it stops. They don't roll backwards afaik.
ah one last last thing, how would I manifold the foundries? since that's two inputs each
Use lifts and have one line above the other.
i like to do one belt at normal pole level and the other at 2 stackable poles high
so you can do elevators straight from the splitters into the input
place the splitters first though so they line up
like that?
Works.
@trail dome when building the "higher" level, just stack 3 splitters and delete the bottom 2.
Perfect height every time.
the higher level?
yeah
Higher level
like if I wanted to put the conveyor one higher?
So when you are planning a build and you are bringing in the ore via train, how do you calculate how many cars worth for said ore? In my case I need 5.5k/min
probably easier to just try one train and if the throughput isnt enough add another with the same schedule
More cars is far better than more trains.
How long is the route?
lemme do the calculations
about 4km/500 foundations
essentially the NW of the map to the dune desert center-ish
I meant how long as far as time, sorry.
ah.....not sure what you mean
how long a round trip takes
Like 3 minutes? 10 minutes?
Anyway, I am familiar with the distance from Rocky Desert to Dune Desert.
ah i haven't even done that bit yet. I'm still working on the basics for planning before i build
You can reliably expect each car to handle 1100-1200.
So if you're moving exactly 5.5k ore, 5 cars should do it just fine.
(provided you have mk5 belts.)
@distant aurora like that you mean?
yeah
yay
Ya I havve mark 5s. Do you think i should do 2 trains just for better consistency or will one be enough
When you get to mk5s ping me about making your first sushi manifold π
oh for sure, making these things is fun
More trains is going to lower your max throughput.
i'd recommend not to move ores via train. you're better off processing them into fewer, higher-tier items on site to simplify transport
If somehow 5 cars isn't enough, add a sixth.
like transporting iron plates instead of ores or ingots
I hear ya. This is me doing a "basics" factory, plates up to mod frames, and I'm trying to not do too much in one area to keep my cpu happy with me. Agreed that local would be better, so maybe I'll have to find a compromise that i'm happy with+
can you explain this a bit more please?
more trains = more stopping at intersections and such
ah. Right now its a self contained circuit so that wouldn't be an issue. In the future maybe...
sigh. it seems like imma have to rebuild the like 20km of rails ive built cause the pillar-based system i came up with is shit
is that part just manifold like before into 5 separate constructors?
huh..
you'll need a mk2 belt for all the ingots
i'm using mk3, is that a problem?
no, thats fine
so it only wouldn't work with mk1
yeah exactly
ah okay
Has nothing to do with intersections.
More trains = more station lockouts = more time when items aren't being transferred = less max throughput.
Fewer trains with more cars on longer routes = max throughput potential
yeah that too
though station lockouts shouldn't be a problem if you're only using one belt out of each. just do 2 belts into an industrial container and one belt ouy
If you're using 1 belt then you're not caring about max throughput so all the math posted about it is irrelevant to that example.
But given on average you can squeeze 1100-1200 per car comfortably, idk why you'd intentionally limit that to 780 π€·ββοΈ
not sure she's asking about max throughput tho, she just wants to make sure she has enough i think
She asked how many cars for 5.5k
You can do that in 5 with the route time she's going to have.
Yes but I"ll always take tips on how to do better/maximize
If you switch to limiting yourself to 780 per car, you need more cars which takes more space π€·ββοΈ
I don't understand why people do it π€·ββοΈ
btw, do 780 belts still stutter?
Stutter?
lose throughput. little gaps between items
Longer trains > more trains.
At repeated belt-to-belt connections, yes.
I think it depends on how the belt is made, but I'm not sure what other causes might be other than belts (lifts?)
what's the effective throughput with that issue considered? like 720?
Don't have belt-to-belt connections. Problem solved.
or use the belt merge technique, but it gets a bit cumbersome to do lol
Also causes issues if you do it too much.
yea, I heard if it's too long then you run the risk of crashing
I remember reading that lifts cause the problem too, but I don't know if that's still the case (probably is)
Can also just immediately split a mk5 into x2 mk4s and remerge right before you need the 780.
Similar to how I do piping.
does that help with the mk2 pipe issue?
Yup. Split to mk1s because they behave.
that aside, I wouldn't mind a belt merger for vanilla, like select two segments to combine (as long as they're already connected), maybe with a warning after X meters of length 
When they fix the issues with them I don't think we'll need a belt merger.
true

these item production numbers are kinda rough to work with at times lol
was trying to plan for a max normal node which outputs 600ppm, but yea, production is 45ppm and there's no real nice number that fits with the 600 I guess π€
is that a good idea?
Stop solving forwards.
Good is a point of view, Anakin.
an efficient way?
Is this your first run?
Because... just build shit.
Yes you'll mess up and redo things. That's fine and intended. It's all about the journey that ends with you discovering what works for you, and how you build.
not sure what you mean by solving forward, although an alternate solution would be to just dial back the node to 585 which is the nearest fitting number I guess (without having to subdivide into smaller numbers)
600 ppm output -> End goal = solving forwards.
Required output <- Defined End Goal = solving backwards.
yeah I just got the game a few days ago
Pick your final product amounts and work backwards.
Don't start your math at the node amounts.
Read the rest of it π
oh, I think I did a bit of both... since I was trying to figure out what kind of output I could get from a node lol
without going over it's maximum
That's doable with Oil because it behaves.
The 45 part of the 45-81 rule means ores.. don't.
I think I remember you mentioning this rule a few days back but I kinda glossed over it at the time π
Do non-oil products in terms of 45, cleans everything up %-wise.
Ores will always be slightly off though.
Because miners work in 60s while production works in 45s.
Why? Because the devs are agents of chaos.
lol
for this particular thing I'm doing though, I don't "need" the precision, but it was more for a thought/logistical exercise (since I'm just putting these into storage anyway)
they do roll back if they are too heavy
@distant aurora if you wanna know exactly what your train can and cant climb, look at the wiki page for freight cars
it has a table for train size and ramp slope
with an important footnote
I guess you're right, was just a little frustrated because all the stuff I built wasn't really effective or anything, but now that I know about manifolding and stuff it all makes a little more sense to me
!wikisearch freight+car
Freight Cars are non-motorized vehicles that can be attached to Electric Locomotives or another Freight Car to form a train. They have a capacity of 32 item slots or 1,600 m3 for fluids and allow for the transportation of resources over Railways. Freight Cars can be loaded and unloaded via Freight Platforms or Fluid Freight Platforms. If at leas...
factory done and all, it probably will take a little bit to see the desired results right?
yeah. the manifolds need time to back up and balance themselves
Which is why I usually load balance :P
i mean for a factory thatll be running for dozens or hundreds of hours, a few minutes for a manifold to fill up is literally nothing
it's cheaper, simpler, and uses less space
i genuinely can't understand why manifolds v balancers is such a debate in this game when it's so obvious which one is better
given that better is subjective, I'm not surprised at all
idk this seems pretty objective to me
objectively better, like being slower to start up to 100%?
People will sometimes value the aesthetic of load balancers.
only reasonable argument, load balancers do look dope
Or, the weird ones, want to feed a 4 part manufacturer with 1 belt
that's a sushi belt
having instant start time isn't a reasonable argument?
@frosty owl , you want to show this gentle person?
not really, no
uhhh... what? how is "time to 100% efficiency" not a reasonable argument
once it gets started it works exactly as efficiently
and its not like anything is getting wasted while it starts
yes and some people prefer instant startup rather than a few hours startup
also, you can always kick start it by putting in stacks yourself
hence, subjective
You might be underestimating the range of time "startup" can cover π
(and I'm not telling everyone to use balancers, I'm a manifold guy myself, I just hate when people say "X is objectively better", while ignoring all the objective parameters in which the thing is worse)
and time to 100% efficiency is an objective parameter, as it can easily be measured
You mean how load-balancing can lead to less beltwork than manifolding if done the sushi way? (Ofc, usecase and throughput are important, @distant aurora!)
https://media.discordapp.net/attachments/558721941410807812/899438167453745183/Screenshot20211018-01101100000.png
Or is it something else? 
@frosty owl sorry, ndd, I meant feeding a manufacturer with 1 belt and one entrance
that sounds like extra work over a sushi belt with smart splitters
It's great and a bunch of work but looks amazing. It's the best looking thing I've seen in the game
And it doesn't overflow
Ohh, so this stuff
Well, I guess comparing the first and second picture here can show how compact things can get with sushi and balancing... (The second picture has the "underfloor" of the first, manufacturers balancers included)
Use some more time in design, gain in space and logistic efficiency and having more flexibility in machine placement @distant aurora
#screenshots message
until splitter bug comes into place π€
seems to be running perfectly now
Ven seems to have run his system for ages w/o ? It's interesting
I mean it would probably take ages to be affected by the duplication bug, but technically it can happen
From what I've seen there would probably be an issue as soon as a dupe happened. Makes me wonder if people are behaving in their world in a way that makes it more likely to occur
dupe happens on save load π€·ββοΈ
(if an item is in exactly perfect position in the splitter)
Maybe vens been really lucky. would it only happen in area the person loads into you think?
I'd say it would happen no matter where you load, but also one duplicated item probably wouldn't be even visible and theoretically it should dupe the items in the same ratio as you need (as if you need twice of much of something, there's also twice as big chance that it'll be in the splitter at the correct time), so it's possible you'll never hit the issue
But if it only dupes one of the items then the overall ratio changes right? All the items are going through on one belt and one entrance.
I suppose the way Ven did it probably has all the machine running with very low stacks of material waiting to be machined further so it might have happened a number of times and it's just not done anything
yeah machine buffers would help a lot in this
^This
Yeah there's no real way to truly learn the game other than trial and error. You can watch videos and look at diagrams but practice is like 90% of it.
Don't feel bad about deleting a factory you don't like and trying new ways even if they don't go right.
when I'm not happy with a factory I tend to let it run as is and just start a fresh one in another biome. that way I hope to see the whole map sooner than later
do you not use the product of hte old one? seems a bit of a waste
I'd assume that's what leaving the factory run as is means lol
you still get the benefits of it, just not bothered enough to redo it from scratch etc
if you don't have a sink or ship stuff it'll jsut fill up and stop
going to a whole other biome unless you have to go there for a specific resource will make things thougher to move things
Yeah just wasn't the impression I got from the word usage π
I used the world wide train network blueprint and just transport stuff around as i need it
ahhh righto
as i get better with building i sometime frown upon my older spaghetti mess builds and sometimes later on i will remake these factories.
but yeah, i do have some factories just sitting there without a sink because i don't have enough power to let them run. but as sevran would say, i'm doing power wrong and am actually on my way to fix this as in going nuclear. but holy... this is so much workπ
so it's better to just rebuild the factory than trying to find out what's wrong in it?
thats not what that means
if you made a factory, sure, you can try and fix it. but if you dont like it you can also of course either tear it down to rebuild it or even abandon it
Fail often and fast, learn a bit every time and make a better factory next try
you can try and get things right the first time from reading ALL the guides there are, but the best way is still to try and fail and then do something about your failure
Maybe my best takeaway so far: plan factories with the input of a overclocked mk3 miner
Even when you only have just gotten to mk2 and mk3 is a good bit away it saves you to rebuild many things
or dont, if you dont plan to upscale it later
still gotta know what you're doing wrong though
thats the next fun part: you gotta discover
single out parts that work and parts that dont
hi guys quick question, what's the largest satis save file that has been observed?
hard to answer, theres been a few
usually its ones with maxed out nuclear and whatnot
i think i've had an idea about the saving issue which is why i'm asking
i think @cinder silo is the best person to ask in that regard, the only other person i know with big save issues
storing states seems to be the idea
when a good state is reached, save what has changed since the last good state
I remember hearing snutt talk about save file size on earlier alpha stages taking up hundred of megabytes. Maybe the compression is taking so long?
and only storing what is interacted with, and not storing things which are not interacted with or not possible to interact with
from what i've understood the compression is among the faster aspects of the autosave
the problem i see is that the save process is trying to save the entire game since the beginning even if most of it was unchanged such as foundations and walls etc
this just means your saving time will increase linearly indefinitely the more you add to the map, which makes the game unplayable
in an incremental state-based save system, if you add 10 foundations and the game saves, then few minutes later you delete 1, you won't have to save the positions of 9 foundations, you save the diff, that there is just one less foundation since the last save state
do people start from scratch in each new factory or do you bring the required materials over from other factories?
Bring over usually.
That's why you have a factory pumping out Plates, Concrete, Cable, etc.
So you can use it for building mats.
I like that moment when you power on your machines and it starts working straight away. But i like manifolds !
So I do the inputs first so that all the machines and belts fill up before connecting that last wire ! π
they fill up super fast because none of the machines are outputting yet. My brain likes this haha
Alot of streamers I've seen tend to start fresh. But mostly because they try to make each factory 100% efficient and use the correct amount of everything in the factory
That's nice, but that means each of your saves is not atomic. You need the full save chain sequence. Also, how would that affect load times?
i need help how do i make 240 into 5* 45? i have a miner mk2 on caterium that makes 240 and no idea how to make it
have you unlocked underclocking?
yea
i can make it 225 to make it exact but i dont know how do i connect it in a way to make it exact
you can set the output from the configuration panel to be exactly 225
you mean you wish to split it evenly 5 ways?
Put 6 constructors, underclock the 6th one. Use a manifold to feed all of them
yea that
You'll end up using all 240 ore
I'm afraid I am not understanding if by atomic you're referring to the individual save file or to atomic operations in concurrent programming?
huh didnt think about that thx
Not atomic, meaning you can't grab that individual save and use it in isolation.
saving states of the game would be a separate part of the pipeline to the physical file system underlying those save states. they can be within a single file
Load times might suffer
would you rather wait longer to load or wait 30 seconds every 3 minutes
a friend of mine has said that it does indeed increase load times over a properly "packed"/"flattened" save but flattening can probably be intelligently done occasionally or when shutting down cleanly
Also, the diff itself will take time, so I'm not sure if you'll gain much in terms of faster saving
calculating the diff and appending the diff is what most large games/databases do already
it would just be a matter of getting a bit more technically involved in designing the autosave system with this method and proposing it to CSS
if they are already working on this state-diff system that would be good, but they haven't indicated such as yet
With a long playthrough, doing a diff of all modifiable objects vs. just saving state of all modifiable objects, I don't think there will be much difference in performance.
not modifiable, but modified
To know which ones were modified, you have to compare the state of vs previous state, unless they keep running track of what was modified in ram, between each save
for example:
you build a container feeding iron ore into a building.
- the container has 40 iron ore in it and the other building contains 40 iron ore already
- the belt in between contains a stretch of 10 ore, in the order of A,B,C,D, etc
you leave it running and do nothing else.
now the container has 30 iron ore, and the other building has 50 ore, the belt still contains 10 ore, in an order of X,Y,Z,A,B,C etc
all that has changed is the order of the items on the belt, and the values of the two buildings
you don't need to save the fact that there exist 2 buildings, a conveyor, and possibly conveyor pole, neither the speed of the conveyor nor the clock of the building, because those are part of the first save state, the only thing that changed was the values of the system over time
If you really want to load balance it then you can do it like this using mk 1 belts to bottleneck and split, but it's a hell of a lot easier and more space efficient to just make it a manifold
although actually I guess the numbers on the last one will be a bit wonky like that since it's not an even split, you would probably need to keep it at 240 input and oversaturate it, or just add an extra split and sink the rest (smart splitter on overflow would also work but if it's for Caterium I'm guessing you haven't unlocked that yet!)
dang thanks man i already figured it out using https://www.youtube.com/watch?v=IPE-BAlg0xA&ab_channel=RandomGamer this video and some extreme overclocking
Satisfactory 1 to 5 splitter | Tutorial Ep 4
β
Merch: https://teespring.com/stores/random-gamer
πΉοΈ My Setup: https://kit.co/Random_Gamer/gaming-editing-work
This tutorial is about splitting one conveyor into 5 conveyors.
We need 3 splitters and 1 merger for this setup.
π¬ Most recent videos: https://www.youtube.com/c/RandomGamerWASD/videos
β...
but thanks anyways
I would just use manifolds tbh, instead of doing weird balancers π€·ββοΈ
Balancers are only worth it for nuclear
And sushi π
Manifolds are merely a form of balancer and vice versa, change my mind. :D (yes, I'm trolling a bit)
I (roughly) estimate MAX duplication chance of 5% per load for every splitter handling a full MK5 belt. I assume having half a MK5 belt would cut the chance in half and having a MK4 belt should have a similar effect...
So all in all: given my beltwork, throughputs and stack sizes involved, I assume I won't have any issues before at least a few hundred loads of my savefile (may be thousands, I'm just picking the safest numbers wherever I'm uncertain)
Actually not (entirely)
The alt for Uranium Cells wants 75 Quickwire/min which doesn't go great with the 90/min offered by the Fused Quickwire recipe. A 5:6 is the closest match without changing clocks
that's fair, for me it's just "setup can break", not "setup can break, but not in our lifetime" π
Silica is even worse iirc
I meant NPP to rod
the specific thing to balance in nuclear is the fuel rods themselves
you can manifold the machines that make the rods
I had to draw the distinction to be able to accept single-input sushi ahahah
And it makes sense for me as I load savefile as little as possible for various reasons anyway
I recently saw a ~23MB one pop up on Reddit
yeah that's fair. I didn't do the math on how early will it break, I just know that it may eventually do so π€·ββοΈ
That's why you put a sink at the end to keep that one quantum flip from screwing it.
To be completely honest, I've been quite lucky with the timing in which I found the post about duplication.
(@wind spade "IRL" example for you) I first started scratching my head when I noticed some of my NPPs starting to have fully unused Fuel Rods in them ||as in: have a fuel rod in them and having just begun burning through the previous one||.
I dropped the game for a few weeks and found the Reddit post when I got back in the community/game :)
Why is that spoilered?
Nitty gritty details on why I trust my sushi and how the numbers work out for me
||-Sushi might break as early as in 300~1k loads
-In my previous 10+ "full" playthroughs I never loaded the game more than ~400 times (per savefile)
-Avoiding sushi with little stack size/high throughput can reduce duplication
-"Direct input" sushi isn't affected by duplication as it doesn't use splitters
-Such advanced sushi might be built several hundreds of loads into the game anyway||
As in "this can be skipped if you know already", kinda π
nice
I wonder how much data that is uncompressed
Lmk if you need the link
Manifold Sushi ftw
I'm doing a 7x7 and I'll still find a way to fit some balancing :P
anyone able to help me with the maths/splitter layout to get 45 input to 24/21 out? been trying to figure it out for like 30 minutes now lmao
Single splitter.
45/2 = 22.5
22.5 > 21
21 side will eventually fill and back up to the splitter, after which it can take only 21.
Leaving you with a perfect 21/24 split
Sorry about being slow, bad in bed with a migraine for ages, what was it you need to know about large saves?
not even sure how i didn't think of that, been a long day π thanks man
Mine just takes ages to load and has 50/50 chance of crashing SCIM outright, which kind of looks like the posted image here, the save itself is about 26mb.
ingame saving works, right?
No issue there apart from the time taken.
I am using a 64gb system though, I've had it spike to 33gb taken during loading, on average around five minutes to load.
right
Anytime π
anyone got an excel sheet for coal?
like coal power
felt like I should ask before i go through the pain of figuring out how to use excel again and then calcing everything for it
coal power is simple enough where you dont even need a sheet as it has like one easy set of numbers
the best case: 120/min coal, 360/min water, 8 coal generators
Jus how many coal gens and water/m for 300 coal/m
120 = 8
So 30 = 2
300 = 20 Gens
20 * 45 = 900 Water
300 / 15 = 20 generators
300 * 3 = 900 water
900 / 120 = 7.5 extractors
aight thanks
jus gotta balance it out with scalability since im on mk 2 conv and need it to go to mk 3 then 4 if u get what i mean
prolly jus gonna make balancers for each
are you using 3 coal nodes and drawing 120 from each, and keeping the spare 60 for other purposes?
well there's no point doing that til you have the required belts
i can go get another but it will become bulky rn since mk 2 conveyer
I jus wanna be able to transition easier when i get em since im relying on plants rn
I would say just build a standard 120-coal plant (8 gens, 3 extractors) and come back to extend it later as your belts improve
Depends π if itβs just a starting factory and producing enough? Let it keep going.
One you start building more neatly you can more easily find a problem:)
Look up manifold satisfactory in YouTube for some explanations if you need π
3 extractors per 8 coal gens.
Coal gens consume 15 coal and 45 water. Extractors produce 120 water. So 3:8 (for 360 water) is the tidiest ratio without altering clock speeds
Where c is the amount of coal you intend to burn:
The number of generators needed is c / 15
The amount of water needed is c * 3
The number of extractors needed to produce that water is c / 40
Thanks thats gonna help for sure
Is the recycle loop very slightly less efficient than making polymer resin alternate and recycling only the fuel made from the remaining residue?
Take your way: 1 Oil = ? Plastic
Also I got bored and tested what abilities each of the elite spitters have.
Sent the info to Ondar so he can update the wiki
Closed loop solution to aluminum wastewater shenanigans?
The pumps below provide exactly 1 percentage point more water to alumina solution than is required when you add the wastewater from the aluminum scrap production
if I did my math right, the brown pipe drains off about 100 m3/min to wet concrete.
The aluminum scrap refineries are on the left, the alumina ones are on the right.
I guess I should have taken the screenie before I wrapped it in walls.
Brown pipe? They all look the same color to me.
The highest one, and the ones that feed over into it, are different color
edit: Oh nvm, the sorta shit colored pipe is almost the same hue.
Yup
Shit-colored for wastewater.
So, as an example, 500 water coming from the left, 800 water required on the right, 310 coming from below.
Don't you want the wastewater be INSIDE the loop though and the new water coming from outside?
Elevation should result in only 10 "spilling over" and the rest of the loop operating without a problem.
Those numbers are random and do not reflect what's actually happening, but it's approximate.
Oh you're trying to do overflow and not VIP valves?
Yeah!
Well, uh, let us know how well that works.
S'why I asked for the feedback. I've done overflow waste before but never in a way like this
I think youβre the first person I know of to try it in a closed loop like that. Iβd have done a VIP, but if you want to try that method for science, sure.
In theory an overflow valve should still do the job, but it sounds like youβre overflowing into the loop, not away?
Here's a really simplified version of what I am trying to do
seperate systems is the best solution imo
I agree
But I am using a lot of aluminum, such that just taking all the water and dumping it safely elsewhere isn't practical.
I would need multiple pure nodes of limestone.
you dont need wet concrete for seperate systems
Then what else do you do with the wastewater?
Alumina and scrap are inexorably tied together
send it back to the alumina
are you using sloppy?
but firstly, you are mixing (not seperate) and you also have a wet concrete ref
What?
you are mixing the waste water and the fresh water
That's what the loop does.
Correct
The idea being that the fresh water that comes in PLUS the wastewater is slightly more than is required by the alumina
and i am saying my prefered solution avoids that
I think they're trying to overfllow it, but a closed loop shouldn't have overflow at all, so.... I don't know what they're doing/
trying to load balance pipes it looks like 
Not quite.
But a VIP junction makes sure that ONLY the needed water gets through instead of trying to jam it full.
Is a VIP valve a U6 thing?
Sometimes I call it a VIP valve rather than junction, look at the pipe manual in the wiki, or the link in pins somewhere around here.
Oh
That's just an overflow junction, then.
So if the guide is to be believed, then my understanding is correct.
I tried to build the illustrative build as simply as possible but I think I failed.
this is incorrect yes
lmao
do they automatically refuel? I'm transporting coal, it could use some of what it delivers to refuel right?
If you belt it into the fuel slot, yes.
Just have a splitter at pick-up.
So it fills the fuel slot and all excess goes into the inventory to be taken and delivered.
ahh okay
I guess since it's not that far away I don't have to do that at the delivery station
If you're running a route so long you need to refuel during it there are other things to look at tbh
probably the ugliest highway ever but this trucking stuff is so cool
Drive on the dirt π
I don't think I have that yet
MAM - Caterium Tree
Get AILs then get Smart Splitters.
Like ASAP.
They are an ADA-send.
it already is simplified. you cannot simplify it more without ruining its ability to do what its designed to do
the junctions are above each other for a reason
Then what is correct?
the image from the manual, just as it is depicted in there
Then I might be missing the point or built the example wrong because I don't quite see the difference between the overflow junction and mine. Unless the overflow pipe isn't high enough?
Alright, I had a groundbreaking and heaven-defying thought: what if we can evenly split even MK5 belts? I came up with it talking with @ionic galleon and haven't tried it in-game, but I think it should work... Here the steps (using programmabl splitters to do the sushi-splits):
-
Split in 2 (left-right). Even a normal splitter could do this part tbh.
-
Sushi-split in 2 each of the 2 sushis. Since they fit on MK4 this can be an even split
-
Merge the outputs on the left with the ones on the right
The two resulting outputs should each carry half of the original input/min of each item.
Does it sound correct?
@median heath @cinder silo @oblique hollow
In hindsight, point (1) could be replaced by a ISC
This is just rebalancing a line of sushi into 2 smaller sushi lines?
A MK5 one
I mean, sure?
Not seeing applications, but it would work.
I would not replace point 1 with an ISC though.
I'm not even considering applications, just trying to see if things would work as expected.
Same about the ISC, the function should be the same as using a splitter (prog or not)
The first split isn't expected to be even anyway
I wouldn't trust ISC with anything but storing items
overflow? i thought you were building a VIP
might have read the wrong thing
could you elaborate on your plan again
The goal is overflow, sorry. Someone else mentioned a VIP but the idea is to drain the excess of a sightly oversupplied closed aluminum loop off to waste.
Drainage from scrap + pump = alumina - wet concrete
aaaand feeding the water back into alumina refineries isnt a consideration?
im not saying you should mix the water supplies
Trying to avoid undersupply or hydrolock with overflow.
supplying part of them and then doing overflow is just as valid
Fair enough
just feed as many as possible from just recycled water
Ahhh
and then overflow to something else
like, idk, a coal generator
thats how i always do it
and it never failes me so far
if you want to do overflow, just remember to make the overflow pipe 8 m tall and make sure that there is a pipeline pump somehwere before it
else it might be too much for the refinery head lift of 10 m
theres a reason the manual has a pump there
ill set up fuel burners to burn off that 600 fuel when im not using it, but will this work on demand for rubber without sinking all excess rubber?
just use an overflow pipe
or rather....
dont merge the last 6 blenders with the rest
its 6 entire blenders which you dont need to connect to the recycling refineries
i mean if im not pulling the rubber off the line, the fuel will get backed up for the recycling. seems like that will work
and yeah thats a 600 pipe that will go elsewhere
better make that 2 pipes
its for heat fused frames, but ill burn it off
hmm i get better results trying to fill pipes than running at half capacities
it can work but the effort needed to get mk 2 at 600 work is, at times, ridiculous
that slosh :/
just use a valve
lol its funny how many different opinions there are on this
mk 2 is a very finnicky pipe
but yeah i always put valves when im using less than full pipe capacity
mk 2 at 600 doesnt want to exist is the simplest way i can put it
for anything below 600, yeah, you can do all the usual stuff
but this is a special case
im having no problems still
The bug doesn't always happen I believe, and short segments are usually ok.
consider yourself lucky then
I keep my drops consistent and do long horizontal or vertical runs
I'd like to say it's my care that pays off not my luck π
does it matter how deep the water underneath an extractor is?
no
welll, partially
if its not deep enough, you cant build it
but further depth doesnt influence how much it makes
i can build them there but i can walk in the water lol
alright, good spot to move my coal generators to then i guess
I was shocked you could build one in the crater π
other fun fact: the small pond near grass hill sulfur also fits extractors
that area is vip.
I want to make something with an extractor in that crater just to have a screenshot that makes it look like we actually lower the water level π
If I need to make rifle ammo, and I have sulfur+coal near main base, but oil is wayyyy away with no sulfur near it, should I just bring some oil to main base and make ammo on spot?
Packaged heavy residue -> smokeless powder, and also turbo heavy fuel for turbo ammo?
packaged HOR? π
dont care what, yes
I'd still use Turbo Blend.
turbo heavy because its a funny meme
Packaged HOR on a Truck
there is a small cave with a bit of water somewhere in the dune desert where an extractor can be placed. Just have to search for it...
I still think Water Resource Wells need to give more to justify their existence π
I'd agree, but fundamentally I will not.
The one in dune desert kinda does just because desert.
northern edge of the dune desert, small cave with water extractor inside
Has an error on it though?
na, just a marker to find it faster
Oh
my dune desert is barely touched, but i found the cave and just built the extractor for later use if ever needed
as there are 2 quartz nodes nearby it could be used for pure quartz? probably not enough
thats how I'm delivering it π
Yaaaassssdd
Anyone has dmg-per-shot number for rifle ammo types? Would like to know before deciding on turbo ammo
I think Smart does the least?
Then Turbo.
Then Base.
Smart ammo? You mean homing?
So I just did the math on this, and found out a bunch of my assumptions about efficiency were wrong. Optimising for power usage (and assuming infinite available water surface), the most efficient water source is a base-clocked Water Extractor at 6 cubic metres per minute per megawatt.
ingame bar shows smart - 3 bars, regular - 2 bars and turbo - 1 bar.
One bar, really? No wonder turbo sucks.
You lost me at "optimizing for power usage".
If power is a factor in your decision-making, you're building power wrong.
Or rather, if you're making it a factor, you need more power.
Context: I'm using a LOT of water in several of my modules, including power
water wells seem kinda redundant. Most of the areas around them already has water access
If they gave more they would have relevance.
For reference, my Computer factory uses about 2500/min Water
Ok, but you're never going to hit 630 GW even with overclocking everything.
So power should not be a factor in your decision-making.
with infinite water space the most power efficient one is at 1% clock spped
Point
What's the 630 GW?
50.4 Ur Rods
nuclear uranium limit
Waste-free nuclear limit.
Ah, not using nuclear power. Not planning to do so yet
Nuclear total limit is 1.19 TW iirc.
Even so. Decent Diluted Fuel plant will net you like 75-80 GW.
Power should never be a factor in why you do something.
Legit factor in how you do something though
?
If power weren't an issue at all, then you'd just max-OC everything to reduce building count and footprint.
Which I usually do.
OK I'm curious, do you also OC accelerators?
that would be amazing.
Not always max, because building ratios and such.
Yes.
I'm assuming OC mean overclock?
Yup
May I ask what an OC Accelerator is?
Production buildings pretty much all have a shard or 2 in them
You'll find out in T8
OC Accelerator is overclocked accelerator (a building π€·ββοΈ )
Right, so what we've got here is a philosophical/aesthetic disagreement. Sev and I have different ways that we prefer to build, all part of the infinity of different ways to play this game.
Yeah, Accelerator is a machine that uses a lot of power.
And are one of you saying that your methodology is better?
If you choose to make power something you consider, go for it.
Your save, your rules.
Neither of us is saying that.
Don't think so, no. I'm certainly not.
I will say he's building power wrong.
But that's like, just my opinion, man. π
His save, his rules.
Well, what is the best way, in your mind, to build power?
I mean sure no worries, you're allowed to say wrong things π
To a point you never have to consider it.
Words to live by.
I did see the wisdom in making things efficient, but I'm not as much of a stickler about it as Sev.
So, yea different playstyles and stuff.
I meant that to be one post actually.
I N H A L E M E G A W A T T
Do you have this sentence on a hotkey?π
Autocompletes when I am on my phone.
Just like:
Multiplayer Broken. Plz Fix.
And my other quote I am no longer permitted to use.
Mods...
Aye
For reference btw, my modular fuel plant design produces 7.2 GW from 216/min Crude Oil + 576/min Water. Gonna end up with quite a lot of them scattered around the map.
I mean, I do somewhat think about it, but only when I'm getting really close to hitting the cap and I accidently notice it. But I'm on coal power currently, so I'm not at the place yet where I can not worry about power.
Ah. I don't do modular either.
Designs concerning input/output are finalized before the first foundation is even laid.
I just use satisfactory calculator, but yeah. Same.
Tools is superior.
Tools?
SatisfactoryTools
Satis tools first
we're greeny gang round these parts
π
Cult of Greeny
we should start a war with johnny gang
Unwinnable. They are fanatics.
Also completely different alchemical circles, we don't compete.
(yes, I'm being silly XD )
Not sure we're using "modular" the same way here. In this context I mean my fuel plant tower is self-contained: it takes in fixed amounts of water and oil, it produces a fixed amount of power, and that's it. Very simple component in that regard, when you're planning bigger-picture stuff
Most people use "modular" in the context of "can be expanded upon whenever".
SatisTools for calc, SatisCalc for map.
Well sure it can - just build more towers
My outposts cannot be expanded on. They are built for their singular purpose and any alteration would require a complete demolish and remodel.
216 crude is odd, why not 300?
Where's the button for calculating with normal nodes instead of pure?
And that's exactly what I'm not doing, yup. See above re philosophy and aesthetics ofc
216 is a better number than 300
sometimes i forget that scim actually stands for something
SCIM MALK
216 falls inside the 45-81 rule.
300 does not.
Because 216/min Crude Oil -> 288/min Heavy Oil Residue -> 576/min Fuel -> 7.2 GW
My fuel power module is designed to work out neatly, is all.
Ok, just thought I'd use 300 because it would use an entire normal node
@ionic galleon can explain 45-81 later if you want.
Right now I need food.
300 crude to 10 GW
Eh, I'll drop the copy/paste and go get food. You can send me questions if you have them.
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
it should be pinned for easier reference 
Sure thing, but the numbers of machines might not work out so nicely
It's just what he uses, it's not neccsarily something that must be used or an overrarching rule.
yea, I know
it's mostly dependent on how ocd you want to be for making everything fit nicely/exact
Huh, this is new to me.
this game does tick a lot of check boxes on making things fit nicely, etc
(you can also round up the clock speed and get 66.6667% and never have any issues except for once in a lifetime a machine stops for a few seconds)
I did wonder. That'd make it 20.00001/min.
but you're still getting 20 only, because you don't have the extra resources for 0.00001
so the machine will instead stop once in a [long time]
Yup.
which is perfectly fine in my book
ok, this 81/45 is for the OCD people that go crazy if the indicator light of a machine shows any other light than green?
And honestly this is all completely swamped by the deliberate imprecisions in my builds anyway - I deliberately include oversupply
And who hate using overflow sinks along the way, etc etc
How do I make the Satisfactory Tools calculator not do pure nodes but instead normal nodes?
I have no problems with backfilled machines, so it's a nice to know for me
ypu mean pure recipes? just disable them in recipes tab
I respectfully would burn your book if allowed.
where's "your save your rules"? π
Where's your save? π
Your book your rules, and then Sev wants to burn your book. Perfectly logical π
somewhere on my old pc
I'm currently a natural 30 so...
Though also, a part of me wants to point Sev at one of the gnarlier saves out there: Josh/LGIO, BLAndrew575, Taro, ...
People I have barely heard of and will never watch.
Feel free to point at them all you want π€·ββοΈ
ahem.
You don't
Tools tells you how much ore you need
Just tell it you have a pure node's worth of resources
@viscid horizon
Well, its assuming I have 160 ore a minute.
no, it's saying you that you need 160 ore per minute for your production
So go into the "Items, Input" tab and tell it how much you actually have
and you can use multiple resource nodes to get that
thank
@oblique hollow yoooooo. I got Tools to recommend using the Polymer Resin alternate!!
Math for overclocking power gens is not satisfactory 
I didn't follow discussions on that at all, but out of curiosity, the proposed flattening of the OC/UC power curve, was that also including a matching of power gens to the normal rate which non-gens follow? To make that bit easier?
So I'm using a load balancer that is 8:16. If my math is right thats a big version of basically a 1:2 so as an example of 8 stacks of 100, I'm getting 16 stacks of 50, correct?
The overclock linearity change? They havenβt implemented it yet, though they tried to poll the community on what their opinions are. Not sure if it was mostly negative or if it was mixed enough to leave them unsure.
You could simplify that balancer though, 4:8 or a 1:2
Could test that and see how it outputs though.
In this case it's a big blueprint one I'm using for a larger project. Since It's all mk 5 belts, if I understand correctly, each line will give me 390/min, am I on the right track? https://satisfactory-calculator.com/en/blueprints/index/details/id/1290/name/8%3A16+Colour-Coded+Load+Balancer
Eh, I prefer Satisfactory Tools. Kinda tired to math it out right now.
fair
nope i'm wrong, you can disregard my questions
why, fabric? xd
Electrode CBs.
Recycled Loop disabled.
naturally, Poly resim has higher rubber yield than vanilla
Base Rubber is so shit of a recipe it's better to make HOR and Poly then cycle over to Residual Rubber.
yep xd
π
I'm really hoping that oil gets reworked hard when they do the recipe balance patch
you get like double if im not mistaken, compared to default
30 oil to 20 rubber
60 oil to 65 rubber
eh, 62.5% more
Yeah
resorted to residual rubber in my 15/min computer factory too due to only having one recycled recipe, recycled plastic
Off to sleep for now. Should be into T7-8 by the week's end. Just setting up Computers temp line atm.
Then the real work begins π
this is what i did for my computer factory
also rubber -> petr. coke -> coal gens is really good
idk i really like default rubber
it actually uses less buildings than HOR so i think im gonna use it since theres so much oil on the map anyway
I just spent hours on building a 12 coal generator power plant and didn't even put a single thought in the water maybe not being enough
Learning the ropes means realising mistakes π we all do it
Luckily I still got more power than before, I guess with mk 2 pipes that problem will be gone
mk2 pipes have their own issues at max flow but they can be worked around.
And it's more about the amount of fuel you can extract or make really.
Smaller pipes just means you need to break them up into smaller segments
Ahh, the coal is fine but the last generators in the pipe chain have pretty much no water
Piping is a tricky beast.
It might be a headlift issue, or maybe you didn't calculate the liquid?
2 main trouble shooting tips for pipes I live by
-loop the end of the pipe back to the start
-have a few machines in the line off completely so the whole system floods and THEN turn it on. It fixes sloshing and back flow
I copied the setup from the wiki page for coal generators, I can show you the piping in a few
Sure π
how do i split 215 for 120 and 95
Manifold
Or merge only machines that make up to 215 on one belt and 95 from machines on another
that will be better thx
They are both as efficient, just the 2nd option means you have 1 more belt. Depends how you like building π
And if you don't have happy easy numbers to get those splits you can change the clocking speed on the machines
if all the curves are built between straight sections trains shouldnt collide on 8m gauge rails right?
thats perfectly fine
have the same, no issues
oh right,
@distant aurora
ignore the old junction switches in the image xd
is water for 8 gens only coming from 1 end?
yeah, just like it was done on the wiki
shouldnt be a problem once i have mk2 pipes tho right?
And you've double checked that you have the 8 gens and 3 water extractors clocked to 100%?
oh yeah then that should be fine. But its still starving?
3 out of 8 are starving yeah. i'm using mk1 pipes tho
Ok so if it's water that they are running out of turn off a couple generators and see if it floods. Then turn them on again
seems to have worked?
watch it for a bit π
ah yeah, same generators are going down again, two empty already
At this point you'd have to look at making sure there's enough headlift and double check that the extractors are running properly.
I do have two pipeline pumps but they're somewhat far away?
I mean I dunno if it's close enough or not
You'd have to take some overhead shots. Maybe from a scout tower? It's reaaaalll hard to trouble shoot pipes w/o a lot of pictures
So many little things could be the issue
i'll try to setup two pumps and see what happens
are the pipes climbing from where they are being pumped?
A little bit but I do have pumps there
just depends on how high you're pumping.
One of the reasons building things that need water next to water. Often simpler
ok the pumps are fine but it looks like those are mk1 pipes with 3 extractors on them
Also get rid of the buffers
yeah I said before I only have mk1 pipes lol
oh sorry I thought you typed mk2 , which sounded odd
so do each of those sets of 3 extractors feed 8 gens?
Yeah
I just saw the wiki page mention that it uses mk2 pipes so I guess that's why
that's the reference
yeah get rid of buffers and either upgrade to mk2 pipes or connect each set with two pipes
yeah i'll upgrade the pipes once i have them unlocked
what's wrong with the buffers tho?
they are pointless and will hurt flow
yeah buffers act in ways people don't expect and they'll more often cause issues if you don't use them right.
Buffers and valves? Very specific uses.
Also this might work for hte top 2 rows but I don't have enough info on the bottom
okay I can try that out
unless you really know what you are doing, you shouldn't use valves or buffers
oh and just a quick explanation on the pipes - 3 extractors pump 360 and mk1 do only 300, so it's got to be moved through more than 1 point right?
ah that makes sense
I still got 825mw from the ones that are working so I can survive it until I can upgrade lol
looking at the graph it seems that removing the buffers helped a little bit
if you keep only the 1 pipe connection you'll still only ever be able to feed 300/45 generators :\
Like if you looped it on both sides and flooded it? The buffers probably won't matter. They can just add problems and don't provide anything in this situation
Got a train question. I've got a fuel power plant - 400 fuel gens - that I'm feeding ~1600 CC into via trains for Turbofuel - 1 station for CC is in the Northern Forest, the second CC station is in GrassFields, and the powerplant is in the West Coast islands - 1800 oil at full overclock. the train comes straight down from the Northern Forest to the Grassfields station and from the Grassfields to the power plant, how many trains should I have to optimize/stabilize my throughput? I've already got a single storage bin per output at the powerplant for getting around the stoppage when the train is unloading and mark 5 belts going into the bins and mark 4 coming out. Just wondering if I should go up in train count from 5 or drop it down?
on the right does the train track go off to a station and then come back?
Since there isnt a straight train line
yep
Shouldn't you make a bypass so other trains don't have to go through the station?
ah
Wait, you're moving fuel to burn it?
one of your signals is backwards if thats supposed to be right hand or left hand drive. also you may consider putting your blocks further out from that intersection if its going to see any serious traffic or the trains wont be able to brake in time
You might want to look into either moving the turbo fuel materials to the fuel or packaging the fuel to move it and unpackage it bringing back the empty containers to reuse.
and a simple rule of thumb if you won't want to do calculations is 1 platform per belt or pipe. Unless you have quite long travel times that's generally enough
Those are switches not signals
@vapid gorge I'm moving the Compacted Coal only, the fuel is built onsite for the fuel Gens
Uh, is a jetpack-wearing hog a real ingame thing, or someone just fooling around with mods? #screenshots message
[confused stare]
I think I will really need the 75-bullet magazine from turbo ammo, even with lower damage.
I suppose sharing the rifle per-bullet damage pulled from game files would be frowned upon?
Blame/Thank Lym. He made it.
1/1000 chance of occurrence whenever an Alpha Hog is spawned.
This is going to be fun one day when I peek out of my factory after having totally forgotten about it.
what's the best thing to do with some oil nodes with no water nearby?
rubber and plastic
any good way to connect these foundations? I got the curved quarter pipes but they don't really seem to do the trick
beams!
any errors? I saw the reddit post on why you shouldn't make a water train for max nuke and thought I'd make one for 2 reactors on the highest point on the map
The buffers are useless
Looks like the buffer just slows the loading down
are those mk2 pipes?
i reccomend doing it like this https://cdn.discordapp.com/attachments/553550566991724545/1029178584314679361/Fluid_Train1.png
mk2 yes
yeah do what Iroh sent
that is interesting
it means if it canβt go into the train station itβll fill the buffer, but if it can it wonβt fill the buffer
why buffer at all though
fluid canβt flow in while the train is docked
where do I put smart splitters for overflow? at the end of a manifold?
I put them at the end of the production manifold
Immediately before it.
That way it ensures the manifold fills completely before diverting anything from it
I also made a design that allows you to use 1 buffer for 2 platforms if you want that
but at the end of production right? I'm making so many quickwires that I want to divert a few
Screenshot the line where the QW is going to and I will circle where the smart should go.
So this is just being made and stored atm?
yeah
Put the Smart immediately before storage then. Will divert if storage is full.
are there ever issues with OC'd nuke plants due to 600m/s also being the max flow for a mk2 pipe?
Yes.

?
You asked if there are ever issues.
Yes.
Do they happen all the time?
No.
well if there is a 2% loss of throughput then it should stutter once every 225 minutes
How much of the oil products should I be doing? Planning my refinery, and while I know how much oil comes in, and much each product takes, I have no idea how much of each I need
Got 1440 oil coming in, and gotta make packed oil, plastic, rubber and an smaller area to automate gas mask filters.
You are the only person who can answer "how much" of anything you need.
We don't know your production goals.
@cinder prism
Not mods?
No. Johnny is not a mod.
If you overflow at the end, it is gonna have some leak. If you put it before the first, then it is leak-free
well, neither do I, my goal at the moment is making a functional oil plant for the sake of advancing, I don't know what I will unlock later on
If you just want "functional" that's simple.
mk1 pipe can handle a max of 300, so:
300 Oil
5 Rubber Refineries @ 100%
5 Plastic Refineries @ 100%
Byproduct HOR routed to
4 Coke Refineries @ 93.75%
Feeds 18 Coal Gens with no waste.
No... everyone is lying to you about the exact same thing.
Lmao
Just split if half half for plastic and rubber then? If you donβt have a specific goal other then unlocking things youβll never have a specific amount to aim for
I've always found I use plastic way more than rubber at the start
that's because you don't use alt recipes π
past tier 7 I start that
heavily recommend to start earlier (even at T0 there are recipes that are useful)
Reading that description, I died once during exploration but didnt really figure out what killed me at the time, after respawning I found a jetpack at that crash site I was at. I figured maybe those are just normally there ... but maybe it was a Johnny that killed me?
Which?
well, any recipe that is helpful to you can be seen as "useful"
that depends on your personal preferences though, there are not recipes that are "objectively better"
Ooh okay
Hi there ! I am about to go nuclear, and before doing my calculation, I'd like to know : are there some alternate recipes I should go for / I should stay away ? Thanks for answers !
the answer is pretty much the same as what I just said two messages above π up to your preferences
not fully wrong π
I was simply wondering whether there were some that were notably bad
well, same as there are no objectively good recipes, there are no objectively bad recipes π€·ββοΈ
on a global scale, I can say for instance that solid steel ingot is better than steel ingot
though I agree on this fact that I should expose what matters to me first before asking what recipes are good
solid steel - better for resource efficiency, but f.e. not better for complexity or building count
hence this
so are there some recipes in nuclear I should prefer regarding resources and energy efficiency ? π
yes and yes, though it's hard to optimise for both since most recipes usually do one or the other
I have 60 packagers divided 30/30 for diluted fuel.
I somehow have an extra 4 containers and can not find the issue
splitters can duplicate items on save load
not started yet
There are some Update 3 recipe analysis on the wiki, but could be a bit off for current version
im looking to start fuel and nuclear power projects for my world. i want to do max nuclear. will this build leave me enough sulfer to do that. also would anyone recommend other recipes or anything for this build?
I mean as long as you know you need that much rubber and plastic and fuel and turbofuel, go for it. But honestly I don't know why would you need so much turbofuel, diluted fuel already gives enough power and if you're doing max nuclear, you don't really need turbo
im not doing it as much for efficiency or what i "need." i just want to start a big project
and by "big project" i mean MASSIVE project
for big project I'd rather start from end resource than from starting resource
A waste-free max nuclear setup generates like 0.6 TW net, enough for 40k assemblers, I think a build that uses all that would already be considered comically large
yeah for sure. i just enjoy building obnoxiously large builds and make them look as pretty as possible. thats my only goal in the game
you should see my item sorter
its crammed inside this building
sure, but it's better to build it with final goal in mind, e.g. producing turbomotors
rather than to produce plastic and rubber and then hope the produced ratio and amount will be good enough for future plans
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sure i see what your saying but for this project how could that not be enough for future projects. any extra will just go to the awesome sink
the reason im starting this project in the first place is to build a massive fuel plant
for example if you only need 1/2 of the plastic, but twice as much rubber
there's not much oil left (and some needs to go to nuclear anyway), so you'd have to rebuild your factory to produce more rubber and less plastic
ok i see. so with still wanting to do this project what would you recommend i do
i could simply cut down a bit on the crude oil and save it just in case
I mean... pick a late-game item you want to make, put it into a calculator, see what it needs, see if that's something you want to build π
hows this i flip flopped the rubber and plastic so im producing mostly plastic and it will give me enough for 199 turbo motors per minute
any help or tweaking with recipes would be appreciated
if you have the resources available and you like the series of production you'd have to do for it - it's a good production line
I can't quite understand what you're trying to get to and what you're willing to compromise on, but that doesn't seem like a good use of SCIM: sure, with that much plastic/rubber aviable you can do that many turbomotors. But that's assuming you use (to make those turbomotors): all of Caterium, all of Quartz, all of Bauxite; all of them are needed for Nuclear.
To be fair, Caterium, Bauxite and Quartz are essential for almost all high-tier components, so running out of them leaves you bone dry for anything else (high tier)
@frosty owl I wasnβt aware those were needed for nuclear. Iβm just trying to set up a massive fuel plant and want to make sure that the amount of plastic and rubber is good ratios
I'd make plans for what recipes you'll need rubber and plastic for and then sort out the ratios tbh.
For example my world plan uses a lot more rubber than plastic, but you might want recipes that use the opposite
@vapid gorge thatβs what I was trying to do Iβm not sure what recipes are good or not
Good is subjective.
Are you just going for 'most rubber and plastic'?
No Iβm trying to make as much fuel/ turbo fuel as I can from 9900 crude oil while still producing enough rubber and plastic for my world
Iβm not worried as much about and βend game goalβ as I am about making everything look beautiful
Unironically making Turbofuel
π
Sounds like you' can only make Residual plastic and rubber then. That's not going to go very far
I'm also worried you're going to have a hard time making a few thousand Fuel Generators 'beautiful'
Thatβs the challenge Iβm ready for
then all you have to do is belt the resin over and choose what is being made into plastic and rubber. Woudln't be hard to change the ratios later either
I don't like linking power production and material production personally. I'd just take part of the fuel and make a recycled plant https://www.satisfactorytools.com/production?share=h48zoHdsFC5IESFBtr9T
And go nuclear. Still be massive.
That wouldnβt be a bad idea
Hereβs what I had earlier
Nuclear is "da way" if one wants to use as few resources as possible for X amount of power
(Also only use for Uranium altogether)
What if I used the turbo fuel for plants and kept the leftover fuel for rubber/plastic production later down the line
I wouldnβt mind making extra just to sink
I mean that's essentially you picking a portion of oil to turn into turbo fuel and the rest into plastic/rubber rigbht?
Since the most efficient rubber/plastic recipes requires you turning all oil into HOR then fuel
Yeah then this would be best. Idk about the fabric byproduct but Iβm sure I can find a use for it
You could almost double your plubber output
I say almost because your current production requires >6k fuel/min
is fused quickwire worth it when low on copper, as long as you use the freed up caterium to switch to fused wire elsewhere?
All recipes are worth it depending on yoru location and needs
Is Fused QW worth it - yes.
If you're low on copper - either bring more in or choose another location π
Or need less QW
Is Fused QW the only way you should ever make QW - Also yes.

Btw, that amount of turbofuel barely leaves any Sulphur (needed for ||Batteries, Nuclear and Plutonium processing, ammo||)
Fabric can be further automated into filters.
Else, you could handcraft a lot of parachutes 
oh shush your face π
π
You can also get Pure Copper and Pure Caterium recipes that create more ingots per ore than smelting.
There's also the Copper Alloy recipe that doesn't need refineries for a much higher copper yield
@frosty owl Iβm pretty sure that leaves me just enough sulfur for nuclear
I could be wrong though
Batteries are used in drones and Space Parts too
so would you prefer copper alloy over pure copper?
looks like a bad deal
Look, in most situations? Yes. Avoiding refineries and HUGE stations of them is great
Both Copper alts are good.
@vapid gorge do I need sulfur for batteries?
oh yeah
i don't care for space... i mean, building huge factories is basically the goal of this game
Copper Alloy saves you a metric fuckton of space while Pure Copper has the best conversion ratio.
piping can be problematic for the number of refineries. Since each refinery only does 15 copper ore pm.
Copper Alloy foundries are easier to set up and use a lot less power
And copper alloy doesn't produce much less
Overclock the Refineries π
I do. It's still awful
So yes to cover it
Alloy a lot less power, a lot easier to set up. Won't look as hideous
Needs a bit of iron and doesn't make quite as much
Pure - a lot more fiddling and power, hard to make pretty, but 25% more copper output than Alloy
I use Pure because I need that extra copper. If I didn't need it I'd use alloy
Just setup pure copper at each node with a train bringing water in. That wonβt be hard to make pretty
.....
Train the ore. A lot easier.
but that also doesn't remove the 'pain in the ass' aspect of a million refineries
Idk a million refineries sounds fun to me
Very organized
It was awful. I deleted it
@vapid gorge how much sulfer would you recommend I allot to turbo fuel while making sure I have enough to also make batteries. Using 6k leaves enough for nuclear but I done know how much batteries use
And I would like to use drones
ok looking at my plan - I have about 1400 dedicated to batteries for both use of drones and space parts. Using the Classic battery recipe that is more efficient in it's sulfur use
Using 3060 sulfer leaves enough not 6k
That's for a sizable drone/space part production
Iβm not worried about space parts but I large drone port sounds spicy πΆ
All depends on how you want to build. I use most of my oil for rubber so you would probably not need that many drones. If you're making zero space parts? 500 sulfur with Classic Batteries would get you a lot of drones
Pretty much. Probably not enough to move everything by drones, but you'd have a lot
1400 sulfur will get you about 900 batteries per minute. Enough for several hundred drones to be running
Ok then I can cut the turbo fuel down and use a little regular fuel along with all the turbo for power plants. And still have a ton of fuel leftover
Sounds good π
No prob - if you're curious this is my main plan. Shows some rough resource uses. I've broken it down into parts for myself https://www.satisfactorytools.com/production?share=roGKBEaNFQvTVENohKpD
There's 60 Sulphur/min left. Considering Sulphur is used almost 1:1 with Uranium in nuclear, that's enough to process ~60 Uranium/min
Oh wait, nevermind. You changed the aviable input. Well done π
At what point do ya'll start considering a save file "medium/large"? I know I'm prob nowhere near close (12mb currently) but I'm just curious
I've never gone past 8.2mb
you also have a TON of various saves so I bet that helps lol
xD I suspect different things have dif impact on how much memory it actually takes. I don't actually have a huuuuuuge system up. But what I do have has a lot of dif parts and extra objects
