#math-and-meta
1 messages Β· Page 14 of 1
Imkibitz and Totalxclipse does some tours of maps of some truly massive saves that'd give you a good idea?
oh i've seen them I'm just curious of it from a numbers stand point
I think they mention like 14mb at one point for a full world resource use? memory might be off though
Gotta start somewhere
Well my massive "grab all the desert nodes" bit is 4.8Mb alone lol....so there is that
i wanna see that build
Def posting it as a blueprint once it's finished. Its about 95% done, just doing cosmetic fixes and all. Here is a screenshot
Its ALL the nodes in the desert, mk3 miners maxed out up to 780
Thanks to @vapid gorge for the math and some tips on it
Just screws. All of it just screws.
its just pure ore. Pulling it all together for the user to do whatever. The train stations you see are me grabbing some for my save, they won't be there in the blueprint version
Someone already did a million screw build
79,440 with regular recipes
....WHY
Why not?
Easy to find out π
lmao
290k
if i did a million screws i would spaghetti those belts of screws all over the map
Fucking hell thats a lot of screws
oh hell yes. do it like a lets game it out build
Do a βLetβs game it out!β
lmao
Thatβs what Iβm saying
make a tornado
yea if you got a 3080
Not even. Thatβs on minimum graphics π
didn't LGIO do a tornado once?
did you know coffee stain took his save and gathered data to make the game run smoother
my current build project is gonna do 8k iron, 8k steel, 1k cat, and 10k cooper ingots a min
no shit? hella awesome and smart
ima do a spaget build one of these days i just have to convince myself enough
I got a fresh save going, no mods, except maybe one or two cosmetic, that will prob have some at some point
ive seen some impressive ones. belts EVERYWHERE
I got a mod that lets you do belts that look like hypertubes. very cool
damn that sounds dope
covered conveyor belts
How many Refiners can there be per Oil Extrator? (ex, 1 Pure Crude Oil or 1 Normal Crude Oil)
any ovver clocking? and what are you refining?
"Signal loops onto itself."
Please help me. I tried Path signals and I get the same result.
A few of the signals aren't creating new blocks for some reason. They are all Block signals in this picture.
No overclocking, but im refining Oil into Rubber and Plastic
Have you used the calculator website to look at your math depending on your build?
what is the calculator website sorry?
DM me if you need help on this one
I got about 30 min or so before I log off
okie ill check it out
Anyone?
I'd help ya if I could but I'm so bad with trains. @vapid gorge are you potentially available? I know you tend to be pretty busy
Iβm mostly just not great with trains. Itβs keep my junctions reaaaallly simple to avoid these issues :/
Iβd probably try to redesign it? Looks overly complicated
I'm basically trying to split the blocks so the trains aren't stopping wrongly.
But I can't properly split them and I do not know why. Every time I try to fix it the issue gets worse.
You could merge the tracks instead of a junction there then create a roundabout a bit further on for U turns?
The "green X" probably can't be divided into smaller blocks because the rails are too close to one another (even 2 parallel rails are part of one block if too close!)
In other words, you'd need to place the signals farther from the intersection point so they're not so close to one another
signal loops into itself means the signal generally failed to divide a block, likely due to tracks being too close to each other
when it comes to trains do i have to make all the blank spots so it can grab what it should be grabbing or can i just put 3 Freight platform when the train is 9 freight cars and call it a day
the train can be longer than the station, it's fine
even if i don't put an empty platform down?
yep. trains can trail out the back of a station no problem
functionally, you would only NEED empty platforms if you wanted to prevent a car in the front or middle from loading/unloading
oh ok
usually people just do manifolds
but you can do weird balancer contraptions if you don't like that
there's no direct way to program in that kind of split
you can achieve oddball splits through wacky splitter logic (not a popular option), you can try direct-feeding (using machines clocked differently to produce the amounts you want to send to each place), or you can rely on one of the conveyors eventually backing up (how manifolds work)
the simplest way to get what you're going for is to take that conveyor with 73 ore on it (weird number but sure), split it directly into the machine that's consuming 16/min, and having the rest continue on.
for a brief period that machine will receive half the ore, but pretty quickly its input will back up, and then it'll only consume 16/min thereafter
they are pretty much pointless anyway, manifolds work as well
easy split
--S--S--S--S--S
| | | | |
X X X X X
manifold is not a bottleneck π€·ββοΈ
it's just... delayed production
I will say: I don't aesthetically like how backed-up belts look, so I will always place my manifold splitters as close to the inputs as possible, so that the part of the belt I can see is always moving
satisfaction is important
yeah it will just take a sec but nothing will idle if your math is correct and conveyers are fast enough
Or just use online calculators
Equal splitting uses more buildings to construct and can hurt your late game fps
fps lag just means ||shit|| works
if you ain't dropping fps you doing something wrong
What would I need for a mod engine factory
Parts. Yup, I'm going with parts.
if you press n while in game it opens up a search box. type in engine and it should pull up the recipe if you have it unlocked
I get that
But Iβm talking more about the layout
layout is up to you really
And it really depends on if you're building it from scratch right?
This is something I just threw together with a few alt recipes that simplify production a bit.
You could, for example, use the production bubbles as a rough layout for buildings.
The steel pipe factory could be next to the Rotor and Stator factory.
In fact in the recipes I chose rotors and stators just need different amounts of wire and pipes. Then go from there https://www.youtube.com/watch?v=wVYPLP9NSg4&list=UUW7AGm8JSBEEew61dJIgl_A&index=3
Nah that's slow :p
Just use the normal Balancing?
a few minutes, let it fill while you build next part, most likely you won't ever notice the delay
Nah imma just use Balancing, works right away
or hand-fill the machines and it'll work straight away π€·ββοΈ
well, it's up to you, but have fun balancing things like 13:23
What? No
You just need to balance the Balancer
Not that hard, just coplicated
But one you got it, it's easy
well that's what I'm talking about - have fun building things like 13:23 balancers
or even better, if some machines need different amount of resources
yeah just takes like 5 times as much space and can't even handle full belt
Yea, and it doesn't look good
13 inequal inputs, 23 equal outputs
Ahh, thanks
I'm just trying to stay on numbers you can devide by 2 or 3
So I don't have to make it complicated
well manifolds are easy and quick and can do any numbers, even different amount per machine π€·ββοΈ
The war between the load balancers and the manifold users has raged for a millennia.
The balancers will never fold !
The balance of the manifolders unwavering !
1+1=2, you can delete this channel now lol
aight, remove the electricity from the machines connected to the manifold/put them into standy, then let them fill up completely (and the machines), finally, give the power back/disable standyby mode, there u go, no worries about the manifold taking an hour to fill
nope
im going to explosion you
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i can't watch the video rn but i'm assuming it divides by zero somewhere
If you remove the power from the machines they won't fill.
put it in manually then ig
it's the fastest to block the output
let the entire setup run, just don't connect it to storage/other machines
I got 1 stack of hay and I added it to another stack of hay and i ended up with 1 stack of hay. π€
So i guess 1 + 1 = 1 π
It divides by 0
So it doesnβt work
I do think balancers have a place in minimizing radiation from nuclear
But that's about it
yes
They are helpful when doing sushi.
I mean, just join them to single line and split into 24, loop 1 back into the system
depending if a single conveyor cant handle to join the 13 other conveyors you can split into 24 not all at once, but stop by step, that's the logic that I usually use to solve my load balancing problems, but the more items/min you need to load balance the harder it gets.
it's 13 uneven inputs
and it's more than one belt can handle
thats too bad
load balancing can be done for any ratio, just need to be careful with the loop back.
if i am producing 3 uranium fuel rods per minute, should i manifold or evenly split that to 15 generators? I want to manifold it but i donβt know how long it would take to become stable
Nuclear is usually the main thing balancers are used for.
or just build three plants next to each one machine
ooh i like this i think ill just do that
no need to merge it
You should definitly balance that. Cause even without actually using any fuel rods your machienes will be filled up after 4500 minutes
another benefit of balancer is it reduces radiation buildup
Generally use balancers on nuclear power plants. Use manifolds everywhere else
my 10 load balanced reactors ... works good after the tip of 'feed the end back into the front' trying to balance "10" ...
What was the design that water comes from bottom pipe first and if needed it comes from top one conected too it?
so i split evenly to 12, and the 2 extra just feed back in to the start... then the "10" remaing drop down and run along to the reactors (in that shot above) ... i then use mk1-5 belts to make them run about even speed all the way to the end LOL
Thank you, i need water from aluminium go first and then just top up with water pump this might work the trick
could do this instead where you use the water for its own set of recycle refineries
But then you need a smaller set of recycle refineries for the waste water from those recycle refineries
not true
its recycling all the way down /s
nah you rust reconnect that back to the recycled refineries
from the very start, you build for the amount of alumina solution that the initial AND recycle refineries will produce
thus, your total byproduct water doesn't change. needs a bit of spin-up, is all
breh
i wouldnt do that
just overbuild in a manifold
for example if you have 780 bauxite build 4x200
I'd recommend just building 2 or 3 plants (based on recipe) next to each machine making rods. Makes "balancing" much easier
Splitting the recycled and fresh refineries works out pretty reliable
Question. I'm working on a 5 Smart Plates/minute build using all Tier 2 max stuff, and I'm trying to figure out if my build is set up correctly. Maybe I'm just used to higher tier stuff throwing me off, or I have a very inefficent setup. Can I get some help checking this please? https://satisfactory-calculator.com/en/planners/production/index/json/{"Desc_SpaceElevatorPart_1_C"%3A"5"}
edit: reason I'm asking is due to things like the rotors for example waiting on inputs to be filled/running constant low, etc
looks good what id suggest is moving the rotor and RIP's to the center of the 3 assmeblers which might help to event shit out
actually
scratch that
is one of the assemblers at the end underclocked to 50%?
on which items, the smart plates or..?
smart plates
The left most of the 3 is at 50% yes
try underclocking each one to 83.33 instead
and try this
i'm curious how did you get the 83.3 numbers?
ah gotcha.
try this?
try moving the rotor and RIP's to the center of the 3 assmeblers which might help to even shit out
Thanks. Gonna do a rebuild now
k hope it works for u
Appreciate all the tips and info β€οΈ
what sort of production goals should i aim for when i first unlock aluminium?
also should i get any alt recipes before even bothering to set it up
Sloppy alumina tends to be a great saver
i go for this if i have no alternate recipes https://satisfactory-calculator.com/en/planners/production/index/json/{"Desc_AluminumIngot_C"%3A"240"}
240 ingots into whateve ru need
Rush for mk5 belt tech unlock, it is a life saver
what program did you use?
to do this schematic?
Draw io I think it was called
But satisfactory has a specific site for this kind of thing
250% (total, 2.5 buildings) divided by 3
Is this a good plan for a Plastic/Rubber/Fuel Factory? Currently building with the two pure oil nodes on the gold coast
Not so sure about the amounts I'm gonna produce, might make less plastic and rubber and more Fuel at some point
plastic, rubber and fuel all depends on each other. You are lacking 2 recipes, recycled plastic and diluted packaged fuel. hunt more hard drives.
production wise aim for 2 full belts of plastic and rubber, means 960 plastic and 960 rubber. Fuel is just whatever excess as a byproduct
Fuel generator in early stage is just to burn the excess. The real fuel power is when you start making turbofuel.
polymer resin is a terrible recipe for making plastic
a lot of effort for like 2% more plastic
1147 oil should make 3441 total product of (fuel + plastic + rubber) now he is getting 1230.
sorry for offtopic, but is this just draw.io/visio? or some other tool
it's outdated calculator for satisfactory, up-to-date ones are in #welcome
Thanks for the tips, I'm not looking to maximize Rubber and Plastic yet though, cause I'm not even in Phase 4 yet. Just trying to get some production going to get Circuit Boards and the like going.
then you should calculate based on how much CB and other stuff you want to produce π
I usually use Satisfactorytools, but I was having some trouble with the way it was working. They link in #welcome is still to the U5 Website for Tools, the new one isnt there yet
the new one can be accessed by using the top right corner menu π€·ββοΈ
and what issues you had?
Which menu do you mean?
I don't know if I'm doing something wrong, but I don't find it very intuitive to have to juggle with different values for outputs if I'm trying to get more even values for the amounts of machines I need. So often it says I need like 26.66667 machines or something, but I just want it to be like 27. I just had a look on the wiki yesterday and went through several different sites, the one i made the screenshot of was the nicest to use and it's not outdated for oil recipes as far as I know.
the recipes are from U4 on that site
also, 26.6667 means 26 machines at 100% and 1 machine at 66.6667% clock speed
Wiki says U4/U5
I'd recommend learning about how underclocking can give you nice ratios π
Imprecision π
Yeah I know that I can underclock, but why would I use different clocks for the same machines? I usually try to give all the machines with the same recipes in a workflow the same clocks
the game is more imprecise than that π€·ββοΈ
then do 26.6667/27 = 0.98765555555 => 98.7655% clock speed for each machine
Why would you do the thing that let's have you specific numbers of machines when what you want is specific numbers of machines?
I don't know.. that's a real thinker...
I don't think I understand you quite. Why would I only build for specific recipes? Then I would have to upscale everytime I need more plastic for a new recipe. I usually build like on big factory for a group of items and have some leftover for expansion
but the question is - what's the problem of having one machine with different clock speed? π€ it'll work the same
Stop solving forwards.
Can you program the machines that precisely?
no, you just build a new factory for every new item.
And even if you don't want to go that way, you still want to know your final goal, otherwise you'll either have too much or not enough.
Start with your goals and solve backwards
yes, you can input clock speed up to 4 decimal places
I didn't know I could type into the Clock Speed Line!!!!!!!
Or apperantly the Target Production Line
Wtf
Clock Speed line is the only line the game even reads.
The game does not give a shit what you put in the "per minute" line.
well, it does. It uses that to calculate the clock speed and set your clock speed to "correct" value.
Goddamn, could have saved me alot of work knowing that
Closest that it can**
hence why correct is in quotes
I know, other people may not.
So you mean, instead of building a production line for every item, I should just look what I have as the Phase Goals (500 Modular Engines and 100 Adaptive Control Units) and build Factories specific for those?
Imagine automating Project Parts...
But is it then better to produce Parts near their Sources or rather transport the Resources to the Factory?
Better is subjective.
yeah. Then you have exactly as much as you want for all intermediates. No more guessing game of "how much plastic and rubber will I need".
it's less logistics, you build factories around nodes and transport only their products to storage. It's also more fps as you don't have one megafactory. But some people may like building everything in one place π€·ββοΈ
"Staying in the here and now", who are you? My therapist? π Guess this game can teach more than just Supply Lines and Logistics
not caring about future consumption is pretty good way to play imo. Just build what you need now, if you need more later, you can always improve current production or just build another factory
I tried that in the beggining, but I'm really starting to hate the one very big factory i built in the grass fields in the beggining cause it is very cluttered and difficult to navigate
I think I'll scrap the part of the factory I have so far again and go back to the grass fields and scrap that factory too. That's what I really like about the game, in the beginning I was always like "Ugh, no, I don't wanna start from scratch", now I don't even care anymore if I scrap something useful π
Embrace outposting and stop building just 1 factory π€·ββοΈ
Yeah I'm getting there. I think the problem is also that I was somehow really tethered to the grass fields in the beginning, only recently starting to wander outward more
worst is subjective
Not in this case π
yes in this case
Is it? It's the suggested beginner biome, so I didn't even think about it
since player goals are variable, you can't just have a biome that's bad for everything
Did you read the descriptions of the other biomes?
Plus theres less Hogs to interupt me building in peace π
it always makes me very happy when i load up my original factory in the grassy fields. i don't think the biome is that bad at all.
it has a lot of building space, easily available biomass and supports outposting due to mid/late game nodes being farther from start location. Doesn't bother you with nodes you don't yet have use for. Is nicely flat (mostly) so trucks are great around there
Rocky Desert does all of this better.
except biomass
EXCUSE ME???
and nodes
I started in U4 and I remember that the Rocky Desert was also an option, but I didn't read to deep into the description, especially cause I didn't even know what any of the descriptors meant
"Textbook FICSIT Landing Site"
Explain how RD, which has literal FIELDS OF WOOD, which burns BETTER THAN LEAVES and converts to MORE BIOMASS has worse biomass than GF?
wiki says so π€·ββοΈ
Yeah, but it also said "Desert", so I didn't know if my Pioneer would be thirsty at some point π
also there's way more nodes in grass fields
Iron-
GF has the equivalent of 18 Normals
RD has 9 Normals, 8 Pures
given that most of the time you're limited by belt, not by purity, it's not that relevant
Excuse the irritation as I was in the middle of building, but how the fuck else do you want me to compare?
Because once you get a mk2 belt you can handle the load from pure mk1...
Thanks for the suggestion, just got it in a hard drive π
Decent until you get the Blender version.
except when you start overclocking miners
Ok, but I would posit the average player isn't doing that until they have the mk3, given power constraints prior to Coal.
average player also likes to do "I have a node, I want to use it for X", so having more nodes makes them able to do "more"
So we're at another agree to disagree moment because there is no possible way you can convince me the RD is not superior to the GF.
And vice versa.
I'm not saying GF is the best biome, I'm just against calling it worst. Same as with alt recipes, there's meta, there's subjective opinion and then there's objective information.
@median heath which page is that on?
Ask @wind spade
World page gives it two stars for biomass, GF has three
Alright I'll look into that
starting location is irrelevant anyway except for the first 5-10 mins of gameplay, as you can get to any other spot in that time
and biomass from vegetation is now extremely irrelevant as well
since after U6 biomass from creatures >>>> biomass from plants
so practically only DD should get a lower score for biomass, as it has both less vegetation and less creatures
all other spots are pretty much the same
so i dont need to bother cutting trees down in U6?
would be nice to get all my early power from combat
you would need some power to unlock MAM
but afterwards trees are kinda outdated
The more I look into optimizing building counts, the more I wonder whether it really is best to build where the nodes are, given how much water helps your builds
Of course logistics complicates that, and having water locally helps a lot
My main way of optimizing counts is overclocking. π€·ββοΈ
I mean you can do both
Say, a single refinery making wet concrete + its 1 water extractor does the same work as 5.33 constructors (again, ignoring logistics, which of course matters)
So this run I'm taking it a step further and OCing like... everything.
Yes.
Another thing to look is what else you're going to be making.
Like, I use a lot of Rubber Concrete just because I'm usually already processing oil in an area.
True, using mashed dead aliens-biomass for power is very effective.
very nice
given the train problem, what kinds of questions would people like to have answered by a calculator?
f.e. "How much throughput can I get from a train with [number] of cars carrying [resource] with loop time being [loop time]?"
or: "How many cars do I need for a train to carry [resources per minute] of [resource] with loop time of [loop time]?"
what other kinds of questions would be nice to implement?
and the elevation changes are more common to interupt vehicle paths. Rocky desert is garbage π
plus the colour pallet is painful
Yes.. the elevation changes in the flattest biome on the map...
Ridges everywhere! The worst.
Rocky Desert isn't terrible. It's not as nice a Grassy Fields, but it's still decent as long as you keep yourself walled in so that you don't have to look at it.
Or if you go to the absolute edges of it to other zones to use THEIR resources xD
The trees in RD are beautiful.
If I could have images in my mind they would be the trees I'd have to watch out for as they start animating at night and try to murder me in my dreams
the trees already suspiciously animate randomly
Nah, they just react to virtual global wind, and there is only one tree of each species, just scaled to different sizes.
i thought its wind too but most of the time its just one single tree shaking violently
it's one particular kind
they seem to switch from nonanimated LOD model to an animated one with exactly such timings that it makes them "shake violently" just as you approach
close by they don't have animations yet again, by the way
anyway, it's LOD switching, not "wind"
this is the most in depth explanation to that phenomenon ive seen
good to know we dont have to worry about the tree uprising
Rocky desert has perhaps the largest single flat area in the world, assuming you're not counting the 40m high dune waves in dune desert as flat
Reasons I hate the DD...
As someone who has done both Grassy fields and RD - Grassy area is better for starting area (t1 and t2). But once you pass tier 2, RD is vastly superior. RD starting area has access (by access I mean you can get there without a jetpack by foot or by explorer in a reasonable amount of time) to more advanced nodes (oil, caterium, quartz, sulfur, etc), more (accessible) hard drives, and more accessible water, and more accessible...well everything. You can literally go from t1-t8 without going more than 50 foundations out of it. Has easy access to the crater area (with 3 pure coal), has easy access to sulfur, easy access to the swamp oil nodes, has easy access to the oil nodes along the west coast, easy access to all of the pure nodes found in the grassy area.
Rocky desert is better because there is a lot of lootable high tier items at the nearby cave which makes start up super easy
as someone who has never even seen the rocky desert ingame, I agree woth all the haters that it is utter dogcrap
For experienced player maybe
I will die on the hill of Rd is Awful. Specifically on one of the hills there with colours that are painful to look at. Which is all of them.
Regarding trains, I think it'd be nice if you could throw in your signal distance length, intersection type and track count, and have it throw out how many trains per minute your track can support too
I'll come to your funeral since it is in the RD.
Because there's gotta be a definitive answer to that question, and testing it is a nightmare
You want fewer trains though for max throughput.
So how would "this is the max number of trains" be helpful?
(Genuinely curious)
There probably is with a lot of settings - but it'd be nigh impossible to implement
What, do you load your whole factory onto 1 train?
You say that like I have 1 factory.
nah just minimize the number of things I have to move by locating them near the materials I need
I mean the calculator itself looks like black magic to my eyes already, so...
But technically, yes.
Having 1 train with many cars would get you the most throughput per car .
For example my planned HMF factory only needs to import 3000 coal per min and like 200 plastic
Provided everything is connected to 1 rail.
Which I don't know why you would do.
nah this would be way worse, it'd have to run simulations on how often trains would have to interact on your specific lines. update every time yo uchange it... it'd be a calculus nightmare
Satisfactory tools is just arithmetic.
It's a lot of arithmatics, but nothing close to what you're suggesting
What I had in mind was like a disembodied T junction, straight track, and a full intersection, where you say "Ok my signals are 8 foundations apart, I'm using the dumbest possible intersection type from a pre-selected list, so my track can support 3 trains per minute from this lane and 2 from that"
is your train waiting for a load? Is it behind another train that is waiting for something else?
The guy asked for train calculator ideas
how many trains could possibly be waiting at any point in time at that junction?
I'm not even sure if there are tools or metrics in the game that could give you the information needed to calculate that
It's an interesting idea - almost certainly impossible to properly do.
Given the 3d nature of the game, satisfactory rail junction is a lot easier compared to the factorio counterpart.
but at the same time probably a lot harder to set up a system that 'measures' everything
Is it at all possible to make full use of a MK3 drill at 3 power shards and 250% overclock? I've been sitting here trying to engineer some sort of spaghetti balancing act to try and pull out the full amount of ore per minute, but the MK5 belts just don't seem capable of that.
Darn, okay.
Manually take out of the miner whatever doesn't fit on the belt. Easy and perfectly automatic 

They need an mk3.2 miner. same as mk3 but has 2 outputs.
We could just reduce pure nodes maximum output to 780 π
tbh nearly doubling pure nodes would reduce the use of logistics which is a main component of the game. You could much more easily concentrate factories bottom up to high tiers with that
they'd need to fix double output priority first
If you want full calculability, you could just simply build a great loop that covers all stations. Then you measure the time it takes to travel theough that loop for a train, measure the time needed for a full docking/undocking procedure with the diverging off the main track, take that by 2 and youd have a measurable time. Itll still be hard cause other trains might obstruct yours, but youll have a train network you can predict somewhat. The only problem is: its just not worth it then. Just plan with more capacity then you need. I basically always take twice or thrice as many railcars as you need throughput
(based on max throughput per station)
Even better. Annoy the publishers till they put in a second output
unlikely to happen straight away
2 output means you dont even need shards to get more out
Yeah, but the longer it takes the more fun you can have by annoying jace
as if jace is gonna fix it 
Nah, but hes the easiest target
And if hes inefficient and doesnt report that straight away and have it fixed, we have even more fun by annoying him! My plan is foolproof!
the vicious cycle of jace
Yes. Lets start by pinging him (can you even ping staff on this server?)
Yeah⦠lemme get my second account, i can risk that one
well by saying this you're risking your main one as well
also if you want something to be done, put it on QA site
we don't joke in #math-and-meta
Im sorry professor
Or just make it functionally two Mk2 miners in one machine, with two separate (disconnected) output trays as well as two separate ports. The question, then, would be whether they can be made to share shards/clockspeed.
Downside would be that each port would max as mk2 and you'd always have to output on two belts to get the full output. I don't see either of these as a tragedy, but it would complicate the upgrade process.
that's way more work imo than to fix the issue that needs to be fixed anyway for ISCs
I agree. It's much more efficient to solve just one problem that has to be solved anyway, than to solve that one plus another.
In spite of that, I still think it's worth observing other possible solutions when presented with an issue.
Also, I'm not sure what the cause is, so the amount of work is difficult for me to assess. For example, 600m3 pipe issue appears pretty simple on the face of it.
does it?
Mk2 piping seems a bit weird tbh
It's easy to assume what you already know and to make assumptions about what you don't. I'm not sure how to put this into words.
But, imagine someone who hasn't played with pipes much, and doesn't know much about how games work. They could assume that number goes in, number goes out, junctions split. Conceptually, no different than a conveyer. How hard can it be?
Once they've seen that there's fluid motion, sloshing, etc, it starts to become obvious that pipes are more complicated. And they might even realize that physics calculations are involved instead of simple number crunching, but do they even have a concept of what we're talking about when we say 'physics calculations.'
That's not inherently obvious from an abstract point of view.
Likewise, looking at the ISC, my viewpoint is abstract. And the ISC is a black box. Unlike pipes, I have less information about how it works. It's easy to assume it's simple, and seems reasonable, but perhaps it isn't, and perhaps there's a good reason that it isn't. (I do hope it is simple, though. π )
As an aside, let me point something interesting about personal experience. I did my first playthrough without visiting the discord or looking at the wiki. This was U3/3.5 and I did my aluminium with the waste water recycling back into it, and thought it was obvious.
And had no issues. This wasn't a matter of genius. I just made certain assumptions. Some were right, and some were wrong, but it worked. It just worked. In part, I got lucky, and I thought piping was easy. Less finicky than it is. The only issues I had in that playthrough were minor. Headlift took a tiny bit of finagling to get the hang of, and I had a junction that leaked when feeding crude to my refineries at first. A little trial and error resolved it, and I just dismissed it.
But, the way fluid works has the potential to cause so many more issues than I'd assumed, and I've experienced some of them in subsequent playthroughs.
In my experience whatever physics/programing issues mk2 have seem to be exacerbated when you have machines that have high draw rates on the manifold. Like I can get turbo fuel running fine on mk2s w/o a loop but they draw very little
same with the waste and discord. Didn't even think about there being a discord for aaaages
Yeah, my point being that it's easy to assume something is simple when your experience of it is simple. But, in some cases, that means you just aren't involved with it from an angle that will expose how complicated it is. ^^
If you treat at situation as Simple, but it is Complicated or maybe even Complex, you might quickly fall into Chaos. When in Chaos, you need tremendous amount of work to get back to a comfortable level of understanding. Check out Cynefin framework
Pipes pull you through that framework in a clockwise direction 
sooo.. re: #announcements
yippie i guess. generator overclocking finally becomes linear
Specific to just generators?
ye
That'll cause marginal issues with my nuke plant, generators are clocked to 106.5% in order to get me the required 105% I wanted.
so its no longer 250% = 202.something% power
I'm fine with that.
Nukes can't be put to 250% though.
nukes get fixed to like 240 water at 100% or something
maybe 200 so 2.5 x 200 = 500 and you dont need full mk 2pipes
Meh, they might make it 500 in prep for when mk2s become 500.
Indeed.
5 water extractors to 3 nukes at 100%
I'm happy they didn't make it unilateral linear OC.
its a nice ratio
i think i remember reading from you once that you'd hate if this happened, gen OC becoming linear
thought may be misremebering
generators OCing to weird non-round numbers was a pain and I'm glad it's sorted out now
Solely applying to gens is fine.
My preference was they just make the gen UI more accurate, but this is a simpler solution that is good for most people.
that also means all generator builds can become 25% smaller now
General Machine OC iirc is all about the trade-off, for generators, I would have expected them to cap the shards at 2 then make it linear to not stuff up balance.
due to the increase of 200% to 250%
however.....
i did NOT check if fuel ratio stays linear
yes, fuel:power ratio will stay linear
How much they consume with respect to clock was always linear.
So the trade was just shards for space.
This just makes that trade cleaner.
Making production buildings linear with power is what breaks balance. @oblique hollow
just checked: yup
I do like that (until they change fluids to 500 cap or whatever they decide for mk2) you can feed 2 nuclear gens with 4 extractors without worrying about mk2 shenanigans
also: awesome sink point rebalance
plus: DNA capsules get their own point counter in the sink
soooo killing mobs may prove efficient to farm points
I am watching this video when I go on lunch π
not a math/meta change but I'm stoked about the conveyor QOL changes. auto-switching to wall mounts and the new ceiling mounts, wahoo
Yeah that is pretty exciting π
I can go back and make previous floating conveyors look respectable now
@oblique hollow finished watching.
Only thing itching in my brain is that "peaceful mode" is going to trivialize protein collection, which makes getting tickets a cakewalk...
well... maybe they rebalance drops in peaceful
I kinda hope so π€·ββοΈ
what if peaceful also means you can't hurt them? π
You have to be able to get some drops from them, because the MAM requires it.
Never left them alive long enough to find out.
according to wiki they bring carapace and organs, idk if that's enough for mam
(also do you need the alien tree if stuff is on peaceful?)
Hatchers would potentially be indestructible in peaceful because they will never open.
True.
out of this, pretty much only the slots are useful π€
Yeah.
Inhaler is not so bad
in peaceful mode?
the discussion was about alien remains in peaceful mode
well
it will probably still have toxin plants, rocks and radiation and fall damage
so It is probably still worth it
the mobs will still exist, they will just not attack the player
we have natural regen iirc
True.
I want to maximise my concrete from an impure node with a mk2 miner
Use Tools.
Tools has a maximize setting.
You can just shoot them at range atm and they die without opening
Odd...
Discussion wasn't aimed at if it was good or not.
My initial point was that peaceful mode may make it too good.
As you can just farm mobs that will never fight back.
Re OC discussion earlier: Sounded like the only solid change was making generator OC in line with machines.
Unless they make it so that they don't drop stuff? But then with the change of making the data canisters sinkable....
That's part of my point.
Cakewalk drops from creatures that don't fight = points out the ass. π€·ββοΈ
Could do drop rates or something, but everybody knows about MC mob farms, so.....
I've gotta ask, does anyone actually care about ticket balance in a peaceful mode?
I think Snutt said that wasn't in U7 though and is something highly requested but won't be until later.
Creative won't be.
Peaceful will be.
This is fair.
Creative/Peaceful modes are unbalanced by nature. So probably doesn't matter at all.
Oh, I thought he said creative would be.
'k
Is a lizard doggo farm possible?
Yes, plenty of people have done that. Not sure if the bug where doggos can go through walls was fixed, but I haven't heard anything about it in a while.
If you make the mistake of letting them live, yes.
Actually, I had a thought, maybe have them only attack if you attack them? The devs are going to have to find a happy medium somewhere in there.
Wait what
If you mean me, it was in response to the conversation a bit earlier.
my idea was that peaceful mode works both ways - they can't attack you, you can't attack them
But then creatures get in the way of stuff and then what? Not everybody is going to do skyfactories.
yea
or creatures just get teleported outside of the buildzone once you place things
You haven't experienced bean/confusing creature/space whale mucking about in your factory, so, it's understandable how you'd come up with that.
What Tsu said is spot on though.
The mode inherently throws balance out the window.
Not as far as creative does, but trying to balance the alt modes is somewhat pointless.
Well... peaceful mode atm isn't really... working your way through tiers, mostly just a learning combat time sink. So depends on what you consider core gameplay? You can also just sit in your base for days w/o fighting things and get points
what the hell im i doing wrong here, some of the gennys are running out of water
Read the building description for mk1 pipes.
Then read the building description for Water Extractors.
Then do 300 - (120 * 3)
Fastest fix:
Delete yellow X
Reroute with green line.
Shut off 1 of the generators to let the pipes fill completely then turn it back on.
Repeat similar steps for the other line.
Much less fast fix: progress to the point where you unlock mk 2 pipes
I personally prefer to underclock my water extractors to 75% each and to use one water extractor per two coal generators, since it simplifies the setup and also gives me a easy and lazy way to increase my power generation capacity via overclocking if I need more power but don't want to build new infrastructure.
Actually, speaking of clock speed, you could also set each extractor to 75%, and each coal generator to 59.0311%. That should give each generator a consumption rate of approximately 66.666...% of their standard rate, so 30 units of water/m per.
The downside, of course, would be that you'd be only getting the equivalent of 12 generators worth of power, rather than 18.
Not for long.. lol
Yeah, but then you just would need to change the clock speed to 66.6667%.
Cries in imprecision π
Just change it back and forth from that and 66.6666% as much as you feel is necessary, simple.
This works only if you build in 3's.
I was joking, I meant to literally change each generator's clock speed by hand, periodically.
π
Just don't plug all 3 water into 1 mk1 pipe, it should be easy
3 x 120 water pumps fills 8 power gen 45*8/3 = 120 not 9 or 18
Plus with 300 pipes you want two pipes, one 120 and the other 240 then just fill each end or somewhere in the middle to stop overflow
I just started new game again the set this up really quick to show you
3 x water pump for 8 generators with 2 pipes (120 + 240) x 2 for 16 generators
I really wanna start playing again but I'm having a hard time to optimise my builds, I always get to the first elevator tier then I grow sick of it.. Mostly cause I run around and craft everything myself, also I'm having a hard time to use these calculators that are pinned, like I wanna know how many smelters I can have hooked up to one miner etc etc xD
which calculators have you tried?
Satisfactory Production Chain Calculators:
https://www.satisfactorytools.com/ (Made by @wind spade )
https://satisfactory-calculator.com/ (Made by @AnthorNet (Calculator/Map) )
https://daniel2013.github.io/satisfactory/calculator
Might using them wrong ofc..
best way to get started is to just use a bus system rather than calculating everything then sink all excess
once you get to higher tiers you get better at factory optimization, but I wouldn't worry about it too much early on
hard disagree, buses in general just perform really poorly in this game
what would you like to produce? I can send a satisfactorytools layout here and explain it
at the end of the day its personal preference
it is, there's a difference between playing a certain way and suggesting others to play the same
if you use buses and are fine with it - sure, you do you π
Might I make a suggestion?
If you havenβt powered through the tiers yet donβt worry about optimising.
Have a node for screws, one for plates, ect and connect things.
Keep containers to store tons of parts then connect them to make new ones. Just unlock things and learn.
That method works for me.
Now Iβm making clockwork precise systems
I do have to agree that trying to optimize for the late game early on is pointless, focus on what you need to progress and build as you go
eh, there's nothing wrong with suggesting people use a bus system early game, especially if you just want to have a bit of fun and hate maths lol
just don't get used to buses too much, I guess
I'm relatively new and that's how I'm going about it with basic factories. Then hand feeding the parts into storage boxes for manufacturers. I've used a lot of vehicles but haven't touched trains yet.
I'm over 1000hrs and all my factories are bus and run great, they just take time fill up
and all the excess is sinked
by bus you mean main bus or manifold?
I don't think we're talking about the same bus
a main bus is a logistic strategy where all parts are on a series of belts, and each factory pulls and puts back to these belts
a manifold is a machine fill system where there's a splitter for each machine, that feeds the machine and next splitter in line
yea, probably getting mixed up with semantics
since I'm not an engineer and just play games for fun lol
You donβt even need to hand feed if you belt from a storage container:)
Bus are overrated.
Bus are useful in factorio because ore does deplete can cause fluctuation. In SF just build dedicated belts. This belt goes here, that belt goes there.
hello... i tried the different websites for calculating but i'm not finding exactly what i want...
i just want to say hey i have 600 iron ore, i have 600 coal ore, tell me how many steel beam i can do (for example)
but the websites are always asking for how many beams i want to reach....but i don't want to specify that...i just want to know how much MAX i can produce with "what i have" ... is there a way to do that ? am i missing something ?
satisfactory tools allow you to do that
you select steel beams and then "maximize"
you have to click on "input,items" and limit coal and iron to 600
then maximize
haaaaaaaa maximise .. so simple !! thank youuu
ok this one is proposing that but no the other one, so strange, thanks again
sorry i meant the other website that i supposed we all use :
based on feedback I feel like most people use Tools for calculating stuff and only use Calculator for it's map
though I don't really know for sure and I'm trying to stay away from assumptions given that I've made Tools π
I tried using calculator for calculating, it didn't work out for me.
........................TIL there's a calculator on the map site
Then again I see no import/export option nor tabs, which is like, so incredibly useful it's unreal
Maybe I'm just blind
Same, just too much visual noise and Iβd rather figure out the logistics specifics myself.
I also tried factoriolab and while the layout works for Dyson Space Program, it doesnβt work so well for Satisfactory for me.
does somebody know a diagram or the rates you need for this kinda setup without a blender? id like to make 280 Plastic with the least amount of oil and no/as least as possible byproduct left over
Just turn off the diluted alt recipe so that it uses the packaged one.
which calculator is used in the image? ive just took that one from the wiki
nvm found it
Oh, thatβs Satisfactory Tools, link is in welcome.
@frail geyser Also, a word of warning, using the maximize function wonβt actually show the efficient route, it just maximizes it, but sounds like you already know what youβre looking for.
thanks for the tip, yeah just need plastic for computers and dont wanna import more liquid than i have to
200% OC makes power consumption increase from 12mw to 36.4mw
Anyone know why it's x3 and not x2?
Because itβs not the same as machine overclock.
this is on a miner
Oh, I thought you meant on a generator, read too fast and made assumption. Maybe check the overclock page on wiki?
!wikisearch overclock
Production and power buildings, such as Miners, Constructors or Biomass Burners, can have their clock speed set to any percentage between 1.0000% and 250.0000% with four decimals. For production buildings, this allows them to operate slower or faster at the cost of greatly reduced or increased power usage. For power buildings the maximum power o...
I thought they had changed it a bit
no not yet, some changes are coming in u7 but only to power generators
They were looking into changing something in U6, but decided not to.
ah ok
This is like reading a foreign language π
I understand logic and basic arithmetic but yeah, not a mathmagician or an engineer Lol
the graphs are easier to understand, power consumptions doesnt follow a linear path is the main takeaway
the page wasn't like that a year ago. I guess maybe some nerds added too much to the page.
All you really need to know is that the power consumption goes up faster than the speed bonus
Which is necessary to make it a tradeoff.
Because otherwise it wouldn't be a game.
Not sure how many people need this conversion, but apparently 1 NukeNob/min = 0.6 Uranium Fuel Rods/min.
So if you had max Ur Rods of 50.4/min, and wanted to start making NukeNobs, that's how many you're losing per.
Worth it
if it's not wiping out a whole biome, I don't know...
Math came up because my goal for Nobs this run is 10/min of each (not including Gas)
Why tho
Setting production goals is one of the main points of the entire game.
I'm in T7-8, yes.
I think I did 5pm on all nobs
10-20 for ammo depending on type. And 5 on rebars
NVM, found a likely explanation.
Nuke nobelisk is underpowered. Can't even kill a bean in 1 shot
there's your problem, they're balanced around the assumption that we'll use 50 to kill everything in a 2 mile radius
what is the meta for coal generators to water pumps, i think its 12 to 5, and my buddy is saying 8 to 3
8:3
why? ill accept any reasoning, im just trying to understand, cuz gens take 50 water, and pumps make 120
1 gen needs 45 water/min and 15 coal/min
8 gens need 360 water/min and 120 coal/min
360 water = 3 water ext (120/min each) + 120 coal/min
then why do gens say they take 50?
they say 45?
im looking at it, it says 50
No, it says it can HOLD 50
π
Anyone know a method to get 100% efficiency of each production?
feed exactly what a machine needs, when it needs 20 of something give it 20,
Remember if you have only Mk1 pipes you need two supply pipes from every direction when running 8 coal generators.
As it is 360 m2 versus 300 on the Mk1 pipes.
I'd suggest not being too much into 100% efficiency before unlocking Mk5logistics
Unless you like recreating your factories often, which is fine
IMO best to build in a way that you can just repeat a whole factory floor to double production, that way a belt will double the speed would be required to feed it
very simple to manage
You'll soon learn this by heart. It's 30 ore/min and that means it's 2 smelters per normal node and 4 per pure.
And the ratio is 1:1
I'd suggest the exact opposite. 100% efficient factories are great
I'm redesigning my aluminum factory, which recipes should I use?
2 options that give the most output:
Instant Scrap
Sloppy Alumina + Electrode Scrap
If you want to use Coal, use Instant.
If you want to use Coke, use Sloppy + Electrode.
Hey everyone!
I was hoping to get an opinion on this.
In my world, I smelt resources at the node and then belt all of those ingots into train stations.
Those trains all lead back to a central train hub (4 stations, 12 freight platforms) on the map where I sort and store the ingots. I have a container for each raw/smelted resource (Iron ingot, Steel ingot, raw quarts, sulfur, etc.). I have train stations set up to only take certain resources. For example, station 1 is taking iron ingots, copper ingots, and steel ingots.)
Finally, I belt those resources into different buildings, where the product is created.
Is this setup best practice? I've been struggling to try to run belts from these containers to the buildings due to the number of outputs I have.
I tend to smelt materials on site where i build since I have an abundance of water there
I would say hard no to the question of it being "best practice".
Mainly because you "store ingots".
Probably will do that π
But do you know any good sites to use to get the know how to let's say: keep a pure iron node with.. Let's say a mk1 miner to feed how many furnaces etc etc π
Cause today i have a mk1 on a pure feeding 6 furnace's and the treadmill is full of incoming ore so I have no clue xD
this is a lovely calculator
I'm having a hard time learning how to use it hahaha
Maybe I just have to do some try n error haha
Would it make more sense to run the ingots straight from the train to the buildings that need the resource?
Would I be limited by the number of outputs available? 12 freight platforms = 24 outputs?
#overthinking
Literally me every time I start something in this game lol
If you're transporting you want to do it with the highest compression.
So usually you want to process further than Ingots and then ship those products.
Like shipping Iron Plates will take less slots than shipping Ingots.
Heck, if you're using Pure Iron it's actually more compressed to just ship the ore.
Ahh, I see. That does make sense.
Hmmm, I guess I will have to redesign some stuff then.
Thanks for the input! I appreciate it.
I can give you the storage list if you want to avoid having containers of things you should just let ride on belts.
That would be dope!
Non-consumable items worth storing:
Plate, RIP, Beam, EIB
Pipe, Rod, ECR
CSheet, ASheet, Plastic, Rubber
Frame, HMF, FMF
Wire, QW, Cable
Crystal, Osc
CB, HSC, AIL
Rotor, Stator, Motor, Turbo
Comp, RCU, Super
Casing, Cooling
Concrete, Silica
33 in total.
Lies.. o0. Store everything! Muahahaha
tbh, i feel like storage containers are about 5 times too large for most of the things i want to store.
Normal ones or the ISCs?
Meant normal.
I'm usually only pulling 5 or 6 stacks of a given thing into my bags, since anything but straight up cement-laying takes multiple components to craft.
Sure, I can stash extra in the tractor for outposts, but if I'm needing to do that, I'll setup some production on, or near, the site.
Fair.
When I go to build outposts though I am loading a truck or a train up and taking it with me.
So that's more than 5-6 stacks of things.
That works, but ... I don't know. Feels like living out of a suitcase. I'd rather get the infrastructure up and then pull off that.
"I'd rather get the infrastructure up and then pull off that."?
So you want me to make a new line to build Iron Plates at each outpost location instead of drawing from the amount already being stored/min?
lol. not saying you should, but there's iron near everywhere. if i'm using it in my outpost, i'm making plates anyway, and if i'm not, well 1 miner and 1 constructor and a bit of belt to make plates is hardly sweating it (and storage, which is part of why i'd like it smaller)
course, there's rods and cement, etc, but yeah. it's like a 5 or so minute aside
You do outposting differently than I.
Each site has a specific item it is going to produce. And it doesn't do other things.
Also power is the last thing brought to an outpost area, so nothing would be running locally while I am building it.
ah, i string power as i explore, so if i'm there, there's power
yep. tis true.
Just... as you explore?
So you have random powerlines just.. going places?
i really don't care if my outpost is a bit short of plates, rods, etc while i'm still working on it. i get the early stuff going and pull off that, then sink the excess, then feed it into the higher tier stuff as i build that, and sink that instead.
lol, all over. makes good zipline if i want to travel that way, means i can just decide to place roads with lighting or a base, whatever, whereever the whim takes me because, hey, power isn't far
i do try to keep the lines neat, and stuff the poles in among trees so they're less visible from afar, though.
π π€·
when i leave, no matter where the doggos roam, there will always be little indications reminding them that 'i was here'
ficsit isn't the boyscouts
Best practice for most raw resources involves water, which of course massively complicates things and usually prevents you smelting at the source, tho I wouldn't worry about it unless you're worried about using all the resources on the map
my last 40 or so hours in game were a result of this method. i was looking for drives and got up into the northeast part of dunes and thought, 'oh, hey why don't i make a coal plant here for fun.' i had the power lines, so i could hook it up, no problem. i didn't need it, but i started building and the project ... has spiralled out of control.
i now have an alien spaceship docked to an alien obelisk, next to a little mining village with half a dozen structures.
but, i've been back to the HUB all of once in that time π
Noted! I don't plan on mining the world.
What are your thoughts on using trains to bring in ingots from the nodes to a central location for product creation?
Do you agree that it is not very efficient?
That's a massive "it depends", ideally you want to compress resources as much as possible before transport
Ingots are not very compressed compared to, say, reinforced iron plating
Hell if you're using pure recipes or alloy alts, ingots are less compressed than ore
Personally, and this isn't some kind of "one size fits all" answer, I load ores onto trains, wash them with pure recipes, and then turn them into a mid-tier product in a mini factory, before shipping them off
If I may offer another opinion:
Don't centralize.
Interesting, I'll keep that in mind! Thank you for the input.
Can you elaborate on this, please?
I am super interested in hearing your take on this.
After work I got you π
Decentralized is the only way I build
don't wanna read the entire discussion, but here's my "ideal" strategy in summary:
early to midgame parts (T0-T4) are best made in outposts that do ore->result
mid to lategame parts either combine parts made elsewhere or are also made ore->result
outposts are good because 1. there's no need to transport raw resources from remote areas and 2. megafactories cause lag
there's no need to store parts that are not used for building or progression
@wheat cypress
decentralized also fps friendly. When near any large scale factory fps will suffer, so you should spread out whenever possible
funny thing is that I suck so I don't fully follow this strategy, but I would like to
like, ship iron plate, don't ship iron ingot. As they stack 3x as much in trains. Even for iron rod which has 1:1 ratio, they still stack 2x as much
Tbh depending on your choice of recipes, iron plate is pretty uncompressed too
what'd you ship that many iron plates for
in addition to what ondar said
decentralization also encourages you to refine designs and learn from what you've built previously.
when you put more in one single place, it becomes more headache to plan out and more trouble to repair/improve.
this would push you toward settling on a design to accommodate everything and if you mess up, you have to tear up a larger percentage of your infrastructure to rebuild. and that discourages adopting better ideas that you may have mid-process.
with outposts, each one is improved with what you learned from the previous, and if you decide one needs rebuilding, you can rebuild just that. you don't have to redesign other parts of your factory around it, just to make it fit.
so, you get nicer, and better results each time you make an outpost, and then you go back to your first one and think 'oh boy, this could be way better. guess i'll just tear it up and replace it, nbd.' π
oops @wheat cypress i toggled off the ping (habit), but this was for you^
my brain is turned off, how do i load balance one belt to 5
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...
Manifold it
!wikisearch manifold
Manifold, a.k.a. in-line splitting / merging refers to a type of building style where splitters or mergers are aligned in series (that is, one after another), usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion. It is the opposite fill method to the balancer. Due to the mechanisms of Spli...
oh huh, i thought that wouldn't work well until the first item was filled
Are you planning to shut this line off at some point?
Because a couple minutes of spool time in the context of a line that will run infinitely is... irrelevant.
nope but it is part of a power scheme
Can also skip the spool time by just pre-feeding the system.
Is this normal?
Yes
do gases follow the same rules as fluids?
Gases are fluids... so yes.
But they are fluids with infinite headlift, so they do not require pumps.
Except don't use buffers with them - they act really funny.
You can transport them in fluid cars but it takes some precise methods, generally easier to package it first and then move it.
Compacted Steel Ingot > Solid Steel ingot yes?
Okay, very good to know, i would need pumps with my current location
Not exactly.
All 3 steel alts are better than base.
Which one is best depends on your situation.
If you have free sulfur in the local area and want to use it, - yes, Compacted is amazing.
Typically I'd say solid steel.
Compacted beats Solid until you bring Pure Iron into the equation.
I"m in N forest, so I have only 2 (maybe 3 if I wanna belt sulfur 1200 meters) normal sulfur nodes; but I have like 7 coals
I"m at the end of tier 4 and reworking the iron base, dont have pure iron as I haven't unlocked 5/6 yet
Then yes, use Compacted.
Save for turbofuel. π
(I"ve got the alt recipie, just not the refinery)
I really havent touched the train system yet, i have a box with the materials for all the stations that i need though, but i can package it and sink it?
Don't neglect Coke Steel as an option when you get to T5-6.
Like I said, all 3 alts are better than base.
Which one is best depends on your situation.
if you want but it's moderately expensive in materials to package and sink gas.
Often the idea with packaging and shipping gas is at the destination you unpackage it and ship the containers back
Yeah steel is one of those things where every single alt recipe has a use
Dunno if I have that recipie. Mostly I was on a crusade against screws, and managed to get all the other recipies in the process of finding iron wire XD
Compacted steel is nice because sulfur isn't actually used in high quantities
gotcha, i am fairly new to the game, only had it for about 3 weeks, but i have sunk over 200 hours in it
Both are definitely better than the original recipe. π
You won't be able to roll it until you unlock oil.
It's all learning process and figuring out how YOU like to do things.
Not early at least
Not late either
We used quite a lot of sulfur
You will run out of every other resource long before you use 100% sulfur
even later tbh unless you're doing very specific things
right, i have noticed EVERYONE has a different way of doing things, lol... even the major streamers
Only high-volume uses of Sulfur is maxed nuclear production and if you're using Instant Scrap for aluminium.
Figure out what you like and run with it π
I like making circular architecture mixed with big production lines - while keeping things compact with minimal logistics XD
It's not the easiest way to make stuff but I'm enjoying it
Only way I can see people running out is if for some unknown reason they are making large quantities of Turbofuel... π
hi boys. i have a problem. server time out. but 5 min ago we play together and all was ok
I used cheap silica recipe at a place. π
Not really a meta problem?
#dedicated-servers would know the most about multiplayer issues.
oh my fall sorry
That's arguably the only way anyone should make Silica.
this is what i am working on right now, im still in the process of hooking everything up
what are the manufacturers making?
Items π
HMFs I would assume.
yesth
the best response to continue a conversation π technically correct
ah nice. Those seem like the first big challenge people go 'oh no' to. Besides pipes
well its being fed by 7 pure nodes
They are the first four-input item you are supposed to automate.
7 pure pipes for 8 blenders, hoping that math works out, i just kinda build until it works
C H O N K Y
build an overflow system on the side and sink it, lol
C H O N K Y
ive been real lucky with most of my nodes, they have been mostly pure
yeah, im mainly in the grass plains and west coast
Different areas are good for different things (locally)
im starting to notice that
So thinking if I can get something on the order of 900 steel ingots/min off of 1 sulfur node (compacted steel) then I should be doing bolted plate, not stitched plate (utilizing steel screws), and steeled frame probably, then all I"m using straight iron for is the iron plates in the bolted plate
Stitched > Bolted
Bolted legit sucks.
really? even at 5/min?
why does 10mw under clock show as 12.9mw???
Costs more per plate.
You're better off just using Base compared to Bolted tbh.
Stitched is the cheapest cost per RIP.
Especially when using Iron Wire.
It uses a bit more iron per part. It's not a huuuge deal but it is a bit more expensive
@hearty dune keep in mind that "faster" is a misleading metric when it comes to recipes.
All "faster" equates to is "space-saving".
hates fractions
Ahh I see, given that steel beams are still 4 steel ingots
time to get all analog on this mother sucker digs up pen and paper
I mean the benefit is being able to make more compact factories - which might be something you want and willing to trade a bit more iron for
Where fractions?
adhered
True, but they are still in T3-4 atm.
idk I didn't see context, I just nitpicked your message π€·ββοΈ π
(he) but yeah haven't unlocked 5/6 yet. Do have every single other iron related recipie that I can use at this stage tho
It is fun to nitpick Sev
Maybe I just force 5 and get refineries
I was never a fan of adhered plate tbh
Oil is basically a catalyst to sprinkle upon a resource of your choosing to make it 5-6x more effective
I mean you hate trucks.
So your judgment is obviously impaired.

TBF truck pathing used to suck the big one
Though when it replaces Iron ... eh. Always more iron around
I haven't even tried to see if its better yet
Imagine living in the past...
cant be bothered to set up refueling lol
It is - But I find them a bit clunky for how I play.
ahhh makes sense
Like.. they are significantly better and will put themselves back o na path if they fall off stuff. But still
I find that my vehicles get stuck too often.
... recently?
Man my vehicles are upside down whenever I see them and they still deliver on time
They don't even use their wheels
Haha, mine fall off the natural bridges.
The game universe is actually an instance where sentient life lives in a simulation. A simulation running at 5%
Then they ghost back up.
99.99% of trucking issues in a post-U3 world are user error.
Never have any issues with belts.... they dont need fuel, fall off things, or complain about needing coffee breaks
You might need to widen those bridges xD
Probably considered the driving skill of the AI drivers.
There's different issues for different people with running long belts
-can be ugly
-long belts suffer from max throughput loss
-belts probably consume more computer resources
Yeah belts are perfect, so perfect that it's really easy to get bored of making everything belt based
I agree with all of the above points
Like having trucks, drones and trains roaming around just looks neat
I just skip trucks and wait for trains
ditto XD
Give them a second go they're really good now
I'll also plan my factories so that belts never have to go far or do it in such a way that they are embeded with other infrastructure
I use the vehicles to deliver to train stations primarily in areas with rough terrain.
I"ll look into it, maybe with a collector train station or some such
I skip trains π
Unless I get drones...
Trucks being able to handle 1560 throughput means my need for a train isn't until I start closing in on nuclear-level builds.
Even then... π€·ββοΈ
Everyone likes different things π
You like Doom...
Trains are the only reason to play factory games
Hardest of disagrees.
It's really factorish
I'm not a big fan?
Being an old fan of Transport Tycoon I just have to use trains.
Plus the massive bass sound of them moving away is cool.
Mind soothing.
Ahhh got it I see where my assumption was wrong with bolted; I'm saving iron on the additive but loosing craploads more on the iron plates themselves. Understood π
do you use satisfactorytools.com at all?
The wiki has amazing little tables for all resources and how alt recipes affect their consumption
just found satisfactory-calculator
try tools. It's a lot more user friendly
calc page is great for map , tools for production
thanks!
Tools is far superior.
You can click on and off basic and alt recipes and very clearly see changes
ive kept the same tools tab open for my world it has different tabs within that you can use to keep track of all of your production
I'd probably save the links somewhere just in case the page flips it's lid and you lose the info
@oak cobalt regarding your question in #screenshots , residual fuel is much better as once you get the diluted fuel recipe, you can make significantly more fuel from heavy oil and water
awesome, thank you!
skip both and make conveyor belts under the ground. // i have unorganized conveyor belts.
I have some doubts about using Satisfactory Tools. Don't they skip a major part of the game which is planning out a factory?
kind of. But in this case it saved me 2 hours of pen and papering to determine the best recipe for reinforced iron plate from the perspective of input materials
hmmm...
and while I appreciate doing that from time to time, I have precious little spare time as it is
they only do the math for you. You still need to plan the factory yourself
but ofc noone is forcing you to use it π
though what you can do is validate your calculations using tools. That way you still get to plan the factory and you just evade any issues that may come from making a mistake when doing math
ahh planning. So do I rebuild my coal power plant in some far off corner and make steel where it used to be, or do I fill the lobby of my other factory with foundries and attempt to keep expanding up past a random arch......
How do i exactly count water? Or at least estimate the amount.
what for?
A factory. I don't want satisfactory tools to go crazy on the water requirements.
well one extractor makes 120/min on base clock speed π€·ββοΈ
The most sensible way is figuring out how many extractors you're willing to put down and multiply by 120
Oh like that, thanks.
you can also disable recipes you don't want to use π€·ββοΈ
Yeah i know.
open coal gen and check how much water does it need π
20?
Yes
ah yeah
I have 20 coal generators
that's how much water you need
now you can also check how much water does an extractor produce and calculate that π
120
(also 20 coal gens is a weird number, how much coal do you have?)
So 900/120
indeed π
300 a min
ah ok
then you're correct π
someone explain to me compacted coal as a coal substitute in alt crafting...
You put in 5 coal and 5 sulfur and get 5 compacted coal... arent you just wasting sulfur?
You're trading.
?
Give me a context where you're using Compacted and I can explain better.
compacted steel
compacted coal is different item than coal
Coal Conversion:
Base Steel, 30 C = 30 Ingot
Compacted, 9 C = 30 Ingot
So you're trading 21 C for 3 Sulfur
Solid is 20 C = 30 Ingot
So you're trading 11 C for 3 Sulfur
Making sense?
yeah ok
It's comparable to other recipes like the Alloy Ingots, where you add a second resource to stretch the primary resource further. Add sulfur to your coal, and now you can make more steel than before, and so forth. Assuming an arbitrary abundance of iron, 1 coal & 1 sulfur node can make 11% more steel ingots than 2 coal nodes.
The main difference is, whereas Alloy Ingots are identical to default ingots, Compacted Coal is a separate item that requires its own recipes. So it's only sometimes possible to switch over to it.
Not worth it mid-late game imo. Sulfur is needed elsewhere. And coal is very abundant, especially if you retire your coal power plants
Worth is subjective.
There is a good amount of sulfur on the map, unless you've got massive goals you're probably not using it all.
Probably not using all coal either
Exactly.
If you do max nuke and convert all bauxite to aluminium using Instant Scrap, you still have enough sulfur for several hundred batteries/min.
So you can definitely make use of Compacted Coal recipes without worry.
Sulfur is probably less valuable than coal overall
Like it depends on your goals in-game, but in general you're gonna run out of every single resource and still have untapped sulfur if you went on long enough
Unless, of course, you throw some into a certain steel themed alt recipe...
Compacted Steel is a good recipe.
Consider in the late game where coal is used up faster than sulfur, this recipe is indeed useful.
Usage of coal is highly dependent on alt recipe selection.
True. This also require one to retire turbofuel power to free up the sulfur.
You skip form coal to nuclear?
Oh
you can make such a bonkers amount of fuel from oil/water alone that there's not much incentive to transport sulfur over and rework your plant for turbo
True consider most of the oil nodes are away from sulfur. The only place where oil, water and sulfur are close together is at the northern forest swamp.
The logic behind why turbofuel is bad, is simply that uranium has no other purpose while oil is used basically everywhere
I'm using "bad" here really subjectively, like it's your save do what you want
But a fully built nuclear plant that sinks all the plutonium, thus being waste free, produces about 20-30% more power than you could ever realistically use
Turbofuel (specially heavy turbo fuel) is simple to set up and requires no water, yet can produce a decent amount of power.
My opinion is that it's the ideal (temporary) step between coal and nuclear. You can keep it as a backup power source in case of blackout
The max power you will ever need is about 540GW. And yes you are true about Uranium alone is enough without burning plutonium
That's false
You'll use a lot more if you overclock everything
Which, if you were using power in the hundreds of GW, isn't a terrible idea
Because otherwise your PC will start to melt
200 nuke plants is about 5 times my ambition
Hence, my goals/priorities will differ from those looking to 'max' a world
simplicity and production rates can take priority over resource utilization
fuel is simpler to set up and requies no water, yet can produce a decent amount of power and is available earlier and doesn't require sulfur and coal
To put it in perspective:
1 GW from fuel (oil-HOR-fuel) needs 90 crude and 5 refineries.
1 GW from heavy turbo fuel needs <30 crude +coal&sulfur and 2 refineries
10 GW from fuel
10 GW from turbo heavy
(in both cases it's 10 GW net, not just 10 GW)
you're using diluted fuel there
that's fuel π€·ββοΈ
if you're doing fuel without diluted fuel recipe, you're losing out tons of power
we were talking simplicity. Also you said "requires no water" in your first response
AND that's blender fuel
well most of the times you want to do diluted fuel anyway. Both when you do fuel and turbofuel
Heavy turbo fuel is an option
or use turbo blend fuel
heavy turbo is just very inefficient compared to other alternatives
resource inefficient
My point was fuel power as a step from coal to nuclear is (i.er. temporary) can be done in a simple manner with heavy turbo fuel.
If you've got blenders accessed you're likely setting up for nuclear already
but not simply. All the stuff around with water and packagers and loads of refinereis
if you want simple setup, sure. But if you're talking about "power to get me to nuclear", then you want some of the "better" fuel productions, not a simple one
and I'd argue if you want a simple setup, then introducing coal and sulfur to it makes it not simple
Fair point. And by simple I'm really saying "fewer refineries and pipework"
Using the 10GW example, with heavy turbo fuel it's 20 refineries that simply feed one into another. You need the compacted coal, which is a dozen assemblers and a maybe a train/belt to bring it to the refineries.
Diluted fuel is 25 refineries and 30 packages, plus getting the water there (3 mk1 pipes).
And EITHER way it's still 70+ generators, which is no small task
generators will be the same, since they produce a fixed amount of power no matter what fuel you put into them
and I did 10 GW over 1 GW just to show more realistic values for midgame power
but yeah, turbo heavy is one of the recipes that save you building count at the expense of extra resource cost
I certainly get people rushing blenders and mk2 pipes to simplify fuel power
Which work 'best' when it is just a stepping stone and meant to be get rid of as soon as a small scale nuclear is started up.
Blenders require certain expensive items that can be hard to automate at first.
I'd argue that using less resources (and less types) makes more effect than building slightly less buildings
You don't really need blenders for diluted fuel
so i kinda need help, if i have a line whit 100 steel ingot how do i spilt it up so that i can make a equal amount of beams and pipes??
Steel beam take 4, pipes take 1.5 means you need to split 11 into 8 and 3... oh prime number split... never mind.
just use overflow method
If you have 3 foundries, 1 of them just feed into steel beam, combine the rest of two and split onto steel beam and steel pipe, how about that?
100 steel ingot is heavily undersupplied and i doubt he can produce anything reliably
what does that have to do with overflow
place constructors so you have equal number of beams and pipes as output (if needed through clocking them down)
oh no i got 4500, i just need too know how to spilt it, so if i know how to do it whit 100 i can do it whit 4500
Sounds legit
4500 is probably around 9.4 belts at your current tech. 7 belts go to beam and 2.4 belts go to pipes. That should do well.
mk 5
Lol.
mk 23 
If you got mk5, why need so much beams?
i am setting it all up whit the idaer that all belts all be mk 5 whit 750 on all for them that can have it
Well, there are online calculators out there to help you. Basically you just need to split 11 into 8 and 3.
ok ty for the help ;D
what kind of planning tool is this? This looks like the diagrams on the wiki.
Satisfactorytools.com , it's better than calc if that's what you're using
This ^^
what is this new "power as output item" that's showing up, secret tools dev build spoilers?
