#math-and-meta
1 messages Β· Page 15 of 1
if you guys needed 2800 silica per minute, would you use cheap silica or normal silica recipe?
because I just finished building a factory and now i feel kinda silly for running all those limestone nodes up to it
that's a question you need to ask yourself - "am I fine with using limestone for more silica on this project?"
Doesn't matter the number, I'm using Cheap
thank you all
second question, about moving all that quartz - from orange to blue area. Is it worth using trains at this distance or not?
once again it's a question only you can answer π
there are no wrong answers
How much per/min are you moving?
2800
Train.
other way to formulate this:
do you feel like moving 2800/min quartz via belt would be an efficient usage of your time and of your resources?
technically half the belts are already there
also:
do you feel like moving 2800/min quartz via train would be an efficient usage of your time and of your resources?
sorry for all the questions but I'm trying to design a 6 to 4 balances
knowing that 2 of the inputs are slighty smaller
than the remaining 4
you could also do a manifold instead
I'm not sure it will work given the number of machines
what's the number of machines?
manifold works with any number of machines as long as the belt can keep up with the input amount
if not, just build more manifolds
I'd basically take each belt I have and connect it to exactly as many machines as it can feed
instead of trying to balance it
i figured it out
each "weak" row splits in half
and each belt goes to one of the mergers
and then the remaining 4 belts connect to a merger each
How am i suppose to do this split?
By split i mean the 400/min and 180/min plastic on 2 different lines.
manifold
What's your highest belt mk?
or have X refineries that produce 180 connected to one belt and Y refineries that produce 400 connected to another belt
MK3
I'd honestly not build what you're planning until I had the mk4.
There are like 300 free computers lying on the ground in the world.
Take a lap around the map and you'll be fine π€·ββοΈ
alright
or just build what you're building, it'll help even later π€·ββοΈ
didnt build any belts yet so this would be a fitting time to get MK4 beacuse i wouldnt have to replace alot of stuff
My progress through T5-6 is literally T5 Oil Unlock -> T6 Fuel Power + Mk4s
The moment the drop pod gets back I send it out.
plastic recipe outputs 20 per minute
just connect 9 of them to whatever needs 180
and the rest to those circuit boards
now, a question
is there any way to make this clog-proof?
If I got a dollar every time someone said this, I would be rich enough to afford the planet
Safest way is connecting to a final refinery that uses all the water for e.g. wet concrete or pure copper.
Otherwise connect the output to input using a VIP, and pray it's stable.
vip?
Variable Input Priority junction, look up the pipe guide
i think i like the idea of wet concrete
do I just put a pipe that goes up for a while and a ref after that?
Make sure you have enough water input if you dump the output water into concrete.
Otherwise yes just connect to another set of refineries.
another option for the recycled water is coal generators, since you already have the coal/coke on-site
you mean to dump all output water into concrete?
one way or another, you need a plan for the recycled water to be consumed
so the two main choices are
A) send it back to the start, with measures in place to ensure it doesn't get clogged up by the fresh water
B) send it to some other production/power plant that consumes that much water
in both cases, you'd also want a smart splitter to send any overflow solid product into a sink
would this work?
inverted u shaped pipe would prevent water from going there unless the pipe actually fills up
I wouldn't mix the fresh water with the byproduct water at all tbh
just send 100% of the fresh water to your alumina refineries, and 100% of the byproduct water to your concrete. no need to connect them
I don't have enough limestone nearby
maybe package the water and send it forth?
that seems like a good option
its less than 200 oil per minute
it's your call. like I said, the important thing is that you have some kind of plan where all the byproduct water gets consumed, whether it's consumed by concrete or generators or whatever else
can you sink packaged water?
yes
yes.
it's not my top choice for dealing with byproduct water because you don't get anything out of it, but it can be done
there is no other option really, because i would be sinking the concrete/copper as well
I may run some refs on just byproduct water i think
If you are already making coke you can burn it in coal gens to get rid of water.
Otherwise you can use it in the oil chain:
Mix with resin to get rubber/plastic/fabric (and sink). You probably get already resin from the HOR alternate which is the most efficient way to make coke
VIP, you just put lower priority pipe at higher elevation?
Yes, more details here:
https://static.wikia.nocookie.net/satisfactory_gamepedia_en/images/3/39/Pipeline_Manual.pdf
If you orient a pipe junction vertically, the lower inputs have priority. Make sure the waste going into the bottom and that will get cleared first.
That's with head lifts being mostly equal. If one pipe has much more head it can get priority despite the junction (that part I don't quite understand yet)
does anyone have an excel sheet for the residual rubber into recycled plastic into recycled rubber via fuel at hand?
Use Tools.
Top pin in this channel, first link.
ok thanks, tried the second one, doesnt work this well for this loop
What's your target amount?
input 1600 crude oil, output max possible rubber
should be 4800 afaik, but i have to calc the steps
yes thats the target
I'm going to adjust that target to 5396.625 because it makes the numbers cleaner, I will do screenshots of both to show you why though.
i got it, thank you very much
Adjusted
the tool site is optimal for it
Unadjusted these are infinitely repeating decimals, which aren't possible in the game.
Okay so, I currently have a truck station that delivers screws to another truck station.
I need the outputing of the truck station to be about 520/min.
i don't have access to MK5 conveyor belts, but i do have access to MK4.
What do i do?
Double-belt it with mk4s.
forgot to mention i dont want to make the output too high.
If the highest you have is mk4, the max throughput of a truck station is 960/min
oh wait.
okay 2 mk4's should be fine
im pretty sure the truck will definetly keep up with the output rate.
fyi even the "unadjusted" values are very much fine. The imprecision equals to machine stopping once for a second in like several hours, which is nothing. So you don't need to do these adjustments if you don't care about that
so I just did the math, for 33.3334% machine that needs to be 1/3rd, it equals to 3.5 seconds per hour. Not as low as I assumed but still low enough to be basically moot point for me
On the topic of things that bother me:
We cannot copy/paste Water Extractor settings for some reason...
how would you guys divide 38 foundries?
it doesn't divide by any small number other than 2, and 2 results in uneven pairs
Rlly?
Really
π€·ββοΈ
What do you mean 2 results in uneven pairs?
Build 40 foundries, two rows of 20. Underclock some of them as needed.
Or that, if you have plenty of slugs π
Build 69 at 0.72
just wondering, are there any websites that have a map where u can see ur factory
Scim
I'm so bad at Math that I can't figure this out lol
Current belt cap is tier 2 belts
What's the end goal?
Like what are you trying to max out?
Rotors
You can use a production calculator like sf tools
You can go to Tools, disable all of the Ore and Fluid inputs, then create a custom input to find what you're looking for:
But the way youβd do it without a calc, is to find the ratio rods for screws to rods, which is 25rods for screws/min to 20 rods /min for 1 rotor constructor, then divide 270 by 45 (20+25), to get your numbers
Should consider hunting down the Cast Screw recipe too since it eliminates the iron rod -> screw step
It's one of the few alt recipes that outright replace the default one
something something virgin screw user vs chad wire enjoyer?
Wouldn't the chad here be copper sheets enjoyer?
... possibly... I saw your comment and I'm tired XD
And then is replaced again as soon as you get steel
True but in the context of what the OP linked it's a direct replacement
Which may not be worth the hdd
I've finally decided to underclock them all to some weird amount and build three rows of 13
Rotor is one of the early game item that drives ratio crazy. RIP, in the other hand, is all about integers.
Tbf, it's not too crazy... Just need a constructor at 50% (screws) and the ratios are good
more like: to the basement π
it's not so much that the ratios are a challenge for rotors (5/9 of your rods become screws, ta-dah), it's just the first major item that doesn't come out in clean numbers from 120 iron.
so in early game, when you might tend to build a single-item factory off of a fully-tapped node, it's the first to throw a wrench at you
that's game saying "don't expect clean numbers and don't calculate forwards, calculate backwards instead"
Hey folks, we're thinking of redoing alt recipe comparisons on the wiki, because we think they don't provide good answers (being hard to read & somewhat biased)
a solution we thought of is to describe the qualities of each recipe in text, so that everyone can draw their own conclusions
it should be easier to understand by newer players, the focus is on them, as it's expected that more experienced players can just do the analysis themselves based on their own needs
with this, the weighted point tables and layout images will be removed
please feel free to share your thoughts on this
Only thing I have for that is try to include a "when combined with" part?
Because that is a key factor in what makes some recipes shine.
π noted
I think it would be best to make a thread here
And if the write-up on aluminium is off I will shred it in your dms. π
so people can contribute
that's the plan. Give description of recipes for educated choices for people. Also a way to answer all those "what is best" questions
Honestly, the tables are useful (to me at least), maybe less so about the WP, but the comparative resource amounts, energy, space, etc.
It would be nice if it was clearer what other recipes are used to calculate those. For the more complex parts there's a lot of what if's going on.
And yes, explaining synergies would be good. Doesn't seem like there's enough emphasis. I have no idea how to make that easy to read though.
a problem with the current tables is that they pick 1 ""best"" recipe and then use it everywhere
for example all setups using wire use iron wire
the text summaries should still be clear in what aspects are better/worse
I have no idea how to make that easy to read though
As Baine said, people need to learn to read 
I've occasionally had it use two recipies for the same thing, not sure what triggers it.
π Well, some horses actually want to drink, let's deal with making it easy for those ones π
they are not really objective, they don't show the whole picture and hide things like synergies and alternative combinations and in general just look like "comparison of alt recipes" which is wrong way to look at it
I mean, text would suffer the same problems
Yeah, like I said, the information in the tables is useful, but the more complicated the parts are, the harder to read it is. The computer page made an attempt to include the circuit board recipes, and even that's a little unwieldly already.
One issue I've definitely noticed with the tables is that anything using caterium gets a bit wacky.
All caterium recipes will show up as needing more power consumption, because they use pure ingots as a starting point (since that's the resource-efficient method)
but if you're looking for a power-efficient recipe, you're probably also smelting caterium, not refining it
text can:
- define conditions under which the recipe is e.g. more power efficient
- state which combinations of recipes lead to which advantage
- still stay objective
When planning my current base I went out of my way to figure out how to keep building counts down to avoid obvious problems with that, the tables were invaluable in figuring that out even if they aren't fully objective, they still are great info
the text can still say "(recipe) saves up on space and power usage [...]"
for goals like these it's better to use online tools anyway
the recipe descriptions are supposed to give you info about the recipe itself and how it is useful in chains, not for figuring out the best way to do something (with own definition of best)
yep, that's definitely a flaw the tables have, but the text hopefully will not
For sure text would help though, like say the steel recipes, the table isn't going to tell you that you'll probably end up using all 3
Thank you all for your input so far π
Hello satisfactory geniuses. I have aquestion for you guys. What do you think the maximum amount of power you can produce is. Pretend you are dedicating all resources to power and do not need to worry about nuclear waste of any kind
we don't need to think, that's easy math
easy math huh i do believe you though in all seriousness
from top to bottom: 630 GW, 560 GW, 150.468 GW, 195.186 GW, 248.801 GW
total: roughly 1784.4 GW or 1.78 TW
woah
Basically everything below nuke sucks though by that metric.
Because nuclear alone gives you 1.19 TW.
Meaning all other forms of power COMBINED give you 594.4 GW
is plutoium worth it?
Are you planning to use 1.19 TW somehow?
if you need the power, sure
Depends how many lizard doggos you have around
if you don't need the power (most cases), then it's mostly just "can I build this" challenge
Waste-free nuclear is 630 GW.
So if you can work off that you have no reason to do plutonium.
Im sorry but,if this is satisfactory tools how did you get the overclocked % to show?
Because he's the one who made it π
Oooohhhhh
I thought greeny made satisfactory-calculator?
Wel in that case thank you very much sir
No
Nope that was anthor
Probably a feature he added in the U6 Exp version.
beta actually
I swear he used to use this avatar too?
Am I going crazy here or is it all a coincidence
never lol
We all go crazy here
Ooohhhh oki anyway thx for making tools it saved me hours
Wow, whoops
Ah yeah, I was going to make a pdf of that after my final assignment in a couple weeks
pdf of the tables or of the text summaries?
Of an entirely new break down of alt recipes based on use case , flexibility - including when chained with other alts
please share once you make any progress on that
Oh absolutely - planning on making draft pdf open for public critique by a few folk if you want to be included
in wiki channel we planned to make a google sheet, maybe we can just do that and make a thread for it?
up to you folks, probably a good file to keep pinned somewhere in discord as well
I'll get to it in the morning (~10 hours from now), I can DM the edit link to anyone interested in contributing, edits will then be locked for public viewing
That's long been bugging me; the existing presentation is super biased while pretending to be a neutral study. The analysis of inputs repeats the same assumption, that you are using the "most efficient" choices for inputs.
I'd prefer to keep the weighted points tables. They show 'the best' resource usage with selected resource weight.
My personal comparison is Combined-MW/part, but WP reflect this pretty well.
Even keeping the tables without weighted points, just showing how many raw resources of each are needed for 60/min is very useful. I like the arrows breakdown.
I would very much disagree that WP reflects combined MW/part.
resource/power efficiency is one of the most common tradeoffs that alts offer, and many of the best WP recipes are power hogs. prioritizing WP (especially in ingot production) inflates power estimates for many recipe chains
i still appreciate WP in its current form, but only because my build style never takes power into account
so knowing a minimized resource value for an alt can be helpful in planning before i reach full alt endgame status
It all depends what we optimize for.
Could be least power used OR lest resource used OR least machines/footrint. Would be nice to have table whowing all three opts to pick from.
And then there is a weighted power consumption, where resources get bonus value based on rarity.
Sure, but then you have to modify the entire chain for each priority. IE, "A is the most WP-efficient recipe if you use all THESE steps, while B is the most power-efficient recipe if you use all THESE steps". The current tables don't do that. I don't think you COULD cleanly fit it in a table.
multiple tables.
or interactive javascript magic that calculates it all based on user selection.
(nah, just 3 images with tabs on top for each option)
would be different paths for different optimizations obviously
Sounds like something that would get unweildly fast.
would need separate table for each, so x3 times work.
Or maybe greeny adds options to optimize by power and machine number to the default optimize for output and we can just check there?
Are we talking about the same thing as the thread in here is about? Like for the wiki?
for the wiki, yes.
That's more about talking about flexibility and use cases for recipes, rather than weighted resources
WP has been part of it. I understood the goal of the thread was to come up with a text way that could briefly summarise some key points that the various alt recipes do and how they interact and can be advantages.
Power use is one, buildings space/complexity(?), recourse utilisation is another.
WP was a way of showing the data in an unbiased format, though it's more towards resource utilisation and can be a bit of a greedy algorithm in terms of power, buildings, etc
for resource weight you can just use 
add power optimization algorithm?
beta π
however it's a bit broken
and beta will most likely not make it to official version anyway
due to new tools being made
(broken = the power needed for the production is subtracted from total produced power if you produce power)
In my calculations I just assumed power producing buildings to produce 0MW, to avoid crazy loops.
otherwise you get negative values for plutonium rods and such
nah I just need to separate "power consumed as goal" and "power consumed as power usage of machines"
as the tools work in a way where every production you set is virtual consumption that needs to be matched with production
so if you say "I want to produce 1000 MW", then the tool assumes "ok he's consuming 1000 MW by default, but all machines also add to that"
uh, are we speaking about 'find production line that makes X of given item while using the least MW'? underclocking and nuke plants excluded ofc.
thats what I mean by energy optimization.
quite important for early and mid game players, with side effect of reducing building count in many cases.
Encased Beams is an interesting one, but also a no-brainer.
The alt uses a lot less steel (around 2/3), but has slower production per assembler. But overall the building count and space works out almost the same. The encased pipe route uses around 14% less power per item as well
Most other alt analyses aren't as clear cut as that
True, the encased HMF-Encased Pipe combo is one of the no brainer setup
Which is why I am hoping they buff Flexible.
It has easy ratios
Flexible frame, coated cable, coated iron plate, insulated oscillators, etc all need a buff.
Coated plates are technically very resource efficient
I'm just saying what the issue is with beta. I know what you mean
WP was a way to display data, but it wasnt a very friendly format.
its a bit too abstract for my taste.
besides, WP skewering only takes resource availability into account, not resource usage
eg: it doesn't care how many recipes need this resource, and how much of the product is then needed later on
The problem is that not even resource usage can be generalised
resource rarity without usage rarity is ultimately a fruitless act.
"Try to minimize using this resource" when it is rarely used to begin with
anything relating to Limestone WP, for example, is useless as there arent enough recipes that use it and concrete.
it only becomes an issue when theres no limestone near you, else you have dozens of nodes at your disposal in most cases
One thing that might prove useful, however, is local sector WP
it was pointed out that while nitrogen is rare, it's pointless trying to conserve it for being rare, because it has no other use than in the recipes that use it
nitric acid cooling systems, fused frames
Turbo pressure with the alt
nitric is used in fused frames and nuclear power
Dumb idea but:
analyze each map grid for resources and assign local WP for that
or analyze 4x4 sectors at once
then, based on where you are, you could make better estimates on which recipe might prove.
downside: you need a calc
@wind spade new idea for satis tools: have a map where you can select a sector and it adjusts resource weights based on that xd
a SCIM feature where local WP is calculated from cursor position, with a customizable range/falloff
Jesus, and here I thought my spreadsheet that kept running totals of resources used/available by zone was overkill
Local resource rarity may be irrelevant post trains.
I cba to do the math, is it worth it to 250% overclock the oil extractor for fuel power? Or do u use more power than u get from the fuel generators)
it definitely is worth, even with default fuel recipes @sharp lion
always better to use heavy oil residue + diluted (packaged) fuel though
Thats an alt recipe i assume? Dont have a lot of them yet :/
yep, the two I listed quadruple fuel output
Hard drive hunting worth it. The best time is when you just unlocked jetpack and gasmask, and have bladerunners and bashers equipped. Rifle is optional.
Just steal a jetpack from a hog
I was imagining doing that for awhile, but then I realized that there's still the issue of fueling it. Maybe someone will mod in a compacted coal-fueled jetpack for the hog, though. π
I guess you can already do that manually anyway
well, in beta
For basic ore types, they are common enough, that a map weighted ratio is sufficient.
For the rare ones, you will get odd results for example in bauxite belt, so I would still stick to global resource weight by rarity.
And by the time you get to bauxite (or caterium), you probably have a distribution network wide enough moving them isn't an issue.
so, i have pipes coming out of 29 refineries that make plastic. the pipes merge into 1 main pipe that then goes
to the heavy oil residue refinement part of the factory. The problem is, the main pipe's flow rate is 0 at the beginning of the pipe, and about 100 on the end of the pipe. The flowrate can not be zero beacuse heavy oil residue will clog the refineries.
why is this?
(i would really send a screenshot but cant since theres no images on this channel.)
you can
You can send images in this channelβ¦β¦
oh wait
no power
Did you observe it for a bit? Flow rate isnβt constant.
hm
no power to pumps = no flow
uh
or rather: shitty flow
werent unpowered pumps like blockages
why do you have a pump on every pipe
He said 100 at the end though?
just remove the pumps and see what happens
alr
And yea, you donβt even need pumps here, or valves for that matter.
oh well, guess i heard something wrong.
okay lemme see what happens if i remove them.
nothing
good idea
btw.... this network is not loop-shaped, right?
well its a line + some turns.
so i dont think so.
nope
once, but it goes through more refineries which gives headlift.
still, does the pipe itself move upwards
Headlift doesnβt stack, or do suction for that matter.
nope
then its not head lift either
only thing left is connection issues.
does it flow now after you flushed it
Maybe better to rephrase it as βdoes it go higher than the refineryβ
no,
but i did realize the pipes stop flowing when they get full.
the weird thing is there is no clog at the ending of the pipe.
rebuilt the pipes with the bad connections
alr
just realized the pipes are changing flow directions like crazy before being fully full.
they stabalize after like 30 seconds tho.
nvm they dont.
yeah thats how pressure does stuff
might have the issue i think.
big pipe networks take minutes to fill
happens
hmm..
will resume "soon"
i think theres some problems with flow rate.
huh.
refineries should give headlift.
but this pipe is not flowing
10m, yes.
the pipe:
does the refinery empty
Delete and rebuild it, looks like maybe a not quite connected pipe.
did that already
does the refinery empty tho
some,
my oil splitting might have had an error.
some refineries have almost zero oil.
this might be the reason the network is acting hella weird.
bad input it is then?
probably,
im not gonna be sure yet tho.
Sounds like you need to rebuild the network on both sides? Or at least find where the oil stops flowing and check the refineries.
fix input, then check the heavy oil pipes
makes no sense to work on the heavy oil pipes otherwise
so now,
how do i efficently split 960 mil/min from 1 pipe?
you dont
also to 29 refineries.
960 mΒ³/min from one pipes is a no go
You donβt, the max is 600 anyway, and itβll flow where it can, itβs not like be,the.
so i gotta use 2 pipes?
if you dont have mk 2, you will need more
So, thatβs probably the start of the issue.
ignored the pipe limit?
did you even know they had a limit?
did.
then why ask if you can split 960 from one pipe
^
you know the pipe speed, you should know the answer
honestly,
i was kinda ignorant when i started building this.
didnt end well as you can see.
alright got an idea to fix this now.
then apply the hindsight and work out the issue.
better late then never
its the best step towards better factories
so question. t3miner says can overclock to 1200... but seems best conveyer is 780? so clocking over that is pointless, yes?
True.
thanks π not quite there yet but planning for upgrades, making sure i've enough smelters when planning this one π
And it doesn't even really move 780 per min either so
It's more like 750
Worth keeping in mind depending on what you're building
The miner does make 780
Sure the miner makes 780 but you can't get 780 out of it
You can
Don't say it
Why not?
Because it's madness
It's not. 780 is possible normally
What you are probably talking about is the issue that affects belt to belt connections, which makes them lose max throughput
Wait so if you belt from a miner to, say, an in industrial container, that industrial container is going to gain 780 ore per min?
But if you connect a single segment belt to a miner and put it into a splitter or anything other than a belt, then you'll get 780 without issue
So long as there's only 1 belt piece between the entities?
Yeah
Wow, good to know
Also the loss is kinda dmall, so a two segment belt will probably still be around 780, e.g. 778. However this depends a lot on fps, player movement and hardware, so it's hard to estimate
But if you do single-segment belts only (at least those thah need to be at 780), you should be fine
Whenever it's discussed on reddit I see people swear blind that it won't go higher than 720
There's so much misinformation about it
Because they assume belts work fine and it's the miner that is broken
Also the issue is related to all belts, not just mk5
Just on other belts it's not as big
Yeah reddit is less organised and a lot easier for misunderstandings to propagate
I think ages ago it was thought to actually have item lost on the belt until people started testing it in here.
Oh... Good to know that
belt throughput loss has been extensively tested in a "Belt-to-belt bug testing" thread here
quickly looking through there, the highest measured loss was 3%, other results were around 1.2% and 0.25%
even with the highest loss, 760/min should still be safe
okay, so i have a computer factory that makes 10/min of computers.
should i make the manufacteres split into 2 so i can do 5/min computers and 5/min super computers?
if not, should i just build another 10/min computer factory dedicated to super computers?
also depends on number of segments
make as many computers as you need right now for building stuff
make separate computers as part of any future production
how does the water work here in the desert, I need to get down 160 water extractors but don't want to hit the fake water
yeah can do, just looking to save time
and it's for my nuclear setup
unless i oc the water extractors then i can do 64
I want new power and if i use 1 full oil node making 600 oil per minute. If i use the recipe to make heavy oil residu and polymer i should get 800 heavy oil residu per minute (20 refineries using 30 oil and making 40 heavy oil). Then i want to use the alternate for fuel with blenders (50 heavy oil residu + 100 water pm) so 800:50 = 16 blenders making 100 fuel pm. so 1600 fuel per minute. The wiki says 1 burner needs 12 fuel per minute. so 1600:12 = 133.33333. 133.333 burners doesnt really sound right to me but im sure i did the maths right. Or is it normal to need so many burners?
yes, fuel power is mostly just "spam fuel gens"
600 oil with Diluted will feed 133.3333333 Fuel Generators, yes.
And you don't need that many generators.
You are choosing to supply that many by choosing to use all 600 oil.
You want less? Choose how many generators you want and solve backwards.
@vestal kraken
yea i know but we want as much power and we have 1 oil node to use thats close
time to collect those damned heavy frames
we are at tier 8 and our aluminimum factory was done earlier than copper
dont ask us how
our copper factory made a few cables pm
wait, is geothermal just free energy that you can get by placing the generators?
Yup. But it varies. So make sure to have batteries to cushion the flow.
or just use the lowest
random thought
if i built my water extractors higher than my entire factory, would I need to add water pumps to the pipelines ?
oh okay
cuz i built my extractors in that little crater on top of the mountain in the desert
are manifolds viable only when your factory has overflow or just produces at 100% efficiency?
I don't understand "or just produces at 100%"
Why would you ever intentionally have a factory not operating at 100% efficiency?
@placid lichen
To your original: manifolds are always viable.
alr
Very confused though.
no matter if you build balancers or manifolds, the factory will eventually work at same %
Let's say the supply is 80%, and there are 10 machines demand it.
balancer will make 10 machines all run at 80%
Manifolds will make the first 7 machines at 100%, the 8th at 50%, and the last 2 machines at 25% each.
At the end, still 80% output.
Why is supply at 80%?
example
The only use case where balancer is useful is when you just kickstarted the uranium power and want to spin up many nuclear reactors quickly.
Example of intentionally building wrong?
itβs just an example of how manifolds distribute items
saying theyβd all end up at 100% doesnβt really describe it that well
If supply meets demand, then there is no point arguing the difference between manifold and balancer. They are the same picture.
Exactly.
And the person with the original question mentioned something about that and never explained why supply would be less.
If supply meets demand, then there is no point arguing the difference between manifold and balancer. They are the same picture eventually
I would say many new players build the ratio wrong. And even veteran faces this issue at times, but not bother to solve the supply as they are focusing something else. Become prominent when the demand consist of different types of items.
What ratio?
You need 120/min. Make 120/min.
Use the exact numbers. No ratios required.
Correct. This holds true if the player know there exist a calculator out there. There is still a majority don't know calculator existed.
Huh?
What would it become false if people don't know about Tools?
All Tools does it speed up doing your own math.
If it didn't exist, the ability to use exact numbers doesn't evaporate.
whether you use a balancer or a manifold, you should be ensuring that the input matches/exceeds consumption
they're just different styles of distribution, you have to set up the input production and clock speeds correctly either way
with a balancer you would have to set all the machines to the same clock speed, whereas with a manifold you can have different speeds if you like. but you still need to tune them right. in either case, if the machines aren't running at 100% efficiency you messed something up
They're the same style of distribution really
A manifold is effectively saying "Instead of measuring out the inputs to get the exact outputs, I'm going to cram the whole system full of items so that the outputs only take what they need"
Hello,
Is there anyone here who can help me with a complex project related to oil and fuel?
I'm new to the game...and I still don't quite understand everything
If you can connect to voice chat and I'll make share screen, it will really make it easier to explain and really help me!
If you're new to the game I wouldn't dive straight into "complex projects".
Do simpler setups to understand how they work.
Oopsπ
I think?
I'm in the middle of () 8 and I'm building a power plant at first it was much smaller and now I've really enlarged it and I have a problem that the numbers I thought are not what actually come out and I have problems with the system
I'm in the middle of Tier 8 and I'm building a power station... at first it was much smaller and now I've really enlarged it and I'm having a problem.
The numbers I calculated are not what actually come out and I have problems with the system
do simple stuff, do stuff that is less simple, repeat till you are comfortable with complex stuff.
What did you calculate?
?
ok soo...
I have 3 rows of Refineries in each row there are 20 Refineries.
2 rows receive 600 m^3 of oil per minute (each row separately.)
These 2 lines produce Rubber and Heavy Oil Residue.
The rubber is currently going straight to the AWESOME Sink
And the Heavy Oil Residue leaves each Refinery in pipe mk1 and connects to the "main" pipe mk2 from there to 3 Industrial Fluid Buffer and from there to the Fuel Generator
And the Heavy Oil Residue leaves each Refinery in pipe mk1 and connects to the "main" pipe mk2 from there to 3 Industrial Fluid Buffer and from there to the Fuel Generator
Problem A: Using Fluid Buffers
Problem B: Trying to put HOR into Fuel Generators.
@silent shoal
So the first problem.
- If 1200 oil goes into 40 machines, 800 Heavy Oil Residue should come out.
This means that 13.3333 machines are needed to turn the Heavy Oil Residue into fuel. I am currently running 13 and there is a situation where they lack Heavy Oil Residue to work
Are you trying to run 800 through 1 pipe manifold?
I turn the HOR into fuel before...
You didn't say that, how am I supposed to know?
Mind reading of course
People seem to think we all have that
@median heath Look at the last 2 lines...
You're right π I'll connect it from the other side
And the Heavy Oil Residue leaves each Refinery in pipe mk1 and connects to the "main" pipe mk2 from there to 3 Industrial Fluid Buffer and from there to the Fuel Generator
The last lines.
Where does it say "And then I convert it into Fuel"
?
Also seriously, lose the IFBs.
Sev you should just read his mind and understand heβs processing it into fuel smh
Exactly right
I use ifbs for trains on liquids that's it
Yes
Fluid Trains is the non-aesthetic use for fluid buffers.
(And decoration for me)
What recipe(s) produces the most plastic or rubber?
Recycled Loop
What alts would that require?
Recycled Alts for both, Diluted Fuel, HOR
what would the split be for oil to fuel, then oil to plastic/rubber?
assuming a 50/50 split of rubber to plastic?
Using Tools is the simplest way to answer that question.
90 oil for rubber/plastic
3.75 oil to HOR for diluted fuel
60 plastic
60 rubber
Using HOR produced from rubber to plastic for diluted
@snow dove
so i can do βmentions: irohβ to find it again
Also the HOR alt recipe is key to making this whole system work.
Or screenshot it lmao
iβm on mobile rn so i canβt save it in notes
yeah iβm using that
So then you should never have "HOR produced from Rubber"
iβm using the direct oil to rubber/plastic recipe for the first step
wait
could i use the rubber/plastic made to fuel the other materials recycled recipe?
I COULD! then i just make HOR to diluted, then just saturate the system to begin with
then the extra half is just sent wherever i need it
Why?
that would use 22.5 oil instead of 93.75
because i didnβt realize there was a better option
also by βiβm usingβ i meant for the math i did
wait no, it would be 45 oil instead of 93.75 cause iβm getting half the product
Correctly done Recycled Loop is 1:3 Oil to Product
oh i am wrong then, my ratio would be 3/4 ratio
45 oil to 30 plastic 30 rubber
sigh iβll just use tools when i get back to my Pc
Why get rid of the IFBs?
They cause problems.
Is there no way to use them so that everything will work?
Well... specifically they either cause problems or do literally nothing.
They are never helpful unless you're using Fluid Trains.
A fluid buffer is just a larger pipe. They do nothing other than storing the early tier 5 HOR that you need to flush them down into drains.
Store HOR, then flush
Why?
Because just unlocked tier 5 and not enough hard drive
HOR > Coke
Put in Coal Gens = Free MW.
No hard drive needed.
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.
600ish MW to run, 1350 MW produced.
Free power.
If you want to skip the power, HOR > Coke then sink it.
No buffers, no flushing.
@median heath so far so good, Thanks!
π
The most efficient method to turn oil into electricity is with a blender?
Diluted recipe, in either blender or refinery
How can I get this recipe?
Hard drives
yes but it gives a random recipe every time...
Can anyone tell me why it doesn't show me where I need to connect the next pump?
I use the MK2 pump and it doesn't show me the location but when I use the MK1 pump it shows...
Logically it won't show if it's not within the span it has access to...
Mk2 IS 2.5x a mk1 for distance :/
The pool it chooses from depends on your progress, so if you pick the alts you need as soon as they are in the pool, you can keep it small and therefore chance for getting the recipe large
If I connect the second pump where it is needed, it shows me where the next pump is needed, the question is why with the first pump it does not show....
You might need to either power it or have some fluid go through (pipe not empty). Possibly both
So just try and get the recipe? Is there maybe a way to increase the chance that it will be the recipe I need?
You can only avoid reducing it further by unlocking more milestones/making the pool bigger
I don't think so... In the pictures I sent, there are the 2 pumps for the mk1, it shows the next connection point, and for the mk2, it's just a ring as far as it goes, but in the end there is no automatic connection point, but if I put it roughly by eye (and check the head lift, it's normal) In the following pumps it gives me the location automatically
Are there enough hard drives on the map to use them for the necessary crafting and for all the recipes? Or is there a situation where you can get stuck?
There's a few more than needed (probably placeholders for the future)
So I can get stuck without someπ₯²
If you don't callect all hard drives, you might not get all the recipes
I'm not sure I've been clear enough: there are more hard drives than there are alt recipes
Ok but with the future I will need more and I won't have it? Isn't it better to prioritize?
I don't get what you mean
even if this was eventually true, you can only choose wisely from the three options available anyway. you drive it towards a less desirable pool of available recipes each time you pick one. π
I found on YouTube an option where you can save the game before the research and if I don't like the result you can load the appropriate save and then it will change, I haven't checked yet
absolutely true, but wasting time imo. could have collected another drive or two in that time and you'd have had the factory production progress from that time.
My intention is that in case they add more recipes or things that can be done with the hard drive, I will be in trouble if I use all the hard drives that I currently can
that's a long ways off, and seems unlikely. i'd advise to just play.
I work from the computer, If the game is open and I log in every 10 minutes it won't bother anyoneπ€ͺ
no production when you keep resetting...
just grab a machete, head into the jungle, and collect some drives.
As weasel said, I think that is nothing to worry about.
Imo, the current "extra" drives are placeholders for future recipes. If they happened to not be enough, CSS would just add more (as they already did in the past) so that we have at least as many HDDs as alt recipes
(maybe get some blade runners first.)
Oh ok thanks guys
quick question, do trains have to have a sort of loop to operate?
shapes like these and not a straight line:
If they add more recipes, they will also add more hard drives. This trend can already be seen past updates. Originally there are only 67 drives, but now, much more.
Either loop or single line. The design is flexible. If you want fault proof, i highly suggest all train lines to be separated without any intersection
no - it can be a straight line of you have an engine at both ends (facing opposite directions)
Also would this work?
(engine on only one side)
Only with trains carrying only 1 kind of item. The train would dock at the station with one side facing "forward", then with the opposite side in the next run and so on...
well, 1 car can't load from more than 1 station without being emptied first. it could have a bunch of stops doing various pickups and dropoffs, or it could use different cars in the same train to collect and/or drop off from multiple stations.
now, these are all possibilities - the simpler, the better. if you intend to have more than one train on a track, then keeping things exceedingly simple is advised.
I'm saying that if the cars carry different items between them, one will find the wrong item being unloaded somewhere as the train keeps switching the end it docks with (given that rail setup)
well, no - i'm assuming the line at the bottom is not a dead end as they said it's only an engine on one side, so it won't be switching directions.
(but your point of having a train visit the same station from different directions easily causing problems is certainly valid.)
wait - no. visiting a station in reverse won't let it be recognized as a stop. never mind. π
Admittedly, I didn't consider the possibility of there being a loop at the bottom part of the railway
well, it's not shown, so...
I shouldn't have excluded that possibility. Bad assumption on my part
help chats are just guessing right
I'm pretty sure they would add more drives if they add more alts
hey, so I made a plan for a network of how I would connect all the resources in my explored area. My idea is to have localised factories in green to make low tier items which would be distributed around the world. mid and high tier factories arent shown but would connect to the network, but for now everything shown just leads into the yellow pentagon. Was wondering if this is a good idea or not
I trying to do something similar with my game. My planning isn't anywhere near as organised though.
Whether it's a good idea probably depends on whether your computer can take it. I think it's a fun idea though π
I'm not sure if centralised approach like that is the best, but it's your save π€·ββοΈ
this doesn't seem centralized π€¨
... for now everything shown just leads into the yellow pentagon.
a central hub/storage system for building resources and ammunition is still reasonable
unless the pentagon is just storage π€·ββοΈ
this would effectively be the most ideal "no megafactory" layout, because everything is an outpost
I like to think that the "most ideal" would process the bulk of low-tier items close to all the way up to their final form "locally" (close to where the ore is taken). So that factories would output as much finished product as possible and as little mid-low tier products as possible (ideally, none)
good point
yeah, no need to transport mid-tier products if you can process them to final one instead
late game part factories can still be like a black box that does ore -> final result with no other part input
if all factories are ore->product, then the factories have to be placed in locations where all the required ore is nearby
I guess that's feasible if the entire map is covered
Depends if you want to do a lot of logistic management and tons of trains station - if yes? sure.
I like building items to a high as tier as possible before moving them around. Saves a lot on planning and easier to be resource efficient
Yea I donβt mind having trains everywhere, the idea with the green areas is to condense the raw resources as much as possible with what is available in the red zones before its sent off
If I were to have them output higher tier items then Iβll need an entire extra system to get the resources they need
I'd plan for a product that requires the ores that are nearby, that way you can send out final product rather than mid-game items
It's less 'having them everywhere' and more that it takes a LOT of planning to have a flexible train station network being able to feed new factories. Gotta make your train stations modular and expandable which terrain may not really help with and can often make factories look less nice and more hodge podge
Eg: all the bauxite could be turned into ingots before shipment outside of the red forest, using local coal nodes
It'd doable - just a lot of work
That's a funny way to spell 'oil'
Depends on what recipe one wants to use. Oil isn't aviable in the red forest iirc
What I am mostly doing is looking what the limiting resources is, and seeing if I can get it elsewhere. E.g. you can make a lot more HMF out of a steel location if you import the MF from an iron focused area.
yeah bauxite and oil are maybe an exception, I don't think it'd be practical to have miniature aluminum/oil plants everywhere
I donβt expect each factory in each area to be huge since its limited by the few nodes there
With aluminium that would all be done in the red bamboo fields
Miniature oil no (oil is more compact as oil than plastic/rubber), but miniature allu can make sense if you have the stuff aviable. Baux to ingots is 1:1, if you also have materials to process further then you can further cut down the item/min you output
My idea originally was to have a wide selection of mid tier items available at any point along the world railway line, but as I planned it I might have to make adjustments. Tho for now im putting small factories around the world to condense local resources
Some items are no-brainers for "condensation of resources". Notable examples:
Caterium Ore - > Caterium Ingots
Iron - > RIP or higher
Iron+Coal - > Steel - > Beams/Pipes
Limestone - > Concrete
Copper - > Copper Powder
Bauxite - > Alu ingots or higher
... And so on
Examples of things that are bad/terrible for this are:
Copper Ore - > Copper Ingots (excluding standard recipe)
Any screw-like item (screws, wire, quickwire, alu scraps)
Iron Ore - > Iron Ingots (excluding standard recipe)
All the latter ones increase the amount of items you'd have to move as output compared to the input
ah this is wonderful, thanks! I'll work through the top ones and if theres room then I may add those last ones to the network
Btw, I mentioned "iron to RIP" because that can be an iron-only process
Question...if I don't pick up things that have fallen on the map, can it cause problems in the future? Because they don't seem to go away...
And do you perhaps know a site for factory planning?
You can also do calculations and all kinds of things like that...
everything you do adds up and eventually makes the game lag, so yes (dropped items never despawn)
for planning https://u6.satisfactorytools.com/production
correct
Is there a way to locate all the items?
And thank you for the planning site
Satisfactory interactive map.
Moreover, the early you pickup those the more useful they are. (For example, picking up RIP at tier 0 is more useful compared to, let's say, at Tier 5).
The problem here is that I can't see things that I threw for example...
is this right for an 8 tier manifold? this is how i have my coal gen setup and it keeps running out of coal in the bottom 2 gens.
1/2
1/4
1/8
1/16
1/32
1/64
1/128
1/256
Manually put a stack in the last 2 so the system is refilling them.
Always prefeed your manifolds.
i don't think it's enough. the material doesn't go up. it goes down as it's running.
i let it get up to about 50 and turned it on and it burned it all off
Then you aren't supplying enough to the system.
Is it possible to make a link between all production lines? (as in the picture but it will be automatic)?
(I entered the Alumina Solution input manually...)
I want everything to be in sync
Is every gen prior to the last 2 completely full?
i'm running 120 compacted coal to 8 gens.
Is every gen prior to the last 2 completely full?
yes both are at 100
How are you describing 6 generators as "both"?
hang on...what's that site where i can pull up my save? scim or something like that. ill show you what i've got to make it easier
It's in-game and you press P to take a screenshot.
no. not that. hang on one second i figured out what i was referring to. just have to figure out how to pull up my save file on the computer itself
There's a 90% chance I will not be able to read the image you're about to post here.
sorry i'm back. i just broke discord for a moment lol. ctrl r instead of win r.
See, the only thing I can tell from that image is you lied about it being 8 gens.
There is no other information I can get from it.
so as you can see it's a 32 gen system. but 16 don't have belts run to them so that they don't actually do anything yet.
i also don't have 8 of them turned on so they are filled with coal but they aren't ready to be turned on yet.
if you think of the image as rotated so they are vertical. 16 on the left. 16 on the right.
the top 4 on the left and the top 4 on the right are the one's i'm trying to power.
the way i've got it designed is as a 4 belt load balancer set up to 4 separate manifolds. each only feed 8 generators. you can see the bypass in the middle.
but if i'm right the top 4 gens only receive coal 1/128 and 1/256. i'm trying to figure out how to reduce these numbers. i thought about doing a load balancer leading to 8 manifolds of only 4 gens. but i don't know if i have the room so i'm looking for another option. and the more i type in this the more i realize i'm in the wrong group for this
What belt speed are you using? I can feed 15 with one belt.
Ah ok. I donβt use compacted coal. I know I can feed 5 gens with one belt at T2. Soft now you will have to split them up more to feed them.
so i have a 4 belt load balancer to 8 manifolds. the only other way i can evenly do it is to reverse it to an 8 belt load balancer to 4 manifolds
this is what i was worried about...the last ones are getting so little they aren't going to be able to keep up
Manifolds takes some time to spin up to full speed my dude.
If you want to avoid this you can go around and hand fill the machines before you turn it on
it's starting to get there but i only have 8 of them running and the current setup was supposed to be for 16
i produce 120 compacted coal per minute.
shrug like I said, if you don't like the spin up time just cram stacks of material in by hand first
i'm not worried about the spin up time. i am having trouble getting the coal to go up. it's going down
going down?
im an idiot i know why
it's not the manifolds. it's my sulfur node. it's a normal. i'm going to have to go overclock it.
instead of producing 120 compacted coal per minute i'm only producing 60
that'd do it
you can't link the tabs, but I don't understand what you're trying to accomplish with this?
the satisfactory interactive map that kwjcool mentioned is https://satisfactory-calculator.com/en/interactive-map, you can upload your save there
Something like that...
Could there be a slight deviation in this calculator?
why are you trying to make alumina solution as the final product?
explain what your inputs are and what are you trying to make
Just trying to figure out how it works based on what I built
I have an unstable aluminum production line and I wanted to try to use a calculator to fix it.
The input at the beginning is this
Bauxite 480 per minute
Water 480 per minute (and there is what comes out of the production Aluminum Scrap)(I know it's not good and unstable but that's why I want to try using a calculator)
Which aluminium alts do you have?
what is alts?
@deft lichen help...
Brain.. hurts..
alternate recipes
I wouldn't personally care about making it stable until you have the alternate recipes as those will be your permanent setup.
I understand, this production line is indeed temporary, but I wanted to do a test on the calculator and try to see how it works...
no, you can't link between tabs. You need to disable bauxite in this case, otherwise it uses all the bauxite on the map
because here it is limited (to 480 pre min) if I create another recipe which uses bauxite it will cause problems because of the limitation I made?
I'm not sure what do you mean?
create another recipe?
Regardless, I understand why it's a problem...
If I limit something, let's say water, and then use it for 2 different production lines, it divides the water without being able to change how much water there really is in each production line
I ran what I currently have according to the calculator and we'll see what happens in a few minutes
that's why if you want multiple things, you make multiple tabs
Yes thank you!
Question Why doesn't the calculator use all the materials?
if you put multiple maximises into the tool, it will make same number of each product
ideally you shouldn't use maximise and use items/min mode
also, the green boxes are "products", those are what you requested. So they won't be used in future productions
These are the only 2 end products you're making.
Take the other 3 out because maximizing them is irrelevant.
you only should put those items in the tool, that you want to have produced as final products
So if I want to use 100% of what I can get then the best way is to do a calculation for everything basic like Aluminum Ingot and after that put it in storage and from there for further production and there already write the amount of Aluminum Ingot I have? Let's say like here 480 per minute
No.
- figure out what items you need for building and progression
- put those items into the tool
If you want 100% of what you can get, stop calculating intermediate products.
Let the tool do the calculating for you, because that's why you're using it in the first place.
Put in final product and let the tool do what it is programmed to do.
you don't really need ingots for anything, so why would you want to have them produced?
I want to do everything max out...
use all the resources on the map for production.
And all the excess (all kinds of things I don't need) will go to AWESOME Sink
Put in final product and let the tool do what it is programmed to do.
fair warning: using every last piece of ore for production is almost impossible due to pc limitations
If you really really want to max awesome sink production:
- assume you'll eventually grab all the hard drives and alts
- maximise Assembly director systems
- balance that ADS number with resources needed to power all that
- use any remainder for thermal propulsion rockets
(Caveat: I am not convinced that's a fun way to play)
There used to be a plan linked on the wiki, but I think that's a few versions out of date now.
- see that it takes thousands of buildings
- get burned out
- figure out that even after building 1/5th of that your game runs at 10 fps
- give up
- plan for reasonable numbers instead
thats the wiki max awesome sink plan
its... not nice
and not correct
these are max sink points numbers with 100 GW excess power for miners and trains and stuff
intriguing, someone should tell them wiki folk that the numbers they have are wrong
I don't think it's even linked on the wiki anymore, at least I can't spot it.
I am more intrigued by the fact that greeny is apparently maintaining a version but not releasing it to the public.
it's "public" beta
K
oh, i made that one manually back in the day when i was crazy about what i wanted to try in the game
i keep it in sftools as a reminder to never, ever, ever do that
They rebalanced some sink points in U6 so that's entirely possible
side note from greeny reserving power for transpo, is there any good metric that would hold for item production vs required power? like, you can account for building power already, but what about any form of generalized transpo costs via train, pump needs, or hypertube coverage?
I think it might be possible if the player were allowed to select node locations to get raw materials from, which might be used to give estimates on distances covered and relative heights for water in the local area
If power is a factor in your decision-making...
math theorycrafting, not world building opinions
it kinda is in talks about maximising points
Biomass burners π
im pretty sure there is a miscalculation here
I didn't use alts in my U1 & U2 playthroughs, for some reason I thought that they could reappear in the HDD choice, which entirely discouraged me from HDD hunting
It's up to you to figure out the logistics
by cant split it i mean literally cant split it
It doesn't say merge everything first
been on this for like 30 minutes and decided to commit chat
Are the constructors in a manifold?
There's multiple ways to approach this
A half of that setup is 6 100% constructors, Β½ of a 100% constructor and Β½ of the 33.3% constructor
Alternatively, you can build one more constructor to have two sets of 6x100% + 66.6666%
okay found a solution
12 constructors at 100% (making 60)
and 2 constructors at (funny number here) (Producing 40)
could do it with 14 constructors. 6x60 + 1x40 = 400. and do that twice
or with 13, you could put the "odd" constructor smack dab in the middle and immediately split it, so half merges with the left 6 and half merges with the right 6
Yeah, that's my "alternative" solution (the second I mentioned)
Sorry if that wasn't clear
Unless I did the math wrong
I did π€¦ββοΈ corrected now
What is meant by U1 and U2?
I see a lot of people use this term
Always gets me since people use the same acronym for the engine its built on
U5 is on U4 but maybe in the future U7 could be on U5
Every time I have talked about or seen people talk about Unreal Engine it is always UE(Number)
So U7 could be on UE5, but I highly doubt it.
It's Unreal Engine, not just Unreal, I haven't seen U* used for the engine 
Here though, it's better to use UE when referring to the engine since U# has been used for the large updates.
okay. so.
Trying to optimize a HMF factory here. Currently I am using the Encased alt (concrete instead of screws)*
I have one Pure coal (360/m), two Normal iron (combined 360/m), plenty of limestone, and the modular frames are being built offsite and shipped in.
I have a layout designed but it's just...idk. It makes pipes too fast and EIBs too slow.
What's a good manifold for Heavy Encased Frames?
*I may just use the regular recipe, since I have Steel Screws unlocked, if that's more efficient.
My current math runs the iron and coal into eight Foundries, then splits them into Beams (3 constr) and Pipes (6 const)
So if I'm understanding...
You want a "good manifold" when you're supplying the incorrect amount?
I don't know what the amount should be, is the thing.
I have 360 on tap of coal and iron.
I want one manufacturer of HMFs to run steadily.
I don't care about the amount as much as consistency.
So start with 2.8125 and solve backwards.
Because that is 1 Manufacturer of Encased HMF.
okay...
But I am having a lot of difficulty working backwards to these amounts.
I'm still working on splitting things down into 15's as optimally as possible, this is way past that.
15s?
Ok, more like I'm used to working forwards.
Concrete has an output of 15/m for 45/m limestone. I can break 180 down into even multiples of 45, so that's four constructors, which merged gives me 60/m.
Ok, more like I'm used to working forwards.
This is a habit I highly recommend breaking.
I'm used to working in whole numbers. 45 in, so how many miners/nodes/slugs do I need to make a multiple of 45.
yeah. It's not ideal.
But where do I even go with knowing "I need 20.625 concrete?" Constructors spit concrete out at 15/m, so one of them overclocked to 20.625? Two of them underclocked to...uh...
Honestly since it produces 3 HMFs at 2.8125/m, I should probably resort back to the default recipe for the sake of working with round numbers.
You also need to get comfortable with numbers like 2.8125.
Because it's going to pop up at lot.
Especially if you follow the 45-81 rule.
Get ready for a book π
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
Encased HMF fits into it at 100% because 1 Man is 2.8125.
@latent wedge if you have any questions lmk.
Hit me.
what's the best layout If I think of them I'll let you know
the devs are also evil π¦
Because Miners/Extractors work in terms of 60
ITEMS work in terms of 45
And belts again work in 60s.
So the only way to achieve "perfection" would be do everything in terms of 180 without reduction π¦
I can generate 360 tho, which is double that, so that's something
Also not a big fan of the ratio of extractors to coal jennys :P
Coal Gens take 15.
Miners pull in multiples of 60.
Where is the issue?
8 * 15 = 120
ok so ive got this setup that i want to make
do i just prefill the recycled plastic and recycled rubber refineries with plastic and rubber and then put a smart splitter to send the output to the other refineries and then overflow to the output?
That is one way to do it, yes.
is there a simpler way?
π€·ββοΈ
ok ill just do my way then, thanks
I use the residual rubber from the resin waste to feed recycled plastic and go from there. For me that's simpler
there's no way to make fuel without a polymer byproduct, anyway (either you get resin from making it directly or via HOR, or you make vanilla plubber and turn the HOR into fuel), so it makes sense to have that polymer as the initial feed
you CAN run a recycled loop entirely from hand-prefill, and then just process the resin separately. but you may as well throw the resin in the mix
My use of poly resin is two.
- For fabrics
- For including in my recycled rubber/plastic arrays.
But yea no way to avoid it.
Residual Rubber is a big yes.
Residual Plastic is a big yikes.
Yea residual rubber only
I thought it was 42-81? Maybe misremembering slightly.
No, 45-81. Always has been.
Subject to change when they do the recipe rebalance patch though.
What's yikes about residual plastic? I don't think I've ever seen SFTools use it unless I force it somehow.
Conversion rate.
Yeah just that.
If you don't care about less product it's fine? But if you're using the recycle loop you might as well use res rubber
so what's the production calculator that all the cool kids are using these days? Last time I was looking at this sort of thing there were a few that let you choose what you had unlocked so far, but SCIM doesn't seem to do that..
Tools.
SatisTools is the big one.
Yes.
Great, thanks
There's a few others around, but I haven't really heard much about them.
It takes some fiddling to figure out how to use it really well but it's worth it. Didn't work with my brain at ALL for ages but got it in the end. I'm an outlier though - most people don't have that much dif
Thanks
Can someone please explain to me what these values ββare?
production vs consomation?
if greem majority you produce more than you consume, if red majority you consuming more than you produce
If u make a eqribrium then u win
not really, in all automation games it's better to overproduce
overproduce energy first (obviously), then the basics, then the advanced
so you mainly want to have green majority for each resource
better to have your resources wait for your machines than the other way around
not really, "overproduce" just the things that you are storing
i feel like i need to explain what i meant. when i say overproduce, i don't mean "make 2 or 3 times what you need". but more like "produce 1.1 or 1.2 times what you need". this is mainly because event though the math of ratios work in the planning, the games usually use a ticker. and those tickers can destroy your perfect ratios. You have to account for those.
Also, if i am storing something, like concrete, i will have separate factories specifically for that so it doesn't interfere with the other factories.
For example, i am making concrete for my nuclear plant, but i don't use that concrete for storing. only for the nuclear. I have a separate factory, with higher yield, for storing.
I don't think you really need to overproduce
game is very much capable of running 100% efficient setups with no overproduction
100% can be hard with some of the numbers
i beg to differ. in smaller saves it might be so, but when your save takes 5 minutes to load, you will see the difference
underclocking is a thing
Iβve never tested hard to see if thereβs ever a drop of you run exactly 100%
I haven't heard about this issue from any player with larger saves π€·ββοΈ
and it makes no sense, if you overproduce, then the producing machines will get stuck eventually
I would guess the game glitches and 100% would become 99% on occasion
what can break your larger saves (or any save basically) is belt to belt connection bug, which reduces max throughput on belt connections, so if you run longer maxed belts, then those won't carry enough resources
but it's not related to the machines themselves
Ya Iβve seen belt issues, silly belts
in any case, i prefer overproducing. i do try to have perfect ratios but sometimes you gotta do what you gotta do
overproducing=waste of resources
your save is your save, just saying that there's not a need for that π€·ββοΈ
I like full buffers, 100.1% production is my ideal
^
sounds like an interesting use of a power shardβ¦
How many people actually use 100% of resources in any of their saves? Quite the task
if you have overproduction, you don't need buffers π€
Overproduction is the only way to fill a buffer
prefill
Thatβs true
which is why buffers are pointless π
umm, i only have buffers at the start, to store more raw resources. trains can be finnicky
trains are fine π€
I love my train in the sky
you only need buffers big enough to hold two cycles worth of materials
why you have one entrance and 20 trains to go trough...there might be delays
well then you just make the trains longer so they carry more π€·ββοΈ
Sounds like morning rush hour all the time
that is your personal preference, i like my trains short
longest train is 3 freight carriages
in this case the βpreferenceβ can limit throughput
my troughput is just fine, with the buffer
yeah, if you intentionally build "bad" setups, don't be surprised that "trains are finnicky"
Shots fired
lol, you consider it bad, but i consider your long trains bad too. so it's just a matter of opinion
itβs not an opinion, longer trains objectively have higher throughputs
well if your setup isn't capable of maintaining the required throughput, it's bad by definition. "I think your setup is bad" is subjective, but "your setup can't do what you want from it" is objective
that depends on how you harvest your resources
no, longer trains do have more throughput
The throughput of trains isnβt
Longer trains have higher throughput than shorter trains, full stop. There is no exceptions
i agree that longer trains have higher troughput. i never said they didn't. what i said is that i don't like longer trains
not the same
you said this
You also said that longer trains were bad, that isnt the same as you dont like them
i was answering about your "your setup can't do what you want from it"
yes, i said i consider longer trains bad, but didn't say they don't have higher troughput
I would argue that bad is a subjective word entirely
yes, which is why i used "I consider" meaning it's subjective
except longer trains are objectively not bad
that, again, depends on how you do your setup
except it doesnβt
oh, then let me ask you something
what if you like little hidden bases and you donβt have the room for a long train station
Doesnt mean trains are bad, just means that they arent ideal in that situation that you put yourself in
:)
if i have 10 different nodes that are all less than 2km away from your factory, but not clumped up. would you make a single station gathering all those resources with l;onger trains or would you prefer smaller stations with smaller trains. or would you juste use belts and bring everything to the factory without trains? or maybe something else?
sorry, forgot how small the distances are, i think it's less than 600m away
I love belts
belts or trucks collecting resources to a train station for one long train to carry to main base (but even better instead of train - process the resources in the central point)
have to launch the game to check
Truck
I need to use trucks
my design is to have a factory processing all the resources on one place. i do like sattelite factories but this is too complex for processing on site
also, i tried to minimize the ugly belt lines all over the place
Trucks bring resources from satellite nodes to central train station that ships to your main facility.
which is why i have sattelite stations instead
also, trucks don't work in this specific case
Sure.......
i try not to destroy the fauna and flora, so trucks would get stuck all the time and a higway is not what i was going for
There are natural roads everywhere...
which is once again "if you artificially limit yourself, you may find things not working for you, which doesn't mean those things are bad"
Foliage free natural roads
So this is a choice you are making.
Which is inherently suboptimal.
Reroute to "if you choose to make bad setups"
that is my choice. this time i tried not being a world destructor
Do trucks ever get stuck?
not everyone has the desire to see the world burn
Yes and no.
They added a system where they will ghost themselves to the next node if they get stuck.
However, 99.99% of the time if it got stuck it is because you drove the route poorly.
Ok cool, as long as it gets there I donβt care how lol
won't the delay created by being stuck compound and create huge delays on production?
Just get good at driving lol
only if the route's max throughput is close to desired throughput
but usually your trucks will not run full all the time so it doesn't matter
yep, overproducing for the win π
Ew.
that's not really related to overproduction tho
if the truck is capable of moving 1000/min and you want it to move 995/min, then yeah, trucks getting stuck would cause delays. However overproduction won't solve anything in this case
FICSIT: We do not waste
Huryiade: Wastes with overproduction
FICSIT: We do not care about the planet
Huryiade: I don't want to destroy the flora
of course it will. it's all a matter of items/minute. will it be efficient? of course it won't, but will it work? hell yes it will
it won't. The truck is still only capable of moving 1000/min, so even if you produce 50000/min, the truck still won't be able to move that much
but if you add more trucs...
then you don't need overproduction, because truck getting stuck suddenly doesn't matter
because the trucks are not at capacity
also, whoever is loving and listening to ficsit? they are an evil corp, no one should follow thir rules like a corp drone
Truck and station can handle only 1560/min. Anything over that is just wasteful.
(Greeny, where tf did you get 1000?)
1000 was a random example of route throughput
Are you playing Satisfactory?
not currently
if you're doing anything on the planned, you're following their orders π€·ββοΈ
When you played Mass Effect did you help the Reapers kill the galaxy or did you follow what your character actually believed in?
any resource produced, any explored territory, any knowledge or progression, it's all part of what you should do on the planet π
that was a joke in response to Svrahn's comment...don't take things too seriously people
depends on your computer or the computer of who you're playing with too, lots of long belts is a lot of rendering and can cause lower end PCs to really struggle
i dont think belting that is whatβs gonna cause you lagβ¦
if that lags your computer, then the game just being open would do a lot worse
Weird take, this isn't even contested. Conveyers render each item individually, they're well known to cause lag if you do them in excess, which lots of massive long conveyers to a center factory which then would have even more conveyers rendering within the same quadrant is absolutely going to effect performance.
there are several reasons i chose to go with small satellite stations. one of them being performance. another being that i wanted to use mostly trains. there are other reasons, but it's mainly the style of infrastructure i chose to go with on this particular save