#math-and-meta
1 messages Β· Page 16 of 1
the wiki has a formula for estimating but the best thing you can do is just overbuild the train.
mk 5 belts are your limit anyway
the only benefit of using trains or drones? not having to build 5 km of mk 5 belts
after completing one trip, the drone port and train station display their expected throughput
other benefits include:
drones:
- not having to care about terrain
trains:
- reusable infrastructure by other trains
- rails transfer power
Longer route will get you closer to the 1560/min per car mark.
Average routes usually can push 1100-1300 per car without issue.
cool ok π
I'm learning about trains nowπ₯°
Oh, that's pretty cool
as long as the 25second belt pause is not lifted, it is very hard to achieve 2belt per wagon. The train best advantage would be reducing entity count and saving fps
27.08s*
And if they ever lift it I will be very upset because it's one of the few things keeping trains balanced atm.
unless they find a way for the animation desync to not look bad, it will likely stay
guys what recipes should i use to make a fuel power plant bcz i dont have blenders for the diluted fuel
then packaged diluted
what
packaged diluted fuel alt recipe
Anyone know the rate changes for Encased Industrial Beams when the Assembler is overclocked?
oop let me put this in #old-questions-and-help
normal rate * overclock % / 100
My advice? Don't make one yet.
i have no power doe
i have like 200mw left to spare
no i recently unlocked it
I'll give you the basic setup that not only powers itself, gives you MORE power for your grid:
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.
You need 600ish MW to jumpstart it, but it produces 1350 MW
You have 480 without clocking anything.
I think the train station pause makes sense from a balance perspective, but aesthetically it's clunky that you always need to pair every freight platform with an ISC. when two buildables must ALWAYS be paired up no matter what, it means something could maybe be streamlined
so I wish they could maintain that balance tradeoff while making it viable to use the platform storage directly. would feel cleaner
yes
So if you clock you can get like 600 easy and make 2 of those setups.
Which will push you into T7 just fine. Where you get Blenders for Diluted Fuel.
how about i take the oil, use the recipe where i directly turn the crude oil into fuel use the fuel for power and use the resin for plastic and rubber?
@median heath ?
Do you even have Fuel Gens yet?
Fuel generators are also expensive. Burn the coke until youβre actually ready to upgrade and need the added power.
Exactly. That's why the above is the basic setup.
splitter/merger/overlapping layout lol
What software is that?
Excel
Impressive given how tedious it's to make
and i Restrainted myself to comment anything about balancer
wait... split 40 into 20 and 20 and then merge it back together hmmm
Gotta fill all the holes on the merger
I mean you can use dilluted fuel without blenders just fine. Its a real pain, but it works
Pain? It's pretty simple
the packaging and unpackaging feels more annoying than it is tbh
does this look like good aluminium setup? i can understand if you dont get our sheet but its our first sheet we made
output is 1000 ingots
Protip: SFTools production plans are much easier to share and understand quickly. This is often true about making the plan too
Anyhow, if seeing machines turn on/off every now and then annoys you, I'd advise against clocking machines to (eg) 1/3 as the game doesn't have the precision needed for that (the clock will be rounded at .3333 or .3334)
1k bauxite in and 1k ingots out are good numbers for the recipes you've chosen π (I haven't checked the rest as I'm not understanding the sheet a lot)
The only way to have a better-than-1 Bauxite/Ingots ratio is by using the default alu ingots recipe
i see thanks
i love the 5 different versions of "Refinery"
im im thinking about underclocking all the machince equally instead of under/overclocking one and round it up so it prouces ever so slightly more and just sink the overdoses
haha thanks, thats really the humor or me and my friend ahha
we always change up names to random shit
the meta about alum processing is the recycling of waste water (and silica, if applicable). Once you get past that, any design generally works.
what is this weird split
well, it doesn't have to be a split
702 seems completely fine running off a single belt
miscalculation?
I want to build a Nuclear Power Plant in the corner of the map and I want to transport one train with uranium and another one with all the things needed from my factory.
How would you move the train and why?
by rails because you can't move it by other means
enable the "natural roads" layer there and follow that
also, you can reveal everything by disabling "fog of war"
Where can I disable the "fog of war" setting?
Regarding the "natural roads" I activated it but I want to do the route above the ground
it's useful for above ground tracks, because there's no tall trees over the roads
or just general passages in the terrain
fog of war is somewhere in the toolbar on the right
Should i do 4 lines of 375 or 2 line of 600 and a 300?
sulfuric acid btw
Nvm 4 lines are better
you should decide based on where you put it
if you need 600 on other side, then 600 is fine. If you need 375 then 375 is fine
id say doesnt matter anyways? at so many resources/min your better off using an overflow anyways
yes, but if you have a set of machines that needs 600, you don't want to deliver 375 + 375
yeah, but id just assume now that producing 1500 sulfuric acid is at such a height that most likely its for one single megaproject. you dont really stockpile sulphuric acid, you use it. so most likely its one giant factory that need 1.5K/min
so it doesnt matter
even in a big project, you can still have separate productions. Doesn't even have to be at the sulfuric acid levels, it can be one or more products down the line
you mean downstream, but a few levels up, but yes, that can be, it depends, but most likely it doesnt matter wich pipes to use
all I'm saying is that you should consider both logistics to transport and logistics on site before you decide on number of belts/pipes and amounts of items in them
if it ends up not mattering at all, good for you. But for a lot of people it matters and they do not consider things they should before building it
im not disputing that, thats logical. I just said that i think it wouldnt matter, as an answeer to his question
given that we don't have information about what they plans to build (or already built), it's kinda bad to assume it doesn't matter. What if they already built 4 groups of machines ready to accept 375?
you dont have to say that to me. i build a big copper plant (18K wire/min, 9K cables/min, around 5K plates/min) and forgot to actually think ybout how to store that stuff and im struggling with that at the moment
guys i need help.
been sitting on this for an hour now.
i only have mk4 conveyor belts so i need to do 2 conveyors for these foundries.
the problem is, i can't figure out how many foundries each of the conveyors will get.
number of foundries: 13, one of them requires 13.332 iron ingots
--------how much each conveyor gets here:
conveyor 1 - 5 refineries, 325 iron ingots per minute.
conveyor 2 - 3 refineries, 195 iron ingots per minute.
total iron ingots per minute: 520
iron ingots the foundries require: 513.33
i do think the amount of refineries each conveyor gets needs to be adjusted.
not sure tho.
(im avoiding overflow here, and over course want to have 100% efficiency.)

if you want to avoid overflow, then I'd recommend not doing setup where you have 33.333% clocked refinery
how?
Are you calling @wind spade a scammer?! How dare? 
||Joking tone disclaimer||
nah its just the fact this could have been alot easier if i just ignored the underclocking
100% efficiency is off the table cause your wasting 6.66 iron/min. What I would advice you to do is the following: you link up one conveyor to one end and link the other to the other end and let it merge in the middle.
If you want only loadbalancers this will take a few more minutes to moddle this
slander of the highest order, this shall not stand
i feel extremely irritated rn
e
turns out its 100% when you dont underclock
anyways problem fixed
nice
Funfact that might interest you @placid lichen
When the Iron Ore input is 780/min (max possible), you can refine it all and be left with exactly 30/min... just enough for one smelter at 100% 
if it's 100% without underclocking, tools would tell you that π€
what? 780 ore --> 30 ingots? wich recepie are you using?
780 ore -> Bunch of 100% Pure Iron refineries -> 30/min Ore leftover for a smelter
man these numbers dont add up
13 x 40 = 520
65 x 8 = 520
ah thats what you meant, ok, yrs
Nevermind... Don't know why I ended up remembering such a "funfact", but the numbers indeed don't add up. The "nice" leftover is 60/min every 12 refineries and 480/min input
@placid lichen somehow your numbers are off.
I clearly remember using a smelter to even out the numbers from a 780/min line being fed to Pure Iron refineries running at 100%, but the smelter was probably not at 100% 
wich recepie are you using?
iron or steel
steel
solid steel
ok. good. thx
That's a solid recipe
520 is how much the foundries need
740?
wait a minute
i saw that number alot of times while doing some math stuff
sry about that
might have passed it accidently
i read the charts wrong
so with 12 + 1/3 foundrys you need 493+1/3 iron/ min
yeah uhh,
this gonna be kinda awkward,
but those charts are kinda outdated.
things changed here:
no more underclocked stuff
conveyor 1 and 2 are pretty much the same
or let me put it otherwise: with 8 refineries you can support 13 full foundrys
ah ok. thats better. thats what confused me
the numbers add up now
but
2 conveyors with 260
to 13 foundries
i cant find a way to do that equally
i am close to one, wait a sec
which charts? π€
i accidnetally took the output as input
the maths i did right now are missing out on 40 which would be the 13th foundry
that was wrong (deleted message)
Protip: learn making better use of the Codex and its (greatly expanded since u6!) item-planning features π
That'll help in both calculating things and not getting any number wrong due to using old sources (also, it's all in-game!)
item planning features?
If you expand any of the recipes in the codex, you can input an output/min or clock% and the codex will show the input requirements for that
#just_manifold
indeed
indeed
alr thanks
but it was explicitly asked not to do that
Does anyone have a recommendation for a good explanatory video about trains and signals?
check the #old-questions-and-help pins for a good reddit guide
π₯°
It was for non fissile uranium but i only need 1 of 4 to supply 10 full over clock blenders
Why does it write this?
It's a push pull system, each station looking in the opposite direction and out.
Need to see the other station.
I rebuilt the Locomotives and the wagons and everything works π
nice!
is there a program that can do a lot of the math for me or should i stick with spreadsheets
My first train works B)
Not that big but another step to nuclear powerπ
And yes I'm sitting in Locomotive and yes I'm not sure it's the healthiest thing to doπ€£
By the way can the radiation stay in the things next to it?
(like in reality?)
if if I delete the storage where all the uranium is then there will be no radiation at all?
First link in the pins of this channel.
try this https://u6.satisfactorytools.com/
Radiation is tied to the items making it.
No item, no radiation.
cool Thanks
Radiation technically doesn't 'stay in the stuff next to it' if you move the source away.
The reason radiation spreads is because you get unsealed radioactive material that spread radioactive particles.
So in effect you're failing to actually move the radioactive material away. So in real life if you have a perfectly sealed container of radioactive material spewing radiation at you could remove that radiation by moving the unit
Radiation stays with the thing that emit it
petition to have radiation be more realistic & irradiate objects that are around sources for too long
as in they deteriorate?
or become radioactive themselves
Well that entirely depends if the radioactive material was properly sealed so that material doesn't escape.
Assuming the containers are sealed the surrounding area would not become radioactive in and of themselves
Imagine having to craft more than one hazmat suite...
Imagine having to craft more than one hazmat suit...
what is the best production of uranium fuel rods, but with an ability to make all the waste into plutonium fuel rods? and can i see a graph of it?
Use SFTools and set the production to Uranium Fuel Rods.
Knowing each Rod equals 50 Waste, give the planner an input of Rods*50 Uranium Waste/min (inputs tab)
Finally, add Plutonium Fuel Rods in the output tab and keep increasing that until you use up all the Waste input
(Note: all alt recipes lead to less waste-per-PFR)
Plot twist: radiation-proof storage containers
quick question,
if i have 160mil of fuel per minute,
and 13.333 fuel generators (exactly all consuming 160mil)
would a pipe manifold work on giving them those amounts?
13.3333 * 12 = 159.9996
159.9996 != 160
Yes, pipe manifold would work.
But you do need an overflow hook + packager to handle the inevitable excess.
I'm trying to build something near the station so I deleted all the uranium...
Do you have a logical explanation for why there is radiation?
I have some problems...
I'm trying to connect 2 pull-push systems to one station and I can't make everything work... is this even possible?
Doesn't dissapate instantly.
ohh ok///
is it weird I don't build building and just have flouting foundations everywhere?
It is not.
cool i see all these builds and i'm just wondering if it's a meta thing
nah i do the same lol, just build on the ground mostly. Im not a big builder i like the logistics
Im so confused, Im giving my coal plants 15 coal per min when it says that the amount it uses per minute but theyre still crashing anyone know why
doesnt look like the coal is feeding it fast enough
Oh my God whyyyyyy
it temporary lol
Manifold...
but the belts are mk2
open one of your coal generators and see how much coal it has in it
wait wdym manifold
!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...
and when i do it just doesnt get the coal fast enough
so i underclocked but it should be capable of 100%
Also what is going on with your water piping??
Have you overclocked the coal production?
@honest tree how much do all of those water pumps produce total? and are that all connected to the same pipeline?
and i would overclock the coal production
uh theres 1200 water i think
theres 10 total water pumps
anf four transport pipes all on the same network
all connected to the same pipe network?
as the coal splits, less and less coal gets to the plants so you should have a system to get more coal to the end of a splitter line
yes
No?
As the generators fill, they take only exactly what they need, so more gets pushed down the line.
That's how manifolds work.
no, the first ones fill up and then only take what they need
so 1200 water trying to feed a pipe that only transfers 600pm. you need to split the pipe networks
π€― oops
yeah I split it into 4 the water seems to be working
then it must not be getting enough coal. Overclock the coal miner
Yes
this is what I had at first but I dont think its working right
with a manifold, the last generator will get only a fraction of the coal until the gens before that one will be filled up
"You have to let it fill."
i see I was being impatient with the generators, thanks
if you want to get people to understand WHY you have to let it fill, you need to explain that :>
Prefeed to skip the filling step.
I need someone bored enough to join my world and just collect all the slugs and hard drives π€£
That part of the game is 10x better now that a) you can wear jetpack + blade runners simultaneously and b) they fixed the Object Scanner.
Yeah that makes it easier but im too lazy to go around doing it while also expanding my factory lol
What tier are you in?
plus ive been using the interactive map for locations of shit
Ugh
See, you completing all tiers without collecting like 90% of the drives already is issue #1 π
just trying to make an actual tidy factory instead of an open field with all the machines lined up lol
why?
Project Parts take forever to build. So during Phase 2 and Phase 3 while they are building that's when you go on exploration runs.
Multitask.
Because otherwise you're just sitting there waiting for them.
Should have like 70 (both used and unused) drives going into T7-8
nah cause im building an actual factory now i had collected like 6 drives, so was just building and scanning them
i dont mean 6 total, just 6 at 1 time
Yes.
You want to have all/most alts prior to building your "actual factory" though.
So you have the options for factory permanence.
Its my first save so was kinda just working shit out. Didnt want to look anything up, i only joined this discord is cause my monorail wouldnt work and needed help lol
was trying to just learn myself without just googling shit or looking at the wiki
Yet you use the online map π
Not until about halfway through phase 3 i didnt
Fair.
just used the scanner pretty much
Can someone please help?
Don't do bidirectional rails on a single network.
oh can't you? Basa it could have been beautiful...
Could something like what I created work?
I was thinking about a T junction in the middle of the road the problem is that I don't know if they will interfere with each other...
Let's say as in the drawing that the green train is on its way to the station and the yellow train will stop because the green train is in the block between the T junction and the station...
You can, it's just logistically tricky.
And that's why I always say "Do not do bidirectional rails unless you know exactly what you are doing."
Dual-rail systems just work better and are simpler to both expand and diagnose issues with.
I feel you are right...I will use a 2 line system...
My question is this
- What I wrote about the green and yellow train.
- Now do you need 2 train tracks from each station?π₯²
- Possible
- Multiple ways to accomplish station connection to dual-rail system.
- By "possible" you mean that this could be a problem?
- There is some way to understand this because I've seen a lot of videos and read a lot of information, but most of it is pretty basic information...
- Yes. Could be, could not be. There are multiple factors at play.
- Basic, fundamental information is what you need.
You need to know how the system works. Then you use that information to build what you want.
You shouldn't be just copy/pasting other people's setups π€·ββοΈ
There's a mod for that
Everyone assumed that's what the Hazard Personal Storage Box was π
I don't think they will add it though.
No real reason.
You can eliminate Uranium Waste entirely, and if you choose to create Plutonium Waste... dealing with that consequence is part of the choice.
I have 59220 Uranium waste left and my procing speed is 281.25 per min how many mins will it take?
210.56mins
Assuming your uranium production rate is 0.
.... 
Can anyone help me here? I can't figure out why this isn't working...
I marked the stations and the block signal in the picture
You need to add path signals where the train enters the intersection
Not sure how that helps...
Still committed to bidirectional rails I see.
what are you trying to accomplish? this seems like a really weird layout
to solve this, you need this:
there is no other way with bidirectional rails
the only other option is to switch to single direcrion, 2 lane rail traffic
Which the layout of that is a hop away from just being a 2 rail system anyway.
Which is why that was my point the other day when he and I already had this discussion π€·ββοΈ
I don't have room.
Too many memes on my phone 
less memes more satis deterioration images
@silent shoal see above, your stations are too close for anything to work
I can only see one track that connects the stations to the rest of the network, so why not just use a more sensical station layout
can the nodes be reduced by using overhead crossing?
errrr unlikely?
possibly if you build a turbine intersection
but theres still the bidi to mono conversion
you shouldn't put signals on bidirectional rails imo
yeah just let em crash lol
It can be done.
You just really, really have to know what you're doing.
no, I mean don't put two-way signals anywhere (e.g. top right and top left on your schema)
That works if you have only 1 train.
if you only have 1 train, why signal?
if you have any number of trains π€·ββοΈ
But more than one and crash is inevitable.
why would trains crash if there's signals
This is you saying to not use signals.
on bidirectional rails
This is a scale model of what I have...
I play alone and it's really hard to go to the other side of the map every time to check something
or in other words, remove these
What you're suggesting is build a dual-rail, signaled system with certain bidirectional aspects.
the scale model unfortunately is too small for it to be built
greeny this is a bidi to mono converter, you need those
you don't tho
Which routes back to "just build a dual rail system"
this is all you need for conversion from dual rail to bidirectional rail
red = path, blue = block
I will try to do what you drew
if it's dead-end bidirectional rail, replace path with block
But why?
Why are you so committed to bidirectional rails?
I just don't understand what does your junction achieve differently than this one?
seems really overcomplicated to me
less waiting theoretically
bidirectional is pain
a bidi system with multiple trains will have horrible wait times no matter what
still, if I had multiple end-of-the-line stations, I'd just build this, not that huge junction that separates directions
Look at you handing out trade secrets π
When I say "don't do bidirectional rails unless you know exactly what you're doing" that is one of the setups that comes to mind @deft lichen
And you're just.. gifting it to people π
I was just thinking if this is some extra elaborate way of deterring people from using bidirectional tracks π
btw, doesnt that one have the danger of locking up?
if one train wants to go where the other is in right now
Yes.
Signaling the bidirectional part of Ondars is critical.
Looks like a convulted way of doing dynamic pathing, in a way.
good point, it's assumed that trains won't go between stations built like this
alright, I think I understand the big junction now
it's effectively a truly universal junction between 3 bidirectional tracks
the directional split provides waiting room for trains
@median heath I still don't understand why these are needed and why they can't just be removed π€
It can work without them.
Just, as I said:
What you're suggesting is build a dual-rail, signaled system with certain bidirectional aspects.
Which routes back to "just build a dual rail system"
can't it deadlock with them tho?
The way McGalleon drew it? No.
what's on the end of the bidirectional rail?
The station?
then it doesn't need the signals at all?
Now I am confused.
Did you miss this part:
It can work without them.
then why put them there?
Whether you put them in or not is your choice.
If you're asking why some would and some wouldn't -- not my department π€·ββοΈ
hello, how many fuel generators (at 250% oc) i can run with a single refinery (150% oc), standard fuel, oil node ( not essential, 5 industrial fluid buffer's worth of backlog) (pipes mk2, if it helps), i don't really need math, just the ratio coz my current is 1:2, 15 refineries to 30 gens at oc said above, i need to increase power production by as much as possible without changing the original design of my base
Power isn't linear with OC. So you will get imprecise numbers if you OC generators right now.
i know
Change is being implemented in U7 to fix that.
simply just donβt OC generators
*until U7
problem solved
U7 hits Exp later this month. So it's entirely worth it to wait.
so can anyone please tell me if i can expand the current model?
what? how did you get βdonβt play the gameβ from βdonβt utilize a system in the game which while is functional can cause issues and a major headacheβ
sorry
i don't need exact numbers
i need to increase power production n i don't care how little i'll gain
the problem is that design took me dozens of hours n i''m about to throw it out the window
one 1 fuel gen at max clock uses 24.28225 fuel
divide the amount one refinery makes by that and youβll have your answer
or a 1:4.63301382697 ratio
all good
i'm just panicking, coz max cons jumped way about my estimate
yeah it can be confusing
cons of making a megafactory on your first save
ooh
oooooo
if i oc them more i get increase the amount of gens
cheers!
ghost pingβ¦
i mean either way i get the ping, whatβs up?
with ~2.88 fuel extra yeah
what it would cause is a refinery will turn off every now and then for a bit
yeah but in my design refineries that produce fuel for power are hidden two stories below main floor
what the eye doesn't see, the heart doesn't grieve over
whatever works for you
Now finally on Floor7: Uranium Fuel Rods production! https://www.reddit.com/r/SatisfactoryGame/comments/yl8qt6/i_finally_got_to_the_uranium_fuel_rods_floor_7by7/
How's that for compactness, @median heath π (I didn't want to hide any belts, so everything but pipes can be seen)
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Not bad.
Beautiful
Ah, the beltwork is "clockwise". As in: items move clockwise around the room overall
It's interesting how when I'm trying to force myself to build more spaced out, you're working on compact π
I'm flattered by this unexpected compliment. Thank you π³
I did "spaced out" in my Sushi Fuel Rods factory already. Not as much as I wanted, but I felt like I had too few examples of "compact sushi" and 5x5 challenges interested me, so...
It's surprisingly fun, though making 20-items-long sign lists for belts is very tedious 
Like, imagine the sign list on the right here, but 3 times as big π₯²
For one belt
umm, is there any way to have the same amount of resource going each line?
i have 3 line same production, but different usage
any way to send the same amount everywhere?
A splitter?
like split every line and merge them?
You want to split 1 line into 3?
can you merge the three lines or not due to belt limits?
Or 3 to 1?
nope, i have 3 lines but each line has a different resource usage
nope. i still want to have 3 lines but with each line balanced out
yup i think so
Here
Multiples of 3 in satisfactory are too easy
Manifolding is easier though π€·ββοΈ
Any balancer you need (to the person who deleted) you can literally google "Satisfactory <first number> to <second number> balancer"
With note: Anything but plain multiples of 2 and 3 will be outrageously complicated for you.
Especially for balancers that require full throughput
manifolds are easier but not always possible or preferable
for example, i have an input of a resource. 3 stations with a ratio of 60/30/10 and i want to have a buffer with 2 equal outputs. a 3/3 balancer is preferable to a manifold
ratio based on what output i need, not the item/minute
in that case I'd build 3 lines with same ratio of consumption π€·ββοΈ
nope because i need 2 lines only
for what?
oh, i said 3/3 balancer, sorry, meant 3/2 balancer
then I'd merge 30 and 10 and build two lanes with 60/40 ratio of consumption π€·ββοΈ
i can make a screenshot later to show, but i'm busy with something else now
but what i wanted to convey is that manifolds are not the be all all the time
and I wanted to convey that unless you restrict yourself artificially with some rules, then you won't ever need a balancer
Manifolds are easier and faster to set up and upgrade than load balancers and are as efficient.
You can have reasons outside of that of course but like greeny said, you never need them
i know. around 99.9% of my setups are manifolds. but i don't swear by them. in the example i gave it was simpler for me to set up a balancer.
yes they are not easy to upgrade but in this case it never will be changed since the input and output will not change
also, load balancer look cooler than manifolds
that's kinda subjective, I like the look of manifolds more
pretty sure the simplest 1:3 split balancer requires more thought on placement and layout than just having 2 splitters in front of machines.
And yeah 'look cool' certain falls outside the basic factory needs.
I think circles look cool but most certainly doesn't benefit my factory mechanically.
and yet people make factories with aesthetics
some even make buildings with no other purpose than to look nice
That's our argument though what we're saying - it's an aesthetic thing.
as i said, i don't think in the example i gave a manifold was preferable. not because of aesthetics but because of the way the containers would be filled if i used a manifold
i wanted a stable equal rate
Just wanted to acknowledge this as inspiration to get 4 fuel rod manufacturers onto a 5x5 foundation grid π»
Make sure you have a path out for overflow in case the game fucks up is all I will say.
Looks nice though.
Yes I plan to recycle those back around, with some provision for overflow
The cells are on their own set of 'dumb' splitters in the centre of the 4 manufacturers
cycling them back around won't stop a clog, you'll need a sink.
I'll come up with something clever, that will take me two or three tries to get right
is this a sensible thing to do? I have 6 inputs and 7 outputs, with 2850 throughput if thats important
What are you trying to accomplish?
Are you.. making a fluid balancer?
basically split things up without handling exact numbers
yeah its probably a balancer, if it works that is
You should handle the exact numbers.
Also: Do not think about pipes in terms of belts.
i don't think i am? I'm not really sure what else to do here
Work with the exact numbers instead of trying to make a massive balancer
If you need specific amounts to go one place before anything goes other places, use Variable Output Priority junctions (VOPs)
I'll look if it works and if not I'll sort it out
i said i will post a screenshot of what i was talking about earlier. here it is if anyone cares
i prefer this to a manifold
Is this the most unnecessary large factory to produce encase steel beams or what? π
actually saying that, i'm quite new to the game and this is the biggest thing i've made ever
don't worry, you will have to scale that up soon
Just make sure for any segment of pipe, their flow rate does not exceed pipe capacity. But this is really crazy, you could simplify that by splitting them into individual systems
Gonna pump these number up 10times. Good job btw
just wondering, how would i get my pipelines to stop having a fluctuating flow rate
Going to need more context.
Pretty sure I know what the issue is though.
my pipeline close to my power plant keeps having a flow rate that will go up to 600, then drop down to 0 then go back up to 600, and so on
Did you let the pipe completely fill before turning the thing it feeds on?
Is the pipe looped or does it come to a dead stop?
wdym
Does it come to a dead stop at the end of the pipe?
Screenshot of the end of the pipe?
the pipe just goes straight from my water pumps to my nuclear power plant
k
Water gets to the end of the pipe, if the reactor is full it can't go in, so it sloshes backwards which reduces the flowrate of the system.
Depends if you care about non stuttering production.
If you do don't have any junction you don't HAVE to have. Like sev said if Point B needs X fluid have Point A send X volume. Tons of junction makes plenty of opportunities for backflow and stutter. If you don't want really smooth production don't worry about though
ok
simply connecting as many consumers as one pipe supports would have sufficed
this balancing is more likely to result in weirdness and cause long filling times
One of the quickest hacks i found for sloshing is to have a 1 or 2m vertical rise and fall, which forces the pipes prior to the rise to fill, and reduces backflow when machines taking from the system start and stop the flow
I have a feeling that feeding machines fluid from below leads to less sloshing issues 
from above*
I tend to build from above. Beams 4m up are used to set pipe paths and positioning from the machines, just have to keep headlift in mind if you feed from too far above
That last bit of pipe is useful to act as a micro-buffer
I also tend to build fluid input from above or at least same floor level
Feeding from above is βbetterβ but I prefer the look of feeding from the bottom
if you can make it work: good
No. I meant what I said (and I said nothing about how well feeding from above does π€·ββοΈ)
If you feed from below, all prior pipes must be full, reducing backflow (or so I heard #math-and-meta message)
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
I have a counter argument to "path in, block out" mentality that I will type up at some point.
I don't think it is the best way to do intersections.
if it works it works, no?
Yes that is a given. This channel is about finding what works better though.
separated rails
True.
But in the context of what most people build, I believe just using blocks is better for intersections.
well in context of what most people build, that would be roundabouts π
ehhhh I seem to have MORE issue with it personaly xD
Possibly because it prioritizes passing fluid along the manifold rather than up the feed pipes
That's where Valves come in π
Your piping work has a... Particular history

valves make things worse π
And my pipe history is a lot cleaner now tyvm.
In bottom-fed systems?
It's the main place I use them.
pic?
Uhhhh. That was last run π¦ I haven't made one yet this time around.
Ah not critical.
I use them to force fluid amounts to stay where they are.
Like if I am shoving 600 down a line and the first block needs only 450, I will put a valve after the block set to 150 -- so the 450 is guaranteed to stay in the first block.
I fiddled with something like that but wasn't working well. Settled with a vertically stacked manifold with the feed pipe fro mthe bottom
150 then goes forward and merges with more water.
ahhh injections. Hates them.
Your choice.
https://satisfactory.fandom.com/wiki/Balancer
Have you tried belt compressor / decompressor?
Balancer may refer to Load Balancer or Belt Balancer. Splitters are built in a nested way, such that all downstream belts or buildings receive an equal amount of material, regardless if the supply belt is providing sufficient input. A factory that is built this way tends to start up faster, as there is no need to wait for the internal storage to...
Im in the try to avoid needing to split/balance camp.
Preferred perfect ratio manifolds
He need 4 to 6 belt de-compressor. This page contains a section how to compress belt and he might need to build a reversed version
Meanwhile, someone totally didn't design a 789->0 throughput controller in steps by 10 (easily modifiable even to change precision)... Turns out it wasn't too complex and smaller than I thought too @ionic galleon
Don't have a picture at hand, but it's not too hard to imagine: one row of 3 smart splitters followed by mergers (main line) a row of splitters next to it and next to that a row of mergers (going backwards).
The last smart splitter takes 60/min off the main line to be split. Send whichever outputs you want to be merged back on the main line (eg: split in 2, then in 3 and you get 10/min outputs). This allows to get any possible throughput in steps of 10/min (more steps by adding more splitters), simply smart-splitting 60/120/240 and so on using the other smart splitters when you want to reduce the throughput by more than 60/min
Eg: a reduction of 350/min would equal: Smart-split 270+60, send 40/min of the split MK1 belt to the main output and be left with 350/min coming back
do you guys just deal with irrational numbers or do you work around them?
Just round up and give zero care about it
Unless you are dealing with recycled product, that's when you have to check the underclock settings
45-81 rule eliminates them.
never heard of it
Book incoming:
So the premise of the 45-81 rule is getting production in "clean numbers" with respect to clock speed.
As you may or may not know, the game enforces a 4 decimal limit on clock speeds (it does not care about parts per minute, nor does anything in the game actually operate on parts per minute, EVERYTHING is done in individual cycles with respect to clock speed for cycle time)
Example: if you tell a Smelter to do 20/min instead of 30/min, the clock % changes to 66.6666%.
The UI will say 20 ppm, but this is a lie to make you feel better about yourself. The machine truncates anything after xx.xxxx%, so you do not actually get 20/min, you get 66.6666% of 30 (which is 19.99998).
Now, to MOST people, this doesn't matter. But I am a stickler for precision, so not actually getting 20 bothers me (even though you'd literally see a production difference only after a couple hundred thousand cycles).
So the math was done to find out how to make production lines "behave", and the first thing we solved was the 81 part of the rule. With respect to Rubber/Plastic - always do them in multiples of 81 and all machines in the recycled loop automatically fall within the 4 decimal limit. No repeating numbers, no imprecision.
The 45 part of the rule applies to non-oil products. Do your final product amount in multiples of 45 and everything in the production chain automatically behaves without you needing to think about it.
Exceptions: Caterium Circuit Board, Pure Iron, Fine Concrete
(CtCB and PureFe usually outweigh the rule because you'll be doing them in such large quantities that they fine a common multiple somewhere up the chain.
No one should ever use Fine Concrete.)
Note: 45-81 is the lowest whole number multiple, but you can cut them in halves to achieve closer to your actual goals.
I.E. 45/22.5/11.25/5.625/2.8125, or 81/40.5/20.25/10.125 (going lower than 10.125 on oil causes issues)
So if you needed 100 Plastic, I would instead say to make 81+20.25=101.25
it's just for people like Sev that are bothered that their production is 0.000001/min off
us normals that don't care about it (as the game isn't that precise anyway), we just round up the clock speed, so if you have 66.666 repeating, we do 66.6667% and the machine idles for a few seconds every hour (not a big deal really)
Didn't heard about 45-81, but i do always round up and it just works.
He asked about irrationals. I didn't randomly start this one π
well yeah I answered the same question as you did π€·ββοΈ just from the POV of "normal" person π
i meant more for like when a refinery is set to 84.6243% speed but ill definitely think about the 45-81 rule
This isn't an irrational number though?
its not very round either
If you want round numbers you're going to hate this game.
84.6243 is probably a fraction of some kind
846243/1000000 gottem
something interesting i encountered with non round numbers is when i had to set a line of foundries to 98.7654% speed
if it's exactly 84.6243%, then it's not a problem. If it's e.g. 84.62431853...%, then as I said, you can round up to 84.6244% and it'll work.
in a calculator that number was 98.765432198 repeating
an entire line? why not just one
Yellow lights on production machines are a sin against ADA.
9 foundries
if you want to really go ham, figure out what percents are perfectly representable in fp
to keep stuff even
well you won't see these unless you watch the machine 24/7 π€·ββοΈ
just make it 98.7655% and it'll work
it already does
It's not about what I see.
It's about what I know.
i know nothing thus i never get upset
~~which sounds like a you issue π ~~
Not an issue because I follow 45-81.
you follow a rule you made because of a restriction you made π€·ββοΈ still sounds like you're just doing extra work because of yourself π
its the Sev Principle
even if it technically doesnt matter, it matters emotionally π
and mathematically i guess
since it is a mathematical thing
numbers technically dont matter, but the math says they do
π
One thing I have noticed is that this game is alot easier to deal with if you max productions out at 600 items a min or 480. The machinery ratio usually is much cleaner and no strange decimals
Non-playing normal person 
Outputting like that also makes things easy for sushi π
Eg: you have >180/min free throughput for any extra output you may want (or will want) from that factory, without adding output belts
i just prefer to max up all input belt to 780/min to save headache. The output belt i am fine with less than full belt (which will then be compressed before going to the train)
the headache is then to keep the input belts single-segmented π
Or be a "normal"(?) player and don't care 
but that throughput...
single segment? not sure what you mean. belt can be single segment if it is less than 56 meters, or more segments if longer
mk5 belts lose max throughput over belt to belt connections, so having full mk5 belt for longer than one segment means you're getting less than 780/min
(and you can belt-weld to make a segment longer than 56 meters)
so that's why I said that you need to keep maxed belts single-segmented, otherwise you're losing throughput
how to belt weld?
Is there a way to from a MK5 full belt get a MK1 Line of 30 or 15 items per min without sink anything or using it in any recipe?
uh, what are you asking about? do you want so split it into belts of 30/15 ?
so you want to split 780 into e.g. 750 and 30?
so you want to limit a belt to 15/min? that's not possible
And.. in this case?
what is your usecase for this? why do you need just 15/30? that may help me understand better what you want
I have a sushi belt that goes for my storage area with a max of 15 items/min of each item in the game.
I was wondering if i can just join 15 items of another random item that is travelling in a belt of 780/min. I am not using currently the 780 items/min so overflow will give me like 60/min everytime
if you have just 15/min items on some belt, you can just use a merger to join it
Yeah but my idea is get a 15/min belt from a 780/min belt no matter if i am using/sinking the other 765
well yeah you need to use the sink if you have more than 15
then you can use a smart splitter from 780 belt to a mk1 belt, which gives you 60/min. Then smart split again to 30/min and again to 15/min. Merge all the overflows from all the smart splitters and put those into sink. You'll be left with 15/min
Yeah i come to that solution. But i was wonder if i could do it without sinking, but yes, i think that is not possible.
it's not possible, as soon as you have more than 15/min, the items need to go somewhere
great! let me try it and i will add it to wiki
@frosty owl oh it's you discovered the belt welding
Nope.
I just discuss/post a lot about it
Load Balancing can achieve that.
Split 60 off, split it in 4, merge 3 of these back with the initial line with some priority merging
I think the concern was that if the main belt backs up, the split-off belt will start getting more and start delivering the full 60
it can only continue to deliver 15 if the main belt is continuously consumed/sunk
I've got a slight issue with my refineries where I am trying to maximise my output and get all the 2nd layer refineries to take in 40 polymer resin per minute. The coloured lines are my original idea of pipe work with each colour having an excess of 10 resin left in the pipes. My thinking is that the black lines are pipes connecting the sections to use up the excess. Ask if you need anymore information but will this work?
working with pipe lines is not my strong suit π
But satisfactory doesn't have a priority merging π§
You dont use pipes for poly resin its a solid item.
Looks like residual rubber?
And by chance have mk5 belts yet? Or mk4
Ah i feel stupid haha, yeah it's residual rubber and i'm only on mk4 belts currently
wait, mk3*
Ok then split it in half. Two feed left side two feed right
Oh
Why not just make rubber the usual way?
Ok then your setup will work as is just dont connect the three sets. Its pointless really
The black line I mean
using the standard rubber recipe from oil will make less rubber. I wanted to increase my rubber output with the other recipe
Yea just did the numbers myself I get what your doing
But yea you will have 10 left over you could maybe merge it but would be tricky.
Actually do you have smart splitters yet?
I do
thinking of overflowing the system before its active and flowing the excess over to 1 refinery?
You could put one before you split to the three and set to overclow
Yes maybe could work
Something like this, where the black squares are smart splitters and the line is the belt?
Yes but you cant have two inputs on a splitter, so the two outside ones would merge into the center black line somewhere
I got you
If you place mergers on line A and splitters on line B and connect the mergers with the splitters so that you output from the final merger, line A will have lower priority (the more mergers/splitters, the more priority)
I say you'd have to do priority merging because trying to 45/min with the incoming 60/min would result in both sides stuttering; you only want the 60/min to back up
Mmm i think that i am not understanding that. Can you draw it?
(This become more like a logical problem that something useful but is fun)
Let me do a quick sketch
The orange mergers are placed on outgoing lines from a station. The splitters on incoming lines from the factory (overflow that needs to be put back in the loop to keep the belts flowing)
The effect is that the lines going from the station back up, while the ones coming from the factory can fill up the belts (each merger gives them half more priority)
Same for the yellow mergers, it's the same thing, just different destinations after this room
Is this clearer, @tawdry sail?
'bout half my playtime in a nutshell π
I dont think so.. maybe a i am stupid.
Maybe with numbers i would realize, but i dont see it
If you're up for it, I can share a save where you see it in action. Pretty self-explanatory once you see it, but I don't have a video on it
I might be able to find something on YouTube
~3:00 you can see it in action. 2 containers are being used as the inputs, the expected result is having one of them output with priority over the other
https://youtu.be/q4WCHx1W0KY
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Still rarely if ever a need to even build this.
Wrong answer(?)
Honestly? I'd just change the clock on some refineries to take in dif amounts if at all possible. It's much simpler
is there any way to calculate how long do you need to build your hyper cannon to get to the area that i want?
Trial and error is your option there unfortunately.
:/
dont forget to save before you launch
yeye, i already learnt that the hard way
it's truly a rite of passage to hypercannon yourself up, through, and out of the map
A Hypertube cannon is a specific setup of Hypertube Entrances and short Hypertube segments, which can be used to reach very fast speeds, capable of crossing the entire playable world in seconds. Hypertube Cannons abuse a bug in Unreal Engine's physics system, allowing the user to gain momentum at an exponential rate. This gain in momentum is dir...
All of my hypers are point-to-point.
technically mine are also... but i boost the entrance speeds so much i move faster than the load times and phase through the walls when i screw up
cant wait to see how many tries do i need before shooting myself to the oil field
Those seem too close together imo.
yeye ik
yea, space the entrances by at least a support each
time to go find out what it's like to be a bird, have fun
the only reasonable course of action is to double it and see what happens
YES
done
!wikisearch hypercannon
didnt get me any further :C
See how on the outline I have you all the entrances have a short section of pipe from them?
See how none of yours have pipe?
Welcome to the hypercannon club.
yeah. thx π
now let's wait for devs to remove it
yep
Devs removing cannons would be one trigger for me to actually save editing to create teleports instead of cannons π€·ββοΈ (in a new save because my current crashes scim hard)
booooooooooooooooooooooooooooooooooooooooooo

well I'd like to see it replaced with more reliable and balanced mechanic π€·ββοΈ
Ripping out my map wide cannon network would be an enormous pain in the rear. so I'd just have to mess with the system to force it to work if nerfed.
well you're the one relying on unintended mechanics π€·ββοΈ
preps sympathy basket for when they put in the cave biomes
Naa I usually work around nerfs.
I'm not sure having your tunnels clip through a ton of stuff would be a nerf xD
I doubt it'll happen but it's something I'd like to see, like also having a largish island (bigger than paradise to connect infractructure back and forth
It's these things I'm more concerned about, crossing the map in seconds, I prefer the in-game build for fast travel, not the save edited method of teleport that just don't feel right.
I mean it's not the worst thing in the world to get up from the comp and get a drink if you have to travel to anothe rhub for a couple min
I guess, my normal tunnel network tubes do that, six minutes instead of thirteen seconds though.
@charred oxide
I'm vaguely surprised any increase in iron ore was needed for that tbh
what increase?
I think he means using Pure/Alloy.
as in extending the iron ore with alloy recipe
And then of course we turn all those steel ingots into iron rods -> screws as your fav recipe right greeny? π
that is everyone's fav recipe π€·ββοΈ
Steel Rod is such a good alt.
xD
Using it for Frames 
we're not joking tho
I know I know it's very iron efficient
and you can even use it for other things than screws
yeah was looking at it for possible changes in my HMF plan but it doesn't reduce the coal needs enough that I don't still need to import some anyway. And I just ... happen to not use rods elsewhere
I think it's screws, rotors and frames (other than buildables) and I don't use screws, I use a dif rotor recipe and the steeled frame recipe is convenient
copper rotor plz
anyone know which plutonium fuel rod recipe is more efficient, I don't care how many machines it will take i am just running out of most recourses near my factory
just by taking a quick look it seems like the alternate recipe (plutonium fuel unit) would be better
If you're sinking the rods, use the base recipes all across the Plutonium line.
If you're planning to use them for some reason, use the alt for Rods.
whats the difference between the two when it comes to sinking them
You want to use less resources if you're sinking.
PCC's are expensive.
And you're using only 20 Cells per Rod.
You want to use the Base recipe so you use more Cells per Rod.
The goal when sinking isn't to make the most Rods. It's to get rid of the waste.
So you use the recipes that cost the most nuclear stuff per output to get rid of the waste in the most efficient manner possible.
Getting the most Rods costs a ridiculous amount of aluminium.
I assume there is enough water in the world to use the Pure alt recipes for all metals?
Yes.
There are millions of Water/min available.
there is basically infinite water
so I assume it is the best way to make bars, right?
most resource efficient
Purely from that metric it's Pure Copper and Iron Alloy.
they have a higher input:output ratio at the cost of more power and using water
what makes alloy superior?
but doesnt that cost copper? water is basically free?
So?
You're trying to make Iron.
Only reason you'd add Copper is if you had it available and weren't doing anything else with it.
There is 70k iron on the map.
You're going to be fine no matter what choice you make.
thats not the point
ok..................
So then accept the answer I gave you.
Also your computer will fail before you minmax every node on the map.
Just saying.
its not really possible to minmax everything, for multiple things you always need to prioritise x over y
hence the subjective answer
Also you're computer will die before you succeed with that
Aluminum scrap water output is confusing me
I swear I'm doing the math right
but the pipes still overflow
and that stops production
I have the following setup:
2 water extractors -- produces 192 water / min
2 refineries for sloppy alumina -- consumes 480 water / min
3 refineries for alumina scrap -- produces 288 water / min
The pipes overflow with water. What am I doing wrong?
The pipes are not connected to anything else, just the localized aluminum production
I tried underclocking the water extractors to 190 water / min and placing a valve to limit flow from the refineries back to the input
It still overflows??? That isn't mathematically possible, so where is this water coming from?
Is this a known issue or am I fucking something up real bad?
Did you build a VIP junction for recycling?
Green = Recycled.
Blue = Fresh.
But it should go without saying that mathematically the pipes should not overflow when the production is not fast enough to do so
Textbook example:
I see, so that's how you prioritize fluid input from one pipe over another?
Yes.
I assume the top pipe is the priority?
??????????????????
Pressure???
so the bottom pipe is priority?
Pressure keeps priority in the bottom pipe by not allowing the top one to input.
You read my first image right?
Where Green = Recycled.
okay that's some weird ass real life physics I had no idea about
oh sorry didn't look too deep into it yet
...
At least that's easy to build, thanks!
I'm guessing the problem with your setup was a) assumes continuous flow and b) valves.
just don't understand how < 480 / min exceeds 480 / min
Valves.
it was confusing the shit out of me, and still does honestly, but I'll just pretend that never happened and install a VIP valve
VIP junction*
Are you... trying to push 480 through a mk1?
no they're different rates
π
480 combined but the production and recycled are both < 300
well shit, what if somehow that doesn't work?
I'm gonna upgrade all the pipes to mk 2 and see if somehow it is fixed xD
I believe in the junction solution but I'm curious now
Oh, the physics make sense to me now that I really think about it. Gravity pulls the higher fluids downward, applying force in both directions from the pipe junction, so those forces neutralize. However, there is still a force (pressure) coming from one side of the lower fluids (the byproduct water being created by the refineries), so the net force follows the lower pipeline.
That's probably incorrect logic, but it works for me π
Or maybe it's because if the higher fluids were prioritized instead, then what'd happen is the lower pipe would overflow, and that's where pressure actually comes in. I suck at physics π
I think I might actually get T/F questions wrong more than half of the time with physics
how to get smart at satisfactory?
I just watched videos of people playing it and you'll see all sorts of things they do to optimize things and make things look pretty
@wind spade First time I'm using the manifold fill time tool and here's a complaint: I wish there was a setting to calculate the fill time for the whole manifold, not just the full time of "all but the last two machines".
Example: if I feed this set of machines x items/min, after how long can I expect overflow from the input belt?
Just don't try to apply the (wonky) game's fluid-logic in real life 
Do sushi.
You'll have to learn everything just doing that 
A sushi belt is a belt carrying more than one kind of item
This can open up many possibilities in logistics and different designs
Does anyone know (or remember a link to a related convo) wether using MK3 and MK1 outputs for a splitter being fed 240/min does always assure a split of 60-180? ||Assuming input doesn't fall behind||
I think I remember that the MK1 belt should get a bit less than 60/min but I can't quite recall why and the convo around it...
@median heath I used the VIP junction and it didn't FICSIT. But that was when I found a glitched pipe. Got no idea how it got there. The recycled water wasn't flowing back to the input. Now everything seems to be working. Finally π
And this explains how the underflow was causing an overflow
the splitter will try to give both outputs half, which will generally result in the mk1 being filled to capacity and the other getting the rest
but if the input is "choppy" and there are occasional gaps, that can mean the mk1 belt actually gets less than 60 because there's moments where there's nothing to give it
I didn't consider an irregular (but still 240/min on average) input, thanks for pointing that out!my question still stands though π€
Why not use a merger to merge two of the outputs?
Tbf, not even smart or programmable splitters can always safely protect against choppy inputs :/
Eg: try full up a MK1 belt from a MK5 with Pure Iron Ingots on it... No matter what rules you set, the gaps in ingots are so big that the 3-items buffer aviable doesn't suffice to keep the MK1 belt full 
When trying to max a belt out with irregular flow i always preceed it with a storage container and only tap overflow before the container.
It requires a full container to work, but it does work.
Sorry, was that question directed at me/my convo?
any way with scim or others to see remaining nodes at a glance, to see how big I can make the final stage of the space elevator?
Load your save files into SCIM, the remaining nodes will be the ones without a miner on them
or do I just start counting them
Alternative: load savefile on SCIM, open the statistics and check the raw inputs used. Compare those to map limits
Hey ppl! Just finished a oil rig in my new save with the intention of storing the fuel, rubber and plastic. I now need to make a computer factory and was looking for some advice as I didnt want to use up the plastic from the rig. Should I be aiming to make excess (20/m) or just keep it simple with 1 or 2 manufactures?
computers
Simple is best for starters. Less to regret once you notice your mistakes and/or change output goal
Yeah that's fair. ty
you'd need about 100/m plastic for one manufacturer making computers
Yeah its kinda chunky that's why I didn't want to go to crazy
Any idea where I can find a list of the max resources?
SFTools, input list of the calculator
Actually posting it so I can refetence it later:
Map limits from SFTools
Heh... Cute 
||When compared to map limit||
30 reactor is quite impressive. Which alts you used for the uranium fuel?
Technically instantly, as it doesn't do smart splitters
wait a minute,
i can't put this number in beacuse its too specific.
will the fact that i have 1 digit less and cant put one more change my efficency?
wdym by "have 1 digit less"?
433.33 instead of 433.333
tools shows i gotta do 433.333
but that is not possible
but you're not limited to two digits
that's just what the game shows (and it's rounded number)
tools also show a rounded number, just to 3 digits
this seems to be 433.33333333 repeating
which is indeed not possible to achieve, but you can do nearest higher clock speed number
which is 90.2778% clock speed
(for a miner that does 480)
aka mk3 pure
just pick a different target number for aluminum ingots
then that issue vanishes entirely
433.333 just so happens to be a third of 1300/min
500/min could also yield nice numbers
So now my nuclear plant is fully operational, can decomission my past turbo fuel plant. Will reclaim 1200 sulfur. Gonna make that into some nice batteries! I think anyway.
Nice
Tbh dunno when/if Im gonna build the plutonium power. Maybe once I get to 500GW of continuous production
living up to your name tag, I see... I'm at 75GW on my best save π
hey, what is the difference between turbo fuel and normal fuel?
Ingredients and burning time per fuel unit
Burn time and color
so no power difference?
...
If it burns slower it can supply more generators with the same amount.
Meaning more power.
Still not worth making imo.
i can't see the case where you will reach 500GW uranium and yet still need to add plutonium. Only when you already have Uranium + Plutonium in mind when you first build the nuclear setup. (max sink point setup only consumes 540GW)
Yea I already have a plutonium setup to make me 22.4 a min plut rods. Its currently being sunk tho. Map-wide max consumption atm is 230GW but avg is only 130 atm
what's the max sink setup? phase 4 parts?
yes. and the actual item rate to achieve max sink is at AWESOME Shop wiki page
@fierce ruin
can't see a reason to sink Pluto
Waste-free nuclear is a reason to sink Pluto
Well, as of now anyway havent built the 224 nuke reactors to consume said pluto. So yea needs to be sunk at least for now to keep the uranium nukes from piping up waste
And yea not dealing with the waste is cool
Waste is pretty easy to deal with, just send them to one of the sky corner.
At 2km far they cant really hurt you
Not when you fill up 5 container slots a minute π
2520 uranium waste a min is alot
I mean, after you converted them into plutonium and burnt these.
You can also just do 434/min if you're fine with having a little bit extra bauxite
Hey is there a way to make a priority conveyor belt?
smart splitter
Umm, can you PLEASE explain?
Hmm, i'l look into it. Thank you :D
Does anyone have any good layout/setups for aluminium?
you can use online tools in pins or in #welcome to make some layouts
they do the math for you and you just have to place the buildings π
Build your factory.
Not someone else's.
helpful...
are you looking for numbers or a floor layout?
production calculators can give you all the numbers using the alt recipes you have
Numbers was encapsulated in greeny's reply.
I was attempting to answer the actual layout question. π¦
I mean... you asked a very generic question, it's impossible to answer it without more information
Bauxite to refinery - solution to refinery - loop the waste water back in and scrap to foundries/smelters
is this the right build for splitting 5 items p/m to 4 and 1
like left side should get 4 items p/m and top 1 p/m
You can do a 4/1 split with a single splitter.
huh
One side needs 1 and the other needs 4, right?
yes
Send 5. Split in half, 2.5 each way.
2.5 > 1 so eventually this side fills.
After which it is capable of taking only 1, shoving the other 1.5 to the other side.
Perfect 4:1 split
ty
here's a very tidy aluminum plant with a li'l power surplus and no deadlock issues. can retrofit it into an old 8:3 coal plant, too
you can get more resource-efficiency using electrode or (later) instant scrap, but the clean ratios and simplicity are pretty nice with this one
Do you not have Electrode?
yeah, but the ratios come out different and I haven't bothered diagramming them yet.
also, with electrode I would probably spend the byproduct water on diluted fuel rather than coal gens, so it turns into a bit of a different concept overall
Sloppy + Electrode is tied for "best" aluminium line.
Water is simple, just recycle it back into the line with a VIP junction.
the goal was to design a tidy system with no deadlocking, by using the coal and byproduct for generators. and the numbers came out rather pleasingly
building for max resource efficiency or setting up loop-backs with VIPs are also solutions, but they are different solutions that aren't what I was solving for
Fair.
Do the gaps do anything here? I place my cannons super close together
If you place them closer and it works for you π
@median heath I'm thinking of using this alt
If you want to use it, use it.
No one is going to play the game for you.
Fair
Or use u6 satisfactory tools to decide for you
no alts, the alts just look plain worse and more time consuming #screenshots message
I actually just used that recipe yesterday
It seems to be decent as long as your crystal oscillator production is good.
One thing's for sure, the OC supercomputer alt, that one's bad.
best alts are the sloppy alumina and pure alu ingot I've found
alts are subjective
pure alu is only good if you don't really need alu
when i have 3 belts with various outputs, can i just split them into 9 mk3 belts, and then merge them in a weird way, do they then balance each other?
when the system overflows
so like the belts fill up because more production then usage, they should overflow and balance each other right?
3:3 balancer, yes
Balancer can be easier to build if you just let the belts to clip everywhere
No alts? Even more impressive
balancers are rarely easier than manifolds
no
true
Thats how in part my non-fissle material setup is. But its 2:1.
1 nitric acid to 2 non-fissle
YES
balancer is branching like tree, while manifold is like the intake / exhaust pipe on the engine. More on wiki
!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...
buncha nurds
ok?
Speaking of nerding, currently making plans for another 1800 plastic plant to feed a battery factory
uh, you mean 1800/min plastic plant, or 1800 plastic plants?
Lol yea guess can see that.
1800/a min plastic output one facility
