#math-and-meta
1 messages · Page 26 of 1
I have gotten to the late game for the first time, and am working on the Nuclear Plant of my dreams. Doing the math, I can pull a maximum of 2100 Uranium/m.
I am using the Alt Recipe for UCells in 42 Manufacturers at 200% Overclock (not the full 250 so it gives me some round numbers), which will use all the Uranium at a rate of 50/m per machine to create 1680 UCells/m.
I am using the Alt Recipe for URods in 42 Manufacturers at 200 % Overclock (This is where the round numbers were made), which will use all the UCells at a rate of 40/m per machine to create 50.4 URods/m.
50.4 URods/m powers 251 Nuclear Plants at .2 URods/m. Does this math seem correct?
50.4/0.2 = 252
THANK YOU. I could've sworn I did the math before and got 252, and when I wrote it out I got 251. Leave it to me to drop the ball at the last and easiest part. This makes my brain happy, 252 is a way more useful number.
If you've got the shards, 252/2.4 = 105
Much easier to build.
I might, I was just trying to get base numbers down
or 100 at 250% + one at 200%
Fair enough. The real question is gonna come when I choose where the waste is gonna go. Turning into plutonium is an easy choice, but do I burn than for more power, or do I Sink it.
Set it up and sink it first, can always change your mind later.
A fair point. Thank you again
staring at this spreadsheet trying to balance a turbo blend plant and petrocoke for an aluminum plant is making my head hurt
should i not bother with trying to split it liek that?
it feels like an intermediate step in complexity before actual nuclear
diluted fuel gives you tons of power already 🤷♂️
Diluted Fuel is far more than enough to get you to nuclear.
they only go for target output and not squeezing the most of existing inputs
not all of them
i don't actually need much power, i'm doing it for its own sake lol
Clearly you have not used Tools.
i have, but not the maximize function
diluted fuel with blenders > packagers
Are there online tools for math? In satisfactory
4800 fuel a min from that little setup.
I have been doing it all in my head till now
^ this is what you want.
Damm might be usefull late game
Idk if im mid game im at the point of mk2 miners mk3 belts and foundries ect
early still. it's still useful.
takes the headache out of of stuff like.. modular frames, or rotors.
Midgame imo is once you've researched everything in t5 and 6
I've got 8 conveyors with 300 items/min, which is equivalent to 5 conveyors at 480/min (mk4 is the highest I've unlocked), but I can't figure out how to evenly distribute the 8 conveyors into the 5 conveyors
actually, what if I had 5 storages which they fed into, unevenly, with the assumption that as long as I only draw items out of each of them at 480/min, there won't be a shortage anywhere
as long as overflow from one will feed into the others
Why?
Like is there a reason you want to compress them? Feed them into 8 production modules that consume 300/min
Guys, how many hard drives are on the map? I’m trying to find a great recipe I know
If you press N in game you can type math operations like a calculator
Thx
I need a recipe about screws, so if I haven’t unlock anything else, the probability of me getting it should be higher
it depends on your game progression, if you collect a few harddrives early, you are going to get early recipes as well
steel screws?
Nope
😦
The one you can craft screws with ingots and not pipes
that one doesn't save any resources 🤷♂️
dont you usually promote every recipe to being good in its own way? 😛
I know but I built my whole factory basing on that
And so I have to cover much more space using pipes
no, I say "situational", not "good". Also, stating it doesn't save resources is objective truth 😛
Rather than ingots
screws are not made from pipes tho
Idk how to call them
as they are called ingame 😛
Iron long things?
rods
iron rods
There we go
@wind spade was just working with the calculator and might seen a funny bug: https://www.satisfactorytools.com/production?share=ZIc5tuu6qpfNPsk4uQWg its telling me to use "-0x Assembler" producing "-0/min Bolted Frames" to feed 7,964 Manufacturer producing Heavy encased frame. Is this a floating comma thing so I should plan to produce bolted frames or does it mean that this part is unnesseccary?
nah those are a bug and are not needed
Is this all correct? using plastic and rubber to make plastic and rubber plus HOR, then make fuel from HOR then use recycled plastic and rubber recipes to make more plastic and rubber
not burning fuel to make power, Im running nuclear and geothermal only
and dont want to grab water altho if that makes me more plastic and rubber without increasing complexity too much then that might be good, but otherwise I think this is the simplest way to make plastic and rubber in a 1 to 1 to oil ratio
I dont need this much plastic and rubber but who knows maybe it'll come in handy plus it'll look cool haha
I was inspired by Kibitz's build where he was making over 2000 of each plastic and rubber so I wanted to do something like that but not to that scale
i mean, the resin IS an important part
especially when you do 1:1 and not 1:3
oh wait, no resin i guess
hmmmm
i think using the heavy oil alt is a better choice
HOR > Fuel > Recycled
downside is you need to use water
I've heard there is a throughput issue of Mk. 2 pipes where they don't reach 600 m^3/min? Is that still the case?
I'm only using a Mk. 2 pipe with 600 m^3/min throughput at my Oil Extractors, then they're immediately split into 2 Mk. 1 pipes. Would this still have issues?
Also, what's up with pipes? How can they be so overcomplicated and have so many issues?
(Ping me.)
Surely you have to consider power a resource
It's not like it's free, it's directly derived from resources
I would only consider power a resource if there is an active constraint on it.
I wouldn't use cast screws beyond the early game so I get the point being made here, but it does directly save resources
As in if making that power competes with the output you need for example.
power is considered separately. Comparing cast screws with stitched plates for example, power and space savings are the same, but stitched plates also save resources
@wind spade U6 is adding 5 refineries to the layout to turn polymer into plastic instead of just having polymer as a byproduct like in U5, not sure if this is desired, just wanted to show you in case it's useful info.
also adding extra water extractors
here's a comparison of a few different approaches to 600 rubber/plastic
if you only use Residual Fuel instead of Diluted, starting with Rubber is significantly better in terms of power/space, with a comparable oil cost
if you do use Diluted Fuel, starting with HOR is a good chunk more oil-efficient while being a bit less power efficient
You can make it do the full 600 but you need a careful layout, if you plan for 550 you can be less precise
Fluids are so random. The machines using oil from that 600 m^3 pipe are working fine, but others using 300 m^3 pipes are acting up. Everything else should be exactly the same.
Also, the oil buffers are full (most of them) but the fluid buffers are not.
What do you mean by "a careful layout"?
The only parts where I'm using a Mk. 2 pipe at 600 m^3/min throughput are pretty much like this.
is this at the later game
buffers are very often causes of issues
What do you mean?
The building there and what comes with it comes a bit later in the game (Tier 5 & 6).
You'd think they solve issues, not create them. -_-
So removing the fuel buffers could help?
if you have exact production, buffer should never fill up and everything should work normally - pointless buffer
if you have overproduction, your pipes will be full all of the time (or most of the time) - pointless buffer
if you have underproduction, buffer is also pointless for obvious reasons
buffer is basically just a big pipe
and because you want to have full pipes (as we know - full pipes are happy pipes), you want full buffers
I just thought it might help because fluids seem to do whatever they want.
which means that if you don't prefill your setup, buffers cause issues (because they are not full). And with full buffer it's almost the same as not having it at all
much better approach is to loop the pipe
-----+-----------------------+
| |
+--+--+--+--+--+--+--+--+
| | | | | | | | |
that, combined with "no valves", "full pipes" and "simplest possible setup" rules, eliminates 99% of pipe issues
Well, I have 28 generators in a two-sided manifold and that manifold is filled from both ends by two pipes (400 m^3 fuel each). You could either have a 2x14 manifold, or 2 2x7 manifolds; does that make a difference?
Also, I pre-filled everything but "module 2" has some issues, all other 8 modules are fine and working as expected. They're all built exactly the same.
What issues exactly?
It could just be a pipe connection issue
Well, the generators don't get enough fuel, and the HOR refineries (which produce it) are idle every now and then because they can't get their HOR into the pipe, or something.
are you going over pipe limits / not have enough fuel refs?
No that I know. everything should work exactly as intended.
Because I've had problems where I built something, and then realized that I use completely wrong numbers.
This is the HOR output manifold, and on the bottom are 2 of the 4 fuel blenders. I'm using Mk. 2 pipes for the section where there are 400 HOR – just like I would for conveyors – should I not do that? Should that entire pipe be Mk. 2?
What recipe are you using to produce 400 hor?
Maybe upgrade some of the pipes to mk2 just because running 300 is iffy sometimes
the efficiency meter is unreliable, unless you've seen them stopping and starting, don't trust it
Are you giving enough water?
They are.
In the picture it looks like you have 1 water pipe, but 800 can't fit on one pipe, check that
I'm using 3 water extractors to fill two mk. 2 pipes with 400 each.
Well, I'm using two pipes with 400 in each. One water pipe with 400 for two blenders which require 200 each.
Are the gens oced?
Yes, 26 of them use this and 2 of them are at 83.3333 %.
Therefore: 26 * 30 m^3 + 2 * 10 m^3 = 800 m^3
Btw, SCIM has that "fill all pipe inventories" (or so) option, how does that work? When I try to use that, my pipes are always filled.
Like, I can have no inputs and keep draining large pipe sections, and the fuel generator don't run out of fuel. Basically perpetual motion?
The fuel manifold looks like this and is filled from both ends by one pipe each which each are connected to 2 blenders and therefore (should) have a throughput of 400 fuel.
The 'two' manifolds are connected in the middle because the top 2 generators are only using 10 fuel each. Therefore the top manifold is using 380 fuel and the bottom manifold is using 420 fuel.
Should I instead use an ugly but equally distributed 238.0952 % for each fuel generator, so the top and bottom manifold consume the same amount?
nah screw that general clocking stuff, clock one generator only or something
What do you mean?
instead of equally clocking all to some percentage, clock just one generator per floor, if anything
That would require 66 generators though?
ok lemme rephrase:
"Instead of clocking all generators to 238.0952%, clock just one generator down"
i dunno what all others are clocked to
do you get what im saying tho?
Now, yes.
26 are at 250 %, 2 are at 83.3333 %. That consumes exactly 800 m^3/min.
i assume the 400 lines never meet?
so one generator line gets 400 fuel and thats isolated from the other one?
Oh, and with 'top' and 'bottom', I meant when viewed from above. They're both on the same floor. The 2x14 manifold can be thought of as 2 2x7 manifold connected in the middle.
Not quite, the two manifolds (if you will) meet in the middle. As describe in the above message (with the image).
well..... why
errr in any case....
why is this refinery full
oh wait
thats a fuel generator
ok better question
are ANY of the blenders or refineries stalling?
Well, as I said, two generators are underclocked to 83.3333 %, and I just chose to underclock the two top ones (when viewed from above). Therefore the top manifold (if they were separated) uses 380 m^3 and the bottom one uses 400 m^3. I just thought by connecting them, the bottom manifold could give it's surplus to the top manifold and everything would be fine.
What do you mean by stalling?
As described above, some HOR refineries have HOR build up in their output because they refuse to pump it into the full pipe, or something.
The blenders are working as intended, assuming they get enough HOR.
And for some reason the HOR refineries' oil manifold isn't full, with or without a buffer before it.
stall = machine stops production for a moment because too much stuff in output or not enough input
if the HOR stalls, consider a different pipe approach
or check for possible head lift issue
Well, I removed the oil buffer from module 2 and refilled the fuel pipes. It's now working again as intended, but I don't know if this is a permanent fix.
2.5 * 12 * 26 = 780
0.833333 * 12 * 2 = 19.999992
780 + 19.999992 = 799.999992
799.999992 != 800
🤷♂️
isn't marginal underconsumption like that good?
Underconsumption would mean fuel will eventually back up.
Which means things feeding into fuel will also eventually back up.
So if anything else relies on by product from this system then there will be issues 🤷♂️
Unless overflow hook with packager to deal with fuel backip.
Valve?? 😂
yk what I mean
I do, but words have meanings and we should choose them carefully otherwise people will actually build valves. 😉
Yet I have too little fuel. And my buffers aren't even full, so that's not the issue (yet).
Buffers also are not a good idea.
Given in a system like this they will never help you.
They either cause issues or effectively do nothing.
They do not help.
do buffers have any other genuine use than with freight platforms?
Aesthetics 🤷♂️
Well, yeah, it's called cheating
So would consuming slightly more than there is be better?
given that, after 60 hours, you will be missing 0.02 m³, you damn well know this isnt an issue
Yeah, I also thought such tiny differences wouldn't cause issues.
you will be missing 1 m³ of fuel after 3000 hours minimum
And you know that 799.999992 != 800.
and you should know nuance by now
wouldn't more fuel be lost if the grid were to trip, because fuel wouldn't be produced for around a second, while the generators would start instantly?
And you know I am literal 🙃
and you know im pragmatic
this isnt helpful for this issue specifically.
aiming for a slightly corrected value will not fix the issue of Mizuchi's Fuel Generators or fuel production line
Sure 👍
Ok, sorry I said 'exactly' but I consider a surplus of 1e-8 to be pretty close to 'exactly', especially in this case. xD
Ok, little logic question: if everything is calculated correctly, all machines are at 100 % efficiency (though that's apparently not that reliable :/), and I just filled all fuel pipes, why is the fuel manifold pretty empty again and my fuel generators are stalling?
Well, I removed all fluid buffers. Let's see how that goes.
Is there an easy way to fill several pipe networks, without screwing up other parts of the 'factory'?
If you accept the imprecision that is fine. It's your save.
As McGalleon pointed out it will take many hours for anything noticeable to happen.
For me, it's not about time. It's about if it will happen or not.
For generators the simplest way to turn a bunch of them off so they aren't consuming while the system fills.
Also I didn't scroll all the way up, but if you're at any point trying to force 600/min through a mk2 without looping it that could also be why some aren't getting enough 🤷♂️
Sevrahn breaking down after a stray photon messes through one bit in his RAM and causes a factory to halt production for 2 frames 😛
I don't break down though? 🧐
If I could, I'd also go for exact precision but you 'only have 4 floating-point-digits to work with, so . . .
And floating point rounding error and stuff will probably internally prevent absolute precision anyway.
I mean you can go for precision though..
and game is most likely less precise than that level of precision anyway
I'm only using a 600 m^3/min throughput mk. 2 pipe for two (I think) of the oil extractors.
You wanted to make 800.
But then you realize 800/12 is 66.666666-
So if you want precision you now just... don't pick 800 because it causes repeating decimals.
Yes, but it also allows me to make the maximum amount of power from those 300 m^3 of oil. And pragmatically speaking, it will take quite some time for the imprecision to be an issue. And even then, it might not even really be much of an issue.
Ah, you're solving forwards.
That's the issue.
Eh?
that's the issue in Sev's book
You're starting at the node and solving forwards from there.
I mean you also do not recommend it 🤷♂️
I do not recommend "I have X what can I do". But at some point you kinda have to "solve forward", e.g. "I need to use 2000 oil for this and here I want to build factory from 600 oil, what do I need"
I do not recommend solving forward without a clear end goal, but with end goal it's completely fine to do so
<@&387163995947270144>
Might just feel really funny or they're hacked or something.
you clearly are typing so im going to assume its on purpose
!mute 992412847944507476 spamming letter A 1d
Uraniumguy#9630 was muted | spamming letter A 1d
Dropping that 300 to 297 puts you at 792 which is perfectly distributed into 66 Gens. 🤷♂️
Or 26 @ 250% and 1 @ 100%.
Dial it up 1 notch:
299.25 puts you at 798
798 / 12 = 66.5
Still clean and no repeating decimals 🤷♂️
Might've been better but I didn't consider it at that time, and I'm certainly not rebuild everything again.
Also, are there no 'awkward' imprecise productions anywhere in the fuel production line?
In the 2 I just listed? Shouldn't be.
299.25 / 120 = 249.375% of the Oil Extractor.
299.25 / 30 = 997.5% of Refineries.
399 / 50 = 798% of Blenders.
Which is 6650% of Fuel Gens.
So is there any tool with which I can just fill my pipes easily, without them being filled permanently, which is what SCIM apparently does?
I have turned off all fluid generators and emptied all fluid pipes with SCIM (so every module would have the same amount of fluid in the pipes so they'd be full at the same time). Then I waited until the generators and manifold was full, saved, and turned everything on again with SCIM. But of course it doesn't just go that smoothly and work.
Yeah don't turn them on with scim. That turns them all on and start drawing from your pipe at the exact same moment, and since their holds are empty that's hundreds of m3 of liquid that's going to exit your pipes.
You need to turn them on in sequence, over time
They are not empty; fuel generators accept input when they're turned off.
Just turn like 1 off and they should flood because you’re overproducing right?
No idea why you’re messing with SCIM for this
Yes but that would probably easily take 10+ minutes for just 1 fuel manifold, out of 9. And then there are the pipes connecting the blenders and generators which also add some to the volume I'd have to fill.
I don't know why I'm using SCIM (for that). I know one thing for sure: fluids are by far the worst and most annoying part of Satisfactory and I'm kinda sick of them.
If you stop 1 generator the whole chain will flood behind it right? And you could have turn the previous sections on while building the last
And yeah - sometimes you have to wait while a system fills
And fluids are fine when you get the basics - you sound like you’re torturing yourself
well when you mess with SCIM on these things its only going to make it worse.
I dont know if Im just blessed or something but ive never had any issues with pipes - i know i know, anecdotal which doesnt help your situation. I tend to think that one of the problems however is that, because there are a few finicky bits, everyone jumps in with a ton of advice on how to "fix" it and even if someone isnt being actively helped/addressed they end up with this side knowledge. Problem is, in most situations, its just not needed.
You need 3 things to make a successful pipe network: 1) Less consumption than flow. 2) enough headlift. 3). patience.
With over 1200 hours in the game since update 3 Ive never had any of the issues that people have had, even when building large fluid networks full. So i must be doing something right.
I always plan for a bit of extra flow versus needed consumption. Helps reduce issues, and its not like belts where you see it stopped across your whole factory (even less of a problem with indicator-less pipes. (solves #1)
I alway start my production chains as the highest point - all consumers of the fluids produce from that point onward are always lower. This reduces the need to worry so much about adequate headlift - i also usually place an extra pump, uless the headlift for reaching the top of the network is already less than half of the total a pump can provide. These solve #2
And there is no substitute for patience.
I'm absolutely fine with waiting and even actively getting stuff ready if I knew it would do the job, for good, without me having to do it again and again.
I thought I knew the basics, I've played Satisfactory for an hour or two. It seems there are just a thousand tiny little things to know for everything to run smoothly.
I'm also wondering, am I just too 'stupid' to do the whole fluid stuff correctly, or is it just too hard and overcomplicated (and there are some bugs)? Considering how many people seem to be struggling (I think), it seems to be the latter.
I think it comes down to like i said: too many people have "advice" and all of them combined makes it far more complex than it actually. The other thing is that people try to treat it exactly like belts. It isnt. its nothing like belts 🙂 That is the other hang up most people seem to have. trying to "split" flows and "balance" fluid. you dont have to do any of that.
you also shouldn't
shouldnt what? oO
load balance fluid
oh. yeah. Its practically impossible and its a reallllyyy bad idea.
oh i said dont have to you are correct, you shouldnt is a better way to put it
yeah, that was my point 😉
Why more flow/production than consumption? Shouldn't producing just enough be, well, enough? Unless you're talking about 600 m^3 of consumption which seems to be buggy at the moment.
Also, wouldn't stuff start to backlog (or whatever the word was) and production therefore start to stall? How much is "a bit extra"?
The buffers from the producing machines should cover the spin Dow time
Personally I don’t do that
your setup can work perfectly fine even without overproduction 🤔
the bugs that required overproduction are fixed already
So quick basics?
Have the pipe manifold be at the same height or higher that the feed point of the machine
Loop the end of the pipe manifold back to the start of the manifold
Pre fill machines
Don’t use valves
Don’t try to load balance
Don’t use buffers
the floating point math error rounding something or other was? then yeah. no. you dont need over production at all. its always been possible without it, but it was just some small situations that it might happen and i just prefered not to deal with it
well there was "5m3 deleted from each machine on save load"
oooh yeah that one
I'm not aware of floating point errors 🤔
that was a bigger deal than any other bug
i dont even really know if that one (rounding) even is real or not. I could see it being a possiblity at extremely tight systems - ie nuclear - where even a tiny bit off and a tiny bit of pause in one machine may end up gunking up the entire system. My suspicion is, that if there is any issue with rounding, it smooths out over time and most systems wont ever notice it. And with Nuclear now needing 240 instead of 300, its easier to not be an issue anyways.
well there is always rounding 🙂
so it uses integers
theyre floats
not ints. It counts in 1000, but they are floats.
the litre to display change of m3 is to hide the floating point math somewhat weirndess. It basically reduces it by a factor of 1000 and so you dont see any difference on the outside - and hoenstly, the game doesnt really care much either. One time you may end up with "move 1001" and the next time you end up with "move 999" and it balances out over time.
(and more realistically its more like "move 1000.0000005 or 999.99999995" and you notice it even less
given tho that the mk3 pipe mod is discontinued and broken broken now... im going to guess that has somethign to do with clamping things down and making that kind of rounding errors even less of a problem, and will probably never mention it again so as not to confuse or mis-inform others
😁
Well, I kinda can't do the whole "create a loop from back to front" thing the way I built it. But it's still being filled from both ends.
I'd pre-fill machines, if it were that easy. Pre-filling normal items is trivial (especially if you're a bloody cheater), pre-filling fluids is kinda annoying.
Well, I used valves at some places on the oil extractor side of things. And I used buffers before because I thought they'd make things work better, not worse.
i will give you that the tools that are given - buffers and valves especially - are for very specific purposes and not helpful in other situations. and the game does not do a good job of explaining that at all
Yeah they work different than what people think. They do have specific uses though.
As for ‘feeding it from both ends’ , that’s mainly what you need yeah but I’d have to see the whole set up.
From here out though plan to have space for a loop
But how do you have space on a two-sided manifold?
1 side of the junction is for input, 2 sides are for generators, and the remaining one is to continue the manifold.
add another junction...
m m m
input ---- + -- + -- + -- + ---+
| m m m |
---------------------
Fair enough. xD
Well, yeah, haven't planned enough space for that.
Also, could you have the loop go over the manifold, or would that height difference be a bad idea?
or ... change your designs. dont do a two sided manifold. Use two pipes from a junction at the begining:
m m
---+---+---
| |
input ---+ |
| |
---+---+---
m m
Lots of ways.
And yes, the loop can go over the manifold if you want. I wouldnt make it very high cause then you run into headlift issues, but yes, it can.
again, as long as headlift is enough to fill the top pipe, and as long as you fill your pipes before hand.
Ok, thanks. I'll consider that for future builds.
In this case, I upgraded from the previous version of that power plant and I preferred to not increase the width of the modules, so I didn't think of that. And maybe I just didn't think of that in general.
does satisfactoryproductionplanner know something we don't?
why does it say this recipe makes 18.8/min when the game says 18.75?
Rounding?
judging by the numbers it gives when i change the output to 1,000 i don't think it's rounding. it seems like it gives pretty precise numbers
in order to get proper numbers i have to change turbofuel output to 1,002.6667~
Weird. When I calculate the per minute value from "5 every 16s", it's just the expected 18.75 though.
this is with output set to 1002.6667~ which is 18.75 converted to 18.8
maybe this site is just outdated? idk
So pipe shape in this could be important?
I’m not 100% sure if this matters
- I have the initial pipe feed be just above a lower pipe that is the loop and I have the machine inputs pipes branch off the lower.
This might not mater
This might mater
This might mater but only for specific designs.
What planner is that? Don’t recognise it
Just new webpage planner? I’d trust whatever one gives you further decimals
So prob tools
that one is precise it just seems like they have a number incorrect
@steady dome so like this but with the feeds going down (I don’t recommend the pipes feeding upwards like in this pic)
From your description it sounds like they rounded 0.75 to 0.8 which is unacceptable
^
actually yeah it does seem like it's rounding to 1 decimal place. turbo motors should be 1.875 but it has 1.9
but it's only with that one number. all the others are precise
yeah it's pretty dumb but i still like it for some of its features. all the calculators have things i like and don't like about them so i switch between them
I wear aluminum is just messing with me at this point. I'm trying to do large scale Sloppy + default scrap but every setup i've tried so far stalls if the outputs isn't 100% used.
The latest one I tried was a block of 4 refineries, 2 solution 2 scrap.
Both water ouputs feeding back into one of the solution refineries, but after deleteing the output belt and putting it back in i've noticed the water output clogs the whole thing
What is that tool?
I still don't know what's a nice number of reinforced steel bars to be producing per minute
It's like I have to do 3750/min just for 100% efficiency
- A standard reply would be: however many you need for your next stage product + couple for your building use and no more.
- Why steel bars instead of pipes? What do you need them for?
Hello, can anyone help me with my fuel setup?
I should be producing 1200 turbofuel/m but no matter what I do I can't satisfy my generators.
I'm splitting it to 2 600 pipes which each feed 53.3 generators @ 250% clockspeed.
MK2 pipes struggle delivering max flow. Either carefully adjust the pipes so you can get them to behave or add one ore more pipes to lower the throughput-per-pipe
Ah, okay. I've tried everything with the pipes, can't get them to behave haha 😄
But what If I split the pipes from 2 to 4, so I have 300 each pipe (still mk2 and using valves), you think that would work? Or is there anything else I can do?
That's what I was referring to when I said "add one or more pipes". As long as the flow is below ~580 getting the expected flow shouldn't be too complicated
Perfect, was just making sure. It's my first time setting this up solo so I've been scratching my head how this works. ^^ Thanks for the help! 🙂
I just want to make sure, before I suffer more, this works right?
I suggest not limiting the valves. Let the fluids figure themselves out and overflow accordingly
Alrighty, I'll do that 🙂
To clarify: leaving the valves van be beneficial against sloshing. I'm just saying not to limit them!
Ah, so the valves have a function even though they're not limiting anything, that's good to know actually. So much to learn about fluids in this game jeez 😄 Thanks for the clarification
You're welcome. If you have more doubts or seek more details, feel free to ask, but if you're looking for a more "complete read" know that there exists the Piping Manual too, between the pinned tools and links 
Oh I didn't know, awesome. I'll def check that out if I'm having more issues, but always good to hear questions, as dumb as they may appear, are welcomed 😄
same (or even better) way to limit slooshing is to loop the pipe instead
At the modic cost of the ability to know the flow in pipes :P
I read that earlier when someone else had questions about pipes. Could I do something along the lines of this?
||Dumb questions just make us feel a bit smarter
||
yeah, that's ideal. Because then you don't care about slooshing, since it just goes around the loop (and slooshing is mostly relevant at the end of pipe, but loop doesn't have end 😛 )
TIL a lot... xD
Thanks for the help ❤️
Just don't ask wether to use manifold or load-balancing or you'll cause a world war
No worries xD
especially if asked in context of pipes
Both have their place and add a bit of variety when not building huge 😄
would be better if the main pipes were raise a little so that the little pipes that go into the generators are sloped down. here's an example of how i do it with refineries. it helps prevent backflow (aka sloshing) by giving the pipes a preferred direction (down). doesn't even need to be a steep angle, even a tiny bit is fine.
I dont remember this.
I know that the train station can't transfer the max transfert rate of 2xMK5 full belts due to the docking.
But truck stations could do it, right?
This seems to have been mostly corrected in the backend now. And unfortunately some of the "fixes" actually make it worse now
But sloshing is definitely real
Was this mentioned in the patch notes or anywhere else?
Somewhere it was mentioned the 5m3 hold that "disappears' on load of a game was fixed (that caused a lot of sudden draw on game load that messed up a lot of pipe systems).
Also, in general a lot of the optimizations done seem to have improved the manner in which machines draw liquid from the system in general, reducing some of the hiccups that occur there too.
In general even 600 input/600 output systems are pretty stable, as long as headlift is accounted for and a loop is used from last to first, and pipes are full
The 5m buffer was the only part I knew of
Plus there seems still a ton of misconception around what the actual unreliability is and what is just the nature of the fluid simulation.
Slosh/backfill causes unreliability for example, but isn't unreliability of the fluid system - rather its an intended(ish) complication, one dealt with by filling pipes fully and proper headlift , the return loop, and sometimes using gravity to your advantage
I still probably wouldn't do 600i/600o for nuclear tho. Anything that can cause disaster if it fails doesn't feel like a good place to risk it lol.
Redundancy, backup, acceptable tolerance are all real world strategies after all 🙂
600 works as long as you loop the system.
Dead stops cause the slosh which causes the issues because mk2s are more sensitive to it than mk1s.
Which I think is why they are altering pipes down to 500 max in the future, because it's too sensitive for how they want it to behave 🤷♂️
the fluid mechanics in this game are very sloppy
Where did you hear that? I believe it as an option, but I've not heard any definitive solutions yet (I assume such a path would also result in reduction of fluids needed for recipes
Not really. They are very good simulation.
Problem is... fluid movement is not something that is intuitively understood by most people, or their understanding is missing key features
Marv would have the link.
But they said their pipe balance is dropping mk1's to 250 and mk2's to 500.
All fluid recipes would be altered by the same % so production wouldn't be affected at all.
fluids don't move THAT slow
Honestly, I'd say I'd anything the simulation is too good, and thst causes problems because people don't really understand what industrial applications of fluids is like.
I feel like this statement comes from an assumption the pipes are smaller than they actually are.
Internal radius smaller, that is
fluids would never flow BACK if the pressure is being applied in only one side of the manifold
... again. That's a statement on thr assumption of full pipes. Partially filled pipes definitely have slosh. Liquid always tries to equalize. And backwards is entirely possiblr
And when you take liquid away from the middle of a pipe... there is now a gap behind a section of the pipes, causing backflow.
Yes. Higher pressure should indeed make that less likely, but it's not impossible. And we don't have an option for increasing pressure. Not really anyways (though it is part of the calculations, its just hidden behind headlift and flow)
I will say I don't believe the calculations take Into account going from a mk2 > m1 pipe should increase the speed of water, but this is a game and with flow rate being the value to produce/consume in this scenario, a mechanic that effectively created flow from nothing would be a bad idea 😉
Besides they call it flow and headlift in the display/gui. But its really also got pressure (but not super involved pressure, as I just mentioned) and volume as well in the calculations; they "simplified" it to just flow and headlift to reduce confusion (I'm not sure it may have had the alternate effect tho)
even without pressure, gravity itself should equalize water level in pipes WAY faster. It seems all the liquids have way too high density, and behave themselves like a goo.
IMO pressure should be added as a variable in the calculations, instead of headlift.
It actually is pressure, not headlift 😁. It's just renamed and simplified because in real life it's pressure head, and it's far more complex than it sounds. I mean there is an entire branch of physics devoted to the study of how fluids move.
By using only the head part of it and naming it headlift the hope was too simplify the interaction for players by again being just about how high you can go and how much you can consume
I will certainly say the system does need some tweaking, and probably a bit in the way of a hidden tutorial or some adjustment with how it's introduced, but I have no idea how to do either of those things. No experience here
headlift in the game doesn't change how liquids move horizontally in pipes, so it's far from pressure.
I agree that developers should make it easy for the common player, but I think they oversimplified it to the point of it being counter-intuitive for anyone with a little more knowledge.
For example, electricity is simplified but it is still intuitive even for an electrical engineer.
I think the problem is that doing anything more realistic old have a huge performance impact
That's because they discarded pressure overall, or at least the effect of pressure over distance. Not with lift obviously, bt you can't have lift without pressure. But they did discarded the pressures affect on speed or anything like distance - there is no ONI or Minecraft equivalent of a "magma blade" for example - if fluids are hooked up to a pipe they will continue to flow all the way through the entire system (Assuming completely level) until they equalize - so yes viscosity is completely ignored.
But as F or F said... performance. Simplification. Fluid dynamics is insanely complex and for a performant system that doesn't cause too much draw on resources, it's remarkably good
That all being said, the combination of it being so very different from belts, a few bugs in the implementation early on and a few quirks resulting in a lot of "fixes" and strategies muddling the community knowledge base leads to a lot of confusion and a lot of people thinking they need something they don't or adding things they don't.
viscosity supposedly exists tho
and as for pressure: it kinda exists but its not that universal
like... a dead end pipe being pressurized from one end? that shitter will not stay still, it will try to move, even if it means moving against the supposed pressure
machine full makes that pipe a dead end
ive repeated that like 500 times at this point
and its in the manual
Pfft, reading manuals is for nerds
I think you’re making a lot of assumptions about how easy it is to manage hydrodynamics in pipes
Imagine if this game had water hammer, those 90 degree bends would be stuffed.
old. pre OC changes
thx
pre U7 (last tuesday) changes, since they changed overclocking. since you can now get to 250% proper overclock (and that actually means 250% power produced, not 200% like it used to be) 300 water would be impossible to provide to a 250% nuke
We should get together with @oblique hollow and program a highly realistic fluid Sim game. Obviously right, fluid Sims are stupidly intensive to process well, but we take bare minimum 3d world and graphics, and leave all the space we can for the Sim. Then make people try and setup a basic oil-> plastic refinery 😅
With all the byproducts and paths to complete that I know McGalleon would love to see in SF
that sounds liek a nightmare
Fluid dynamics is the 2nd worst dynamics and thats only because Thermodynamics includes fluid xD
i know right? But we could like, tell people its a way to make SF Fluids easier, give it to them, they get super frustrated with it and throw it accross the room and either a) never bother us again or b) realize how much easier SF fluids really are? 🤣
sounds like a win/win! (except for the part of having to make the damn thing and struggle through fluid dynamics ourselves.... )
I feel it would just end up finding out there's some good software some university uses and we'd essentially just gut that and gamify the UI
lol!!!
Uranium Fuel Unit really isnt worth enough the hassle with the extra work for the oscillators right?
although it is a 50% improvement on energy output... is this one of those "depends" decisions?
actually, is every nuclear decision a "depends" decision? I mean, in general is there any part of the process that is objectively better or worse?
It is to sink it to get rid of waste.
but wouldnt I sink the plutonium rods?
whats to sink when Im dealing with uranium fuel units? its not even waste yet, am I missing something?
My bad. Thought you were talking the 2nd level of nuclear :/
no, im noobing the hell out of nuclear still
Well think of it this way - if you used that alt recipe and wanted to get the same power you could use it and build like 1/3 less of all the other infrastructure right?
thats actually a good point, sorry if my questions are dumb, but Im still getting the grasp of using the wiki and calculator properly
also, this is probably a known number, but if my math is right, for each 100 uranium waste I need a reserve of 83.3333 Uranium for recycling and disposal, right?
this is what Im based of
uuhh possibly - I don't recognize that calc
100 (uranium for recycling) because 250/2.5 and 83.333 (uranium for reactors) because of 208.3333/2.5
all the base recipes I take it?
im considering all alts
Base recipes is cheapest if you just want to sink it
for example the base recipes you need 75 waste to Non fisile and 25 to pellets
my calculation only got as far as fertile uranium, the rest is inconsequent for complexity I guess
I mean fair but I did just snip the part involving the waste at you
so, non-fissile is preferable?
It's cheaper in resources so it's often the choice if you want to sink rods
the wiki mentions it has a 3x higher WP, I dont actually understand what WP is, but I was going rfom that
I guess I thought it meant in the end it was cheaper
Not sure what that is either tbh.
but the base recipes for plutonium rods is the set used to quickly get rid of waste. You get fewer P rods ofc.
hummm, I think I understand your point, the extra Uranium should be pretty useful for a little sacrifice on production
Just depends what your goal is - you'll get more points with alt recipes because you'll make more rods but you'll need more infrastructure and resources
are you doing a maximum uranium rod power station?
i was aiming at something close to it
but I was struggling to understand how much uranium I should save for recycling
but if I dont use Fertile I really need to save nothing, I havent thought about it before
Well Max Power? you use all the uranium for uranium rods
There's probably some sort of ratio if you want max sink points and they probably talk about it on the P rod wiki page
yeah, Im pretty sure its 1 to 0.83333
but your idea is probably better
I mean, what sane person would prefer more tickets than power?
I'm building in circles for example - totally unescesary
Whoever goes for most tickets?
yeah, I get it now, but then I was mostly seeing it from a utilitarian lens
both 1 and 2 are more flexible than 3 imo
k
i like 1 but usually it means shoving stacks of 500 quickwire in and out of train stations
limestone can be found pretty much anywhere so if youre doing something that needs silica near a quartz node, the added limestone is not a problem
k but what doesz quickwire do?
I am doing 2 i think
WTF is this
in caterium
;) you know what it is
sus
But what is the problem
I cannot place a miner
You need to blow the rocks
How
Blow up *
Get predicted
where do i find that
Same way you found the rest
k
Look on an interactive map where to find some
ty
interactive map?
Yes, look up intervative satisfactory map
Can yu dm me the link?
Sure hold on
quickwire is for computery things after you've done 1 or 2 space elevator deliveries. silica is also for computery things but important for aluminum too
there are also quite a few alt recipes that use quickwire instead of wire so you basically combine copper and caterium with fused quickwire alt to do the copper and caterium stuff
once you have a lot of alt recipes and 3 space elevator deliveries, you probably also have a bunch of factories and logistics everywhere so having more choice over what raw materials to use and what products to combine into other products can help you do stuff like save power by making things faster or save one type of resources because you have a lot of another type etc etc
@frosty pawn thabks slot for the info
I was afk
Then my pc gpu temp got up to 93 celcius
im playing satisfactory because its so damn cold today. pc is helping 😄
Lol
You either ship the ingots and make the quickwire else where or bring the other items to the QW
or, if you want it entirely in game, you wander around until you find one of the sulfur deposits - not a node, but the rocks of sulfur (yellow colored in the rock) when you hand mine it ADA will inform you its sulfur and unlock the ability to scan for it. Then you can scan for it and go to a node
(or you can scan for it after the first node of the MAM tree? i dont remember its been so long)
Ah yes, heater
btw
I already have a 23 slots
of sulfer
But What is the explosive called=
umbrella
then use the MAM to start researching. Eventually you'll find the explosives
Sulfur + coal -> black powder + steel pipe -> nobelisk
ty
thanks yall both
My brain is fried can some one check my math? I have a belt of 600 Uranium, and each use of 50 uranium takes 15 concrete and 30 Sulfuric acid, so that means I need 180 concrete and 360 Sulfuric acid for my belt of 600
sounds about right ye
If those numbers are right, yes
Yep. You can always verify most of this stuff in SF tools, by selecting what your making and then going to the Resources and limiting it to what you have, then change to maximize output:
Have we got any hints on what will happen with the beacon ingredient for fuel rods alt recipe?
Not to my knowledge, which does make me nervous
no news on that yet but i guess probably steel beams?
is it correct? one fully overclocked pure oil pump (600/s) can sustain 133 fuel generators with diluted fuel?
Yup
You could also bump up even higher with turbofuel, but thats a controversial opinion
i wasn't prepared for THAT many generators... and each one is damn big too.
I made a blueprint that uses complex clearance to put 5 batteries in there too without using up anymore area
<laughs in nuclear>
<Laughs in nuclear processing and plutonium processing (and the loops)>
This might be cursed, but <laughs in bioburners>
Ever done a Remotely Throttleable Modular Input Full 252 Equivalent Nuclear Power Plant?
No...?
But I think bioburners still beat it
Imagine trying to create that much power in bio burners...
21k burners
Each burner is 30, right?

15750 burners then
Imagine needing to refuel of them shudders
<fuse trip noises>
how do i use valves to enforce feeding water byproduct back into prior steps in the process (i.e. aluminum manufacturing)?
on second thought, it appears that valves actually fucked up the entire process, and removing them (and redoing the piping in the process, since the valves apparently chopped them into weird little segments) fixed it
Am i better served using the byproduct to feed something else in order to avoid complications with backflow
you don't, you use pumps
check the pins for the Fluid Manual and use a priority input
or pumps
valves have this bad habit of not sustaining the amount you set them to, becuase of how they operate. Pumps just prevent backflow even when unpowered, giving you the same effect
Usually its easier to just dedicate a few of the alumina refineries to run only on byproduct water
and the others run only on fresh water
A whole zeno's paradox on having smaller and smaller sets of refineries running on smaller amounts of waste water
its not really a paradox, its a finite limit you approach really fast
I think someone managed to get to 1k 
You could think of biomass burners as "biomass-powered batteries" ^^
And since you can't clock machines below 1% (iirc, right?) it gets stopped quite fast
Or was it just power that didn't change below 1%...?
It's called standby button 😉
but that last refinery will produce waste water right?
at some point the scrap refineries dont make enough to feed a solution refinery.
it diminishes really quickly
its not a positive loop, its a negative loop
Sure but doesn't that mean there's a small amount that needs to go somewhere?
nope
pick whichever case you want
for every refinery fed with fresh water, theres a finite amount of recycling refineries needed
ah right. Didn't realise it conveniently ratiod
you get 1/3 of your input water back out
with default recipes
so you just need 2/3 fresh water and 1/3 recycling
for sloppy and default scrap its 3/5 of input
normal solution and electrode its 7/18
and for sloppy + electrode its 7/10
sloppy and electrode thus yields the most byproduct water
And then there is me with 1-to-1 refineries with Sloppy one being downclocked to 75% to match single electrode refinery and new unlimited water mixed to recycled water flowing back for each pair...
I think you could still do that with the right clocking
Yeah, I'm just weird.
And I do things like this. Picture from mockup before doing a blueprint set. Because I have to do 36 of the modules.
The weird thing in the middle is the priority input junction.
VIP junction my beloved behated
are you actually using those floor holes or are they clipped through
Using the holes.
Haven't had problems with my own save so far. Only once when helping another person.
Cannot place the refineries into the BP because of height limits, so will just include everything else and then manually place the refineries, lifts and pipes to them from the holes.
Probably more fitting here. Have 10 constructors running at 1%. Trying to figure out how much it actually save but I think MW only show 1 digit after the comma. Will try 100 after I update unless anyone else knows how much each actually consumes
What is the maximum stack size for uranium waste?
500
easier to just look at how much 1 constructor uses at 1% right?
you know you can look at the machine when you clock it to see how much it consumes right?
It just shows 0MW so it doesnt show it correctly
it uses roughly 0.003 MW
you can check e.g. here https://u6.satisfactorytools.com/codex/buildings/constructor (rounded to 3 decimal places)
that was on U6 though. I'm not sure how much they changed it on U7
just checked wiki, it seems it uses 0.0091 MW on U7
Wierd, I had 10 connected and they used 0.1 (or the game rounded it to that at least)
Ok with it using 0.0091 makes sense. With 10 that makes 0.091 and that rounds up to 0.1
yeah
Is it necessary to touch the nukes OC dial after the update? I've heard coal gens needed that to apply actual modified overclock? Or nukes will just know htah 250% means 'use 0,5 rod per min'?
I think they reduced water consumption so you'll have extra water, but it'll work
you can also just reduce all your nukes to 200%
that will be 100% exactly the same as it was before
other than less water lol
but everything else if it was carefully balanced, will be used in the same amounts
https://cdn.discordapp.com/attachments/910618766025576529/1051989991196213358/image.png mine just uses freshwater + recycled water and i make sure the machines never stop
I don't suppose you're around @wind spade ?
👀
Trying to pull at a logic thread using tools
I've got a plan I'm tailoring
I'm picking through the different Super computer recipes - the current plan uses Super state and the total oil use is 175 oil
I physically remove the other 2 super comp recipes that aren't being used and the total oil use increases
Just can't pick out what the 'change' could be considering I didn't remove a recipe that was being used
huh
Hi
can you link the two lines?
Sure one sec
this is the plan - as far as I can tell it's only using the super state recipe https://www.satisfactorytools.com/production?share=TwciTt7YyfJZbLkBI6ZD
It could just be me being a doofus
and this is with the 2 non used sup comp recipes https://www.satisfactorytools.com/production?share=Lh3nzaYsYe5BfiVO8NXK
it indeed is using only that 🤔
ok so my guess (well not a guess, it's most likely) is that maximise is at work here
since maximise doesn't optimise for raw resources, it just takes whatever solution it finds (as long as it produces the most possible)
and selecting different recipes changes the solver model in a way that it first finds a different solution
which is kinda a bug, but yeah... ideally don't use maximise 🙂
Don't put so many things in it at once either xd
Yeah it was just a quick dirty fix that I should not have done xD
that is not a problem, as long as all of them are items/min mode
I'm trying to minimize the use of certain resources and play around with it xD
yeah tools not really ready for that lol
It's a clutter issue for me lol.
yeah, just saying that tools can handle that normally, as opposed to maximise mode 🙂
yup 😄 Trying to build a world using minimum steel/alum/oil product
why minimum steel? the other two make sense but xd
Hyper local single factory using only resources within like 400m for absolutely everything to tier 8 (inc space parts)
trouble is - no coal. So have to use coke steel and electrode alum
fair
so xD I focused down the plutonium rod recipes to use least oil/steel - maximised the waste use to make 0.5 p rods pm, so without changing the recipe I just changed it from maximised to 0.5 and it's suddenly using more oil xD
well "use least weighted resources" may mean it uses more oil 🤷♂️
But I'm not changing any of hte produced item numbers? (as far as I can tell)
do the american thing and use more oil x:
no recipe change - just setting the production to what Maximise found in the first place
point being that the tool optimises for "lowest weighted resources", each resource is assigned a weight based on it's appearance on the map.
maximise just finds any solution. items/min finds the "least weighted resources" solution. So while the maximise solution may use less oil, it probably uses more of some other resources (especially the rarer ones). Items/min solution uses least weighted amount of resources
(if you're part of beta, you can try there, it allows you to change resource weights, so you can try there, though it's on U5 recipes and it may do weird stuff sometimes)
Interesting. I'm going to follow it down the line to see what changes
I think rubber concrete is the devil here
did not expect that change
here are weights for the resources:
Desc_OreIron_C: 1,
Desc_OreCopper_C: 2.4386694386694385,
Desc_Stone_C: 1.3314415437003406,
Desc_Coal_C: 2.2776699029126215,
Desc_OreGold_C: 6.375,
Desc_LiquidOil_C: 6.015384615384615,
Desc_RawQuartz_C: 6.702857142857143,
Desc_Sulfur_C: 10.289473684210526,
Desc_OreBauxite_C: 7.196319018404908,
Desc_OreUranium_C: 33.51428571428571,
Desc_NitrogenGas_C: 5.865,
Desc_Water_C: 0,
bigger number = rarer resource. The tool minimises the total weight, e.g. [amount of iron used] * [iron weight] + [amount of coal used] * [coal weight] + ...
til stone is worth more than iron
rubber is used more than iron in my world..
well "worth"... it's rarer
it's not really a "best" or "only" rating system, but it's one I have and works decently well for most recipe choices
It will take this many refineries to process an mk5 conveyor of iron ore. Should I use 22, and accept that not all the iron will be processed, or 23, and accept that the refineries won't operate at 100% efficiency, or should I use extra refineries and underclock to be as precise as possible
Or you overclock at least one of the 22 refinery
Build 22 and overclock the last one so it produces 10 extra/min or underclock a 23rd so it only makes 10/min
Instead of typing in the % at overclocking you can type the items/min
it's been a while for me, but is that water flow going to sustain itself?
i usually do extractors piping to one end, and one to the other end
Shouldn't be any problems related to the injection points to the manifold.
Even using straight runs on all should work fine.
but then i went back and checked, and realised i'd forgotten to connect a pipe
starting to stabilise now
But if you want, you can even move the two lower pipes one slot up in the manifold. To get all with straight runs.
it still wasn't stable, so i shift one of the extractors to the end pipe, and now it is
More specifically, the "issue" is that in the first plan the planner outputs "residual plastic" byproduct. In the second one the byproduct is "fabric" instead, requiring more oil than originally needed for the same amount of plubber made/used
how much energy make one nuclear reactor
hmm didn't see that - ended up finding other errors like the stator recipe and electro rods
yes that is a coal generator, very cool
(context is a few messages back in #satisfactory )
ah
the context is the kid wanted everyone else to do all the math for him and didnt want to learn
Tip #1, save your power shards for your miners, unless you are going to overclock that generator to 200%, in which case the numbers double and it is easier to setup.
Tip #2, It takes 3 water extractors split over two pipes to provide enough water for 8 coal generators.
Tip #3, make your power setups by water, electricity is required to move water up from its point of origin whilst
items on a conveyor do not require the same.
you produce the items for the space elevator, then unlock the milestones
Yep
You can either do the space elevator, or port your world into SCIM and cheat in the tiers and milestones.
If you chest in the milestones, did you really earn them?
It depends, I did it every time after my 2nd playthrough because I’ve already played the game and all I am doing is shaving ~20 hours off of my playtime.
I assume this isn’t @shy mist ‘s first time through?
Thx for the tips man 😄
Sorry, my comment was strictly about oil usage, since that's the resource I saw you mentioning
Hey guys- I just set the smelters up to produce 270 steel ingots- About to start on the constructors now- but whats an ideal ration for steel beams and pipes.
i see the steel beam one wants to eat through 60 a min 😐
ignore me- i found what I can do with em
When making encased industrial beams, use the encased industrial pipe alt
ill add that to my sticky notes.
there's no single "ideal" ratio because you'll be using beams and pipes a lot for manual construction, not just in production
1 beam and 1 pipe takes 90, so just gonna build 3x of this.
Steel beams use a lot more then pipes, so the alt is much better
I dont have an alt yet. Im not making encase beams at the moment. Im just doublin up each factory before i start next tier after unlocking mk2 miners
You don't have any alts?
Not even cast screw?
I have some yes- but not for steel bems.
throughout the game, you will use tons of beams to manually build (mainly conveyors, but other buildables too)
pipes will probably be used in much greater quantities endgame in your automated production, but they're important for manual construction too
so you need a healthy supply of both, regardless of what else you produce with them
I have cast screw- I went hunting this first! haha
just to clarify, there are no alts for steel beams or pipes. there is an alt for ENCASED beams, which is the next step after what you're doing
Anyone else really hate long conveyor belts?
Like, it feels like they have to be as short as possible or you've messed up somewhere
nah i use em all the time
I find long belts tolerable within a big factory if I can keep them tidy, but over open terrain I'll look into a vehicle solution
more of a design/style matter though
You can use the new blueprint feature to make good looking conveyor busses so to be fair I have no problem with it anymore.
a satisfactory conveyer bus could be just a bundle of 3x3 belts... we have 3D ! 😉
well satisfactory bus is also pointless as we have fixed input and fixed output, not like in factorio's malls and science
its annoying enough to keep mixed belts for autosorters running in Satisfactory... if you don't need to mix things, don't mix them ^^
I even built a rubber/plastic factory that doesn't mix outputs during the whole production process... much easier to debug and the same layout can be used for plastic or rubber.
I mix low throughput belts because it is a lot tidier having one or two belts mostly full than ten or more almost empty.
the problem is that mixed belts cannot properly block
Yeah they need to overflow somewhere, other processes, stores or a sink, if you can do it, great it makes for an elegant and minimalist solution, but it doesn't work for everything, saturated lines being the chief example.
at the moment I am trying to channel the output of an autosorter back into a train station (before overflowing this belt to a sink)... so I can have an autosorter distributed over multiple places
Doesn't science have fixed input and output though?
each research needs different packs in different amounts and takes different time to finish
so your consumption may be very much different from your production
Same with space elevator?
that's one-time cost
Also thats the first 30 min of the game, then its consistent
not really
After you research something, it doesn't need to be researched again
in SF you pay the cost once and then you never need the materials again. In Factorio you need the packs again for other techs
Then why do people devote the entire world's resources to spelevetor parts that fill up quickly?
the simple spelevator parts also get used later on?
that's not the point of what I said
Oh, ok then nvm
my point is that in SF you can keep producing things forever (and do) because overflow goes to sink. So there's never a case of "machines stopping because output full" in most games
Guys, what do I need to unlock to see my factory on the map?
while in Factorio, your production goes to crates or to labs, where consumption is variable in both cases
nothing, that's not ingame feature
Bruh wtf
Damn
I’ll use the mod then, but that’s disappointing
superstate supercomputer or regular supercomputer?
According to WP, superstate wins
Somehow OC supercomp seems to be the worst in all cases but I really like it
Are 6 heavy modular frames/per minute good for my fist factory making them?
I just got to phase 2 but I don’t know if they are a decent amount….
any automation is better than none :p
Does that mean it’s bad 🥺
"good enough" depends on the needs of your world.
Not at all. if it's enough for your needs then yeah, it's good xd
I mean, they are only useful for researches and to make manufacturers
I can basically build a manufacturer every 1,30 minutes
Yes, absolutely
They're used for space elevator parts too.
Manufacturers are a step up in complexity, good job getting it working sustainably 👍
and train stuff. looks very nice ^^
Computers are up next, those are easier though imo
i'm crafting some of them to make the exact amount to bring stuff i need with 1 train
i wanna bring more steel pipes in cuz they are eating my iron
so i'll look forward to them, thanks for your thoughts on that!
this is aesthetically pleasing jesus christ
Happy you like it!
i havent even gotten to putting my lines in buildings yet
let alone organizing them
That’s actually my first one, the thing I understood is that at some point you have to stop and do a real project that won’t be modified in the future. Before that, I had like 3 stages of factories that were there just to made me reach phase 2 and the materials to build that
how come u still have the "Build the space elevator" quest
I placed that down and completed the objective. Then I brutally destroyed it because it’s cool in design but I don’t know where to put it
ah
Yeah the tool was making several unexpected oil usages that I had to break down
I always think about that being a “temporary building”
I just discovered the power of generators that uses oil waste instead of coal 
imo sink the coke instead. Early oil production is very temporary and not something I'd want to base my power supply on
burning coke is alright. temporary sure. it helps with the power demand of oil
I think that if I find a way to keep the waste production, I might go for generators
It doesn’t seems to difficult
<famous last words>
It's not difficult, I just don't like very temporary power set ups that rely on other things. I segregate power and other production completely
do you mean HOR?
technically hor is the precursor to coke - so coke is still wate
I just realized, is there any reason to max out Mk 3 Miners on pure nodes? For example I have a Caterium node I am using to make quick wire. I was doing the math based on using a Mk 3 Miner Overclocked to get me 1200 ore per minute. But I just realized that Mk 5 belts can only transport at 780. Does it matter that I can produce 1200 if I can't ever pull it out fast enough
There is no way around it without modding the game at the current time. I do believe the devs plan on adding a second belt output eventually though.
Good to know, but currently, I should be doing my math based on 780 then, not the max numbers, correct?
Yes that is correct.
Although, bear in mind the b2b connections with MK5 slow it down, reducing your items/min to below 780.
This can be avoided by not having segmented conveyors and instead linking them into splitters or storage containers.
Oh really? Is that a well known issue?
Wait, so between every Mk5 belt, I should have device to break it up. That is wacky
it's one of the option they are considering, but it's not "planned" like that
will slow any belt down
simple way is to just split it into two belts as soon as possible and have two non-full belts
since you don't lose items/min, you lose max throughput
so if you don't have maxed belt, you won't be affected
Like greeny said - it also depends if you care about max throughput and finely tuning things
There are other options too
-keep it to 1 belt but only connect it to mergers/splitters rather than belt to belt (b2b)
-Weld the belts together to make it one long belt
How do you weld them and how does b2b change the throughput?
ok so first b2b
It's not 100% understood but there's a % chance that any b2b can stutter an item back on the connection thus effectively slowing down max throughput.
Low frame rates can make this worse and it happens on all mk belts
Welding - if you have to segments of belt connected you can build a merger/splitter on the joint, let it finish build, then delete it and it'll become 1 object
Belt welding does get WEIRD after like 500m AND if you go over 1000m theres the danger of crashing your game.
But as an example this is just 1 belt
Oh wowww good to know, thank you
belt welding on non straight/flat belt sections CAN be tricky though but that's not an issue most of the time and you can plan around it
You can place conveyors directly on pipelines?
I used wall mounts 🙂
On the pipelines? Or is there a hidden wall
Walls and mounts removed after building probably.
what baldur said 🙂
The trick to building neat stuff in the game is buy building tons of other parts you delete after to set what you want right xD
Fortunately you can usually now do the fiddly bits only once as a BP, and then spam it much easier.
In this case making a BP with some mounts hanging in the air at correct heights.
Simple question: a train is an equivalent of….120/ items per min…240…480…?
Depends on the incoming and outgoing belts and time between stations and number of cars it has
Oh
It’s possible to get more than 1000pm per car for example
On the wiki there are formulas for it
Really nice
Generally it’s pretty safe and simple to dedicate 1x 780 belt per car. Unless it’s quite a long trip that works
just use one freight car lol
Belt it over?
no need to math it out
Too far and also a disaster in aesthetics
a train is almost overkill for that
if you had drones you could eveen drone it over
What tier you at?
Oh I just forgot I also need another materiel
Just make a temporary belt- you’ll probably demolish or completely refurbish that factory soon anyway
I’m gonna use a train anyway, I unlocked them after 55 hours of gameplay so seem fair to me to use them
I made good bps for the railway
Just need a station layout for now
This aint.. right..?
what's the problem?
doesnt look proper to me
why?
you are merging 2 pipes into one, and have 6 generators
well the coal barely reaches the 6th machine
yes but thats not a problem right?
you need 270 water not 240
ah
how much coal do you have?
and 6 gens need 90 coal total
120/m
coal's fine then
hmm power is stable tho
so i'd need one more water
where do i put the pipe in tho..
this doesnt look right to me
it is right and works tho
but for expanding it wont work i guess lol
where, anywhere or the center?
put the pipes higher?
anywhere on your pipe lol
you can snap junctions to pipes
G G G G
E-+--+--+--+
E-+
E-+--+--+--+
G G G G
where you merge in that extra 30 water doesnt mater at all
why do you think it matters is the better question
because with belts you wouldnt care either
i guess i should use that layout
it's one of the possible 3:8 layouts
3 extractors : 8 gens is exactly enough water and uses 120 coal
whether you merge in extra stuff on a belt nesr the middle or the end or the beginning doesnt matter as long as the belt is fast enough
i see
What does the E mean?
what does matter is when you need to move more water or material than a belt or pipe can handle
water extractor
Oh extractors nmm
so 3 extractors for 8 gens
and "2" pipes
yeah
because 360 water
well shit, that means i need a lot more space in the air
time to destroy my whole build i guess
You dont though
i do, i only can place 6 gens in this corner
Oh i see
sad i dont have the materials for it
whats the recommended space between the coal gens where the pipes and belts run?
around 3 or 4 splitters wide
enough to fit your pipes and belts 😛
just build two gens and see how do you fit two pipes and a belt between them
see what looks good
well normally i always did 1 pipe and 1 conveyor but it fucks up so much
You want atleast 3 splitters between them. I usually have 4 for 2 foundations space
I just leave half a foundation and b have the piping above the belting. Half a foundation is enough for me to not have anything clip
hmm how so?
I have the belts on the same level as the generators (assuming manifold), so that part is easy. The pipes I usually place at max pole-height or on stackable poles and 4m are enough to snap a pipe from a junction to a pipe input. Since the inputs alternate, the junction on the pipe won't be on top of a splitter for the belt (which is "bad clipping" to me).
Not as I write from my bed 😅
But it's really straight forward. Assuming you line up the generators with a foundation (so the outputs are right between 2 foundations) you just place a splitter in front of the first input (4m of distance, half foundation), place stackable conveyor poles in front and behind the splitter to get the horizontal pipe and then keep adding splitters/pipe junctions wherever needed and connecting them all
You could build the belt and snap the splitters ON it too like with the pipe junctions, too
hmm... stackable conveyor poles for pipes
sounds useful
like this?
it doesnt snap and i dont think this is logical
decoration-wise this kinda fits
Erm... There exist attachments called "stackable pipe poles" (pretty self-explanatory), but they require unlocking :P
A normal (and high) pole can work too
But yeah, the final design is pretty much that: a stack of belt+pipe 4m away from the generators
i dont have those poles yet 💀
this works, though
I just use normal poles before that.
Since I dont like clipping, this works out fine because I make generators in banks of 4, which only need 2 pipe poles (no pipe-too-long-issue) which don't have to intersect the belts for how I built them
it seems like it works
conveyors "hold" the pipes now
Should i let each output of the water extractors run it's own pipe or merge 4 e into 2 pipes?
why 4 into 2
idk, cause pipe?
well because i'm gonna be needing more than 8 coal plants in the future
thats gonna be a problem for future you
your belt cant support more than 8 right now either
in that case: just build 16 generators then
build in 3:8 modules
why wait for future issues
don't connect the modules
yes
thats my planning, thats why im wondering how many pipes should i have
these are 2 coal plants i have
the bottom image can be mirrored for 16 gens
2 water extractors on one end, one at the other end of the pipes
that way you get 360 in "one" pipe
because its from both sides
otherwise you can just overclock the water extractors to save space
the top plant is built in grass fields
well i got this right now
best case, 3 pipes
well for 16 gens
thats enough for 24 gens then
refer to the image i shared of the plant that can be "mirrored"
thats for 16 gens
2 extractors connect to one end, 2 to the other end, 2 in the middle
oh okay so one line i suppose
my coal wont reach that tho
do i merge coal mid-belt as well?
hmm
the belts would need to come from 2 sides
either that or one mk 3 belt with 240 coal
Btw (to expand on my prior comment) I build generators in banks of 4 because:
- its half of the "golden number" of 8 generators, so it scales up nicely.
- If I overclock it I get the "golden 8"
- It inputs 60 coal/min, I like that, easy to balance
yeah i think im gonna go the 4-4 method as well lol
It's a bit more "granular" than the entire full-8 setup
or... i throw in 4 pipes idk
@snow dove
if items are on IN belt, no items go to OUT belt, and vice versa
color of the arrows - two different types of items
green = mixed red+blue items
OF = overflow
i have no idea how that works
if no items are coming through the red belt, the blue production from top produces a full mk2 belt, which goes through the green arrow, green smart splitter filters out red items (none), rightmost smart splitter then splits 60 to sink and 60 to output
if items come through the red belt, the green merger makes 1:1 mix of red and blue items on mk2 belt (60 of each), red items are filtered out and rightmost smart splitter puts everything to sink, since there's only 60 blue items, leaving none for output belt
OR and XOR gates are my favorite
(I have no idea if this will actually work with how belts and splitters are sometimes a bit buggy, but at least in theory it should work)
since you can make AND gate (assembler) and OR gate (merger) and NOT gate (this thing), you can make any gate
that is cool
As long as one doesn't chain full belt-segments, it should be fine
belts basically are the "wires", items on belt = 1, no items on belt = 0
which makes SF turing complete 🙂
i always thought it was interesting that switches in computers are getting so small, that if they got smaller they’d have issues involving quantum tunneling
Afaik, they're already making them so small that they have to account for some such effects. In other words, we're at the point where making them smaller would make the quantum shenanigans uncontrollable
the two different states of this gate (numbers are items/min on belt)
oh they also have to deal with the sun trying to sabotage them
basically certain particles the sun produces can flip switches in computers, which the computer just accounts for
sun wants to play some satisfactory as well
the sun actually rigged an election one time
a european country (i forget which one, american moment) was trying a new computer based voting system, and one of those particles flipped a bit in the counting system from a 0 to a 1, adding a few hundred thousands votes to a candidate
the sun apparently wanted the candidate to win
funny that the designers of them have to deal with electrons wanting to be somewhere they shouldn’t
ok guys i prob need help rn
im gonna use the 6 method, i got 3 E and 6 G, can i use the "overflow" of the 3rd E for the next batch of 6G?
or should i keep them apart
2 on pipe 1 from front, 1 on back
recommended to do 3E 8G
