#math-and-meta
1 messages Ā· Page 27 of 1
8 G need 120 coal
ah
what's wrong with it?
no lol i wasnt prepared to build 8G somehow, idk why
gotta move these then
... is that a mk 1 belt feeding coal in on the right side?
But you said youd do 8G, 4-4 jensbot?
Pure coal with a mk1 for 120 - 2 splitter for 60 - 2 splitter for 4x30 - 4 splitter for 8x15. 8 coal generators taking 15 a piece. For some reason, they're not getting fed enough coal
yep i forgot and started doing my old way
do you have mk2 belt?
somehow, idk
All mk1
well that can only do 60/min
Ahhh
(also, you can just put a row of splitters instead of what you did here, it's called a 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...
you can just keep what you have now, but it's good to know that manifolds exist and work
eh, the splitting is fine
because in the future, you may find them more useful
Ahh, okie. Ty
When you have the space to extend them, manifolds are easily scalable
classic moment when you overflow the power grid
Sweet stability 
so since this takes a lot of space up, where should i buy the next 8 gens?
G+G G+G
G+G G+G
G+G G+G
G+G G+G
so just build in the center of the valley there?
Yeah why not
hmm i could build here if i remove the trees n stuff
Even wirh them there you can build other buildings above them
true but the poles are annoying
Hey guys how much product do you lose in General bringing material by Rail or Trucks. I have a ton of trains and I am supplying more raw material then my factory needs but they are struggling to keep up . Looking for suggestions for my problem
if they are struggling to keep up you haven't set up enough throughput for it all
Are you using buffers at your inbound and outbound train stations?
I am buffering everything
industrial storage container connected to a platform with both belts?
so at your train station you have something like 1x mk5 belt into an ISC and 2x mk5 belts into the platform?
No I am using MK 5 belts for everything
that wasnt the question...
How are you judging that everything is "struggling to keep up"?
What are the "symptoms" you see?
'Sushi Thruster' is awful xD
do you have it set up like this when loading onto a train? and similarly for unloading? (arrows are belts)
I guess I need to look through my belting to machines again maybe I am bleeding over on one to another which is causing a platform to drain to much
ISC = industrial storage container
but I have been at this for 2 weeks lol every time I stress test my factory trains can't keep up on a few materials
OR you just have enough buffers after the station to completely unload it
If items back up at the loading station, you either need more trains (for the same freights) or to distribute the load between more freights
(Assuming the items are NOT backing up at the unload too!)
well the picture greeny shared is very valuable if you don't do this for outgoing and incoming parts
You need the 2 belts to make up for the down time while trains are loading/unloading items and belts don't move
No I am using a double station so when station is being loaded , the other station is running
for unloading as well?
I'm not sure what you mean by that. It'd probably be a lot easier if you shared over head shots of your set ups at both ends
What I said applies to each freight of each station
Just for unloading
show where they are going underground
The buffers are underneath both stations ore feeding the same buffer
With ISCs below I assume, right?
are the 2 belts feeding 1 ISC that has 1 belt going out of it?
it looks like these 2 belts from different stations are merging on the left?
ok but if you merge 2 belts coming out of the platforms you're cutting each belt throughput in 1/2
I have 2 trains on each station total of 4 trains bringing product in
Yep , I only need 1560 going in to a buffer and coming out of a buffer
ok but in the picture I replied to I circled 2 belts that look like the belts are merged before they go to an ISC?
guys how should i automate copper i got 4 smelters
Yes, each belt is the same, I do this so when the station pauses I get product from the other station so there is no pause entering the buffer it's always at 1560
like, i need those copper plating and stuff
I am wondering if you lose out on material using trains
no you just haven't set up your buffers right
example a mine is producing 780 and you move that by rail, do you not get the whole 780
from the train platforms have the 2 belts go directly into the ISC w/o any merges and then have 1 belt out of it.
In my set up for example 3 quartz buffers have 1200 going in and I am using 1200 out so I think maybe I am feeding to much with one belt which is causing the shortage. I just wanted to make sure trains bring product quick enough lol ,
are you merging all these belts together or something?
at the bottom yes, so this way the buffer always stays at a constant speed when trains dock.
so you're trying to merge 1200 parts per minute onto 1 belt?
There is no item loss (or duplication) in the current game in its entirety š
So I think you probably have several issues on hand but Iām going to bed.
Am easy solution is to set it up so you have two platforms each having a belt of 600 ppm feeding it like this
Thanks , I look at my game plain again
P is train platforms
Have you tried/considered adding more trains serving the same stations yet?
I have 2 trains on each station so 4 total
It vaguely sounds like youāre someone who tries to merge all the things together before trying to send it somewhere?
I donāt personally recommend doing that - it takes a LOT of planning and sorting and doesnāt really benefit you
Not knowing the distance, I cannot say wether 2 are enough or not, so I point you back to my question.
If the items back up at the loading station(s) leaving the unloading stations to starve, it means that the train(s) serving that station aren't enough
(It could also mean that you're trying to put too many items/min in a single freight, but since it's 600x2 that is clearly not the case)
Congrats!
Just look at the default ratios, copper is very straight forward...
If you need more space y just build more foundations
It's more a matter of how much copper you want to process
i know but i mean how im supposed to build something good
Worry about build anything to get done resources... You can improve our just add a second factory later
My first few attempts always look chaotic too š
For an early save, that actually looks very good
The biggest recommendation that I can give you to improve your aesthetics is to
- Make a custom color palate
- Anything that's floating will immediately look much better with some sort of support
would a factory making 7.50 HMF/minute be sufficient for some time (im at phase 3) or should i consider making a more efficient one instead?
that should be plenty
I finished phase 3 with 5 per minute
and I still have more than I can use in phase 4
alright then, thanks guys
(soon to not be the case)
So going to need 530 Assemblers, 84 Blenders, 207 Constructors, 47 Foundries, 260 Manufacturers, 26 Particle Accelerators, 489 Refineries and 17 Smelters for the Fuel Rod production and Waste handling...
overclock
Will look at the actual implementation tomorrow.
And I'm starting with just producing 2.4/min fuel rods and storing waste. Just have to try to do floor plan for the whole thing first.
First row of 12 reactors on separate system for restart purposes and 20 other rows as larger block(s).
1GW emergency coal plant with stored water and coal (or start with burner, in planning stages), 600m^3 oil turbofuel plant that can be started in stages from empty with that coal plant, then smaller nuclear plant that can be started from zero with the turbofuel plant and that can be then used to start rest of the nuclear plant.
Mocking up the power plant area. Rails are temporary. Right edge is ready with single row of 12 reactors, their water and then the 4+4 manufacturers and 3 drone ports in the south end building for the uranium stages.
Space reservation for producing the items necessary for the final assembler stages of uranium fuel rods.
Will probably do the radioactive stages of the water processing east of the power plants, and again supporting stuff to the south.
ā¤ļø
And yes, my factories are still just boxes. Want more than just foundations in the air but quick enough to get something done.
Concrete walls for utility spaces and normal walls for production machine floors.
cave entrances on this side of the map?
I need to evenly split 10 full pipes into 14 output pipes. I don't feel super confident this is enough:
is there a better way?
definitely a bottle neck on the ends, I need to connect to the outside as well, but aside from that...
Could make it 5/7 idk i hate pipes
You have 2 rows of junctions, extend the bottom one to be the same length as the top one
yeah, 5/7 is simpler
Guys how can a dog help me to generate slugs??
Yeah, but if the 10 pipes are full, you can't merge them
Strange question but apparently is possible
Just check the inventory from time to time
Omg lol
Just beware, nuclear waste
This feels better: testing throughput with magic machines
Why are there conveyor lifts with pipes?
Conveyor lifts pipes??
that's magic machines mod
Looks cool tho haha
gives me constant output to test
I hate pipes so much. I wish they'd average the throughput over a longer window
For MAX plastic production, is it still Crude Oil => Heavy Oil Residue, to Residual Rubber to Recycled Plastic?
with diluted fuel in the mix to make a recycling loop
residual plastic -> recycled rubber -> recycled plastic * 2
then take output from the overflow of plastic
ohhh
I'm trying to design a set up for a Max 600 input of crude oil, but I think a lot of my old math is now wrong
this is a bit long, but he explains the ratios well: https://www.youtube.com/watch?v=p1EsyGnT0IY
SATISFACTORY
Satisfactoryā is an FPS open-world factory building sim by CoffeeStainā Studios. You play as an engineer on an alien planet as part of the āSave The Dayā program - a program whose goal is to construct a massive machine for a mysterious purpose. Conquer nature, build multi-story factories, and automate to satisfaction!
UPDATE #5
- I...
from the plumbing manual, I think this is the best 5:7 pipe balancer:
no, the recipes still are good
cool thank you
drop a berry in front of it
there should really not be a need for a pipe balancer thatās just not how pipes work
try a manifold with some injecting instead, i think thatāll produce better results
remove one line of junctions, remove valves. Works nicely
best pipe balancer is no pipe balancer
if 5 pipes can hold it all, you didn't need 7 to begin with
My factory has 14 lines, each needing ~430 oil, and tuned that way to keep later products under a full pipe.
So total consumption is 5 pipes, but I need to distribute it.
I think I have a simpler method sort of working, but I need to test more
you don't is the main thing, pipes self balance so this will not evenly split and may cause flow issues
omg, don't do whatever this is, especially not with valves
why do you hate yourself?
the only method that you should be using is "connect everything with single pipe"
don't ever try to balance pipes, it doesn't work
Well Iām in too deep now. Gonna have to make it work.
Just connecting everything is not so simple since I gotta make sure no single junction exceeds capacity.
well first question is if you even need to connect everything
if you need X pipes, just produce X pipes
that's why you don't have unnescesary merging and splitting with pipes.
And you could just not connect and split them, it would take less space
Just remember - if you care about not having a stuttering production line you're going to have to tear all this down anyway
All this is because my spreadsheet it was wrong. Each pipe needs more than the 300 I thought they would
And I spent way too long building circles to re-organize that now
So Iāve never said this before, but I think Iām gonna have to bail my self out with packagers
Look, I can't see your whole set up but you're just digging yourself further into a hole it sounds like. Seems like it would be simpler if you just tore out the pipes and clocked your machines differently
Iāll share more pics later
oh shit - is your solution to 'load balance' pipes by puting them in packagers and unpackagers?
Hehe. Havenāt resorted to that yet. But Iāll take splitter math over pipe math any day
You don't even need to do that.
How much do you need in each pipe at the end?
and what recipe are you using?
I need 14 pipes of 425
that's weird, I don't recall a recipe that needs 425
Each one turns into just under 600 turbo fuel
ok so have a group of refineries clocked and merged to produce 425 fluid and only have those connect to a pipe.
Boom. Done.
If you want simplicity in fluids, which will save you head aches, have systems that produce X fluid to the next system that uses X fluid.
That is all the turbo fuel I can make, Out of the sulfur left over from making all the nukes possible
I am away from my computer, Iāll share more details if I canāt get it going tomorrow
why do you make turbofuel if you have nukes
There is no why. More power!
More power is aplicable when you have something to use it for
Nuclear gives you enough power to run basically anything
Eh, if someoneās production goal is āall the powerā why not?
Sounds kinda fun xD
split into 5 lines of 6 and merge 4 together?
what are you gonna do with the other 6 items / min?
idk put em back in storage probably
Donāt bother then?If your line only uses 24 then anything over will fill storage
I've used smart splitters to move excess to storage, but at that volume, just let it back up, or produce less
Meh, if you wait your storage will fill and itāll balance
ur 5 lines did not work
Tbh early on I just have an over flow container for every part. All your machines will eventually back up anyway
This tutorial is an essay from a personal perspective that serves as a guide to the creation of "prime splitter arrays"; collections of splitters and mergers that split resources by precise prime fractions. This is not possible for prime fractions above three using standard methods, but the application of some light mathematics can allow for pla...
oh wait i think i did something wrong
can someone help me with a question related to liquid flow, and how bad back flow can cripple a production line
thanks pal, coulda just said use valves
There are few times valves are needed. Most of the time they screw up flow
Yeah, I would reccomend agains valves unless you know exactly what you're doing
Same with buffers
no, powered pumps
Unpowered is always a bad idea
Having 0 head lift on the other side is bad
Am i just dumb or are trucks just not worth it? By the time it takes me to setup a highway for the trucks, record the track and build the stations i would be done just putting down a belt highway with blueprints.
wich has better throughput and wont get stuck on corners
Lots of belts everywhere can be ugly
Higher use of computer resources
Throughput loss on belts

yeah but why does setting up trucks be such a pain
pretty sure ill just skip to trains
those at least "just work"
I avoid the issue by having bases use local resources for the most part and run extra belts as needed under train lines
My brother in production, have you met trains?
once in my first world yes
but that was wayyy easier than trucks
worst part is that i cant edit the track once its there. (only being able to delete a mark doesnt count)
Can only imagine itās easier if you sloppily lay down tracks on ground with 1 train going back and forth
If youāre that low tier donāt bother with blueprints. Just slap down a few sloppy belts to unlock tech
im close to finishing tier 5 and 6
Ehhh depends when youāre comfy having infrastructure you donāt think will change. Tier 7 and 8 changes things considerably
Though to be fair you could do some proper train infrastructure and just expand it later
anything but trucks
first time i touched them, and never again
but ill do belts for now. Only need to move 300 rubber, and 300 plastic and some fuel
@gleaming plank
depends on your recipes, but if you use normal recipes its the top left image
ok ill try this, thx
Interesting... I use sloppy+normal, but I use 3 refineries, not six. A 40%/60% split sloppy aluminium and a 100% normal scrap refinery
that works too of course
the images dont depict smalles scale
just the general ratio in sorta whole numbers
for every refinery. making solution, you need 1.5 to recycle
40 * 1.5 is 60
Still I like to add a fluid priority merger to prevent this thing to overload itself
so that is exactly this
it physically cannot
i tested these setups
they are just as stable as stuff that uses a VIP
I had trouble when the output of the loop is blocked
the water output?
No, the scrap output
when that one stalls the recycling refinery stalls too after a while
The freshwater fueled seemed to produce additional liquid, which clogged the inner loop to the point where it could not run anymore
you just run full of solution
and yeah, even with vips you can clog the alumina lines
but the machine idle times. should resolve that
Liquid feedback can be a pain šš
its only the middle alumina section thats an issue, but it sorts itself out
just needs a few minutes
Most important thing is the damned new factory works reliably š
But"now" I have to extend my electronics production as preparation for some tier 7/8 items... Old factory only produces small amounts of everything, so I need a new extendible design. Maybe time to get back into blueprints...
So a six uranium waste processing lines per 5 rows of power plants...
Ah, and that leaves the first row to have complete processing line for itself \o/
Two lines.
21 rows of power plants with 12 reactors each.
Packages really nicely for single processing cell.
If i have the diluted fuel recipe and heavy oil residue can i just do this: 600 Oil -> 800 Residue -> 1600 fuel.
Yes.
And that is the basis for later game power setups running on oil and plastic and rubber production.
Multiplying what you can get out of each m^3 of crude oil.
i thought nuclear power would take care of that
didnt get that far yet
Power setups running on oil.
like the line says.
I personally have 600m^3 of crude to turbofuel to generators as middle plant between coal and nuclear I'm building now.
Some people never build nuclear and just run lot of crude to fuel or turbofuel.
via that multiplier combo.
those people usually cant be bothered by or hate nuclear
ah i forgor turbofuel exists
Did they fixed the max throughput issue for pipes? If I recall correctly, there was an issue with the mk2 pipes managing the full 600m³/min didn't they?
donāt think so
Depends on your piping basically. Simple ones can do full throughput currently. Even if it is 3km long pipe.
Or at least that one can do 599.4 that I need from it with current clocks.
3km long pipe coming from extractor and doing U under the refineries, with junction below each refinery and pipe feeding up through pipe floor hole and into the refinery.
So doing everything wrong.
Need to work on the overclocks to get closer to max once first bank of nuclear is online.
its a mixed thing
if it works it works, great, but if it fails then thats that
Best i got is a 10 km pipe doing 600/min
Is this interesting?
Some math about recycling loops calculated based on a specific rubber or plastic output:
P is Product/min desired (either plastic or rubber)
B is the Product/min (part of T) needed to be recycled
T is the total amount of Product that needs to be produced) excluding Res)
R is the "counter-Product" needed to be produced to feed the refineries making Product
"Res" is "Residual Rubber", which is the recipe with the best conversion for Polymer Resin (the Plastic version takes double the Resin for the same output). Polymer Resin equals 1/8 of the Fuel aviable, as 3 Oil = 2 Polymer Resin + 4 H.O.R. (= 8 Fuel).
PLASTIC
T = (34/27)P
Res = (1/9)P = (1/8)F
B = T-P = (7/27)P
R = (1/2)T - Res = ((34/27)/2)P - (1/9)P = ((17/27) - (3/27))P = (14/27)P = 2B
F = (1/2)T + (1/2)R = (17/27)P + (7/27)P = (24/27)P = (8/9)P
RUBBER
T = (32/27)P
Res = (1/9)P = (1/8)F
B = T - P + Res = ((32 - 27 + 3)/27)P = (8/27)P = (1/4)T
R = 2B = (1/2)T = (16/27)P
F = (1/2)T + (1/2)R = (17/27)P + (7/27)P = (24/27)P = (8/9)P
ā
540 Plastic/min example (P = 540 Plastic/min)
T = 540x34/27 = 680
Res = 60
B = 680-540 = 140
R = 140x2 = 280
F = 540x8/9 = 480
540 Rubber/min example (P = 540 Rubber/min)
T = 540x32/27 = 640
Res = 540/9 = 60
B = 540*8/27 = 640/4 = 160
R = 160x2 = 320
F = 540x8/9 = 480
Given a Fuel amount of 480/min and Residual Rubber of 60/min, we can extrapolate from either that this project would take 480/2/4x3 = 60x2/2x3 = 180 Oil/min for both examples.
this is known already, with correct recipes you can convert 1 oil into 3 plastic or 3 rubber.
i got an excel calc doing all this already
i even had the math written down at one point
1->3 is very well known
It's the breakdown and ratios between output and intermediate products that is the focus though
Someone made a post today about this on Reddit, it might be worth linking it there
isn't it always "convert everything to diluted fuel, PR into rubber and then into plastic/rubber loop"?
For Max Crude Oil Use is my Math Right? 81 Refineries and 16 Blenders?
It's specifically with numbers tuned to get "Max rubber" or "max plastic" making use of Residual Rubber (the number and clocks of machines follow accordingly)
Lol I see I just joined same convo lol
So my math is right 1 oil into 3 Rubber/plastic
I'm trying to figure out if it's possible to make it more compact? Or a Single 600 pipe will need 81 Refineries and 16 Blendors?
I do NOT remember where the bottom 11.25 thing comes from
I was just trying to figure that out
I think my Math is 100%
aaah its Crude / 11.25
so 600 Crude = 81 Ref / 16 Blend
it was a mistake
hmm that would put it at 53.33 Refine for 600 crude?
ideally i guess
83.333
yeah just recycling
Is step 4 (and similar steps) made up of 10 refineries at 66.6666% or 7 refineries?
Because if you planned for ten, you can already cut down the numbers there
this sheet specifically takes in oil and spits out the entire math for 50/50 rubber plastic
thats it thats the math
when you substitute and simplify:
Anybody has all the possible recipes for computers?
I wanna see if itās worth to go around and find some more hard drives
just for computers?
Yea I can def do that twice
https://docs.google.com/spreadsheets/d/14nrZB3mwtmYEkgayibFlrlJnZpW_77jI5dJsasB6Dx4/edit?usp=sharing
Plastic
1x Oil Extractor,Use,600 Crude Oil
100%,250%,Gain,1400 Plastic
Crude Oil,240 p/m,600 p/m,Step 1,Gain,400 Rubber
Step 1: 20x Refinery,Oil Extractor,1
x1,x20,Refinery
Crude Oil,30 p/m,600 p/m
Heavy Oil Residue,40 p/m,800 p/m,Step 2
Polymer Resin,20 p/m,400 p/m,Step 3
Step 2: 16x Blender,F...
Yea I did the math wrong before, It was 91 Refineries.
So I got 85 Ref and 16 Blend for a perfect 600 Crude oil to Plastic
I now understand what he Ment by 53.333 Refineries fore 600 Crude
That's the amount you need to burn the 1600 fuel
what's the most efficient setup for plastic and rubber?
does this still work?
holy thatās a lot
that's 300 crude to 900 plastic or 900 rubber depending on what recipe you use
yeah, it's still the same
yep
ok
yea i think you save one underclocked
Now trying to figure out how to create this in a nice package
it's double refineries no matter what. Just the amount of physical buildings may be different. But it's hard to say that, as you can clock them at any speed, which saves/adds refineries
for a 600 set up, the lowest i think I can go is 85
if you do blenders you save refineries
still 85 Ref and 16 Blend for 600
600 with blenders should drop all refineries for fuel, and 1600 fuel is like 30 refineries
30?
55, because a 3 are underclocked
unless you overclock š¤·āāļø
true, but all my slugs are in nuclear, so I do everything @ 100% except for extractors
BPD inventory before i load a blueprint.....
the BP i load....
the BPD inventory after i loaded it
this is very dumb and also funny
does it disassemble the items into intermediates? š¤
no
or what
it just consumes all relevant stacks
regardless of BP cost
"oh this costs motors? 20? nah, all motors"
and it refunds only 20
well now we can sink items without sink
Not all
Something like leaves might not work
those you sink in trash can
make a BP with a biomass burner with leaves in it
wait... does this work with nuclear waste? š
We can post gifs?
why couldn't we?
lets see....
I thought I saw some conversation about only mods being able to or something
You should make it need 1


All hail the CUBE
I can't write cube with letters
It just turns into šØšŗš§šŖ
šØ šŗ š§ šŖ
https://questions.satisfactorygame.com/post/639b7c9cca608e080352969e
heres the relevant QA post again
That's a brilliant way to delete uranium wastes
abuse it while you still can
also plutonium waste š
How can i make this go up faster cuz downwards its going like light speed
well downwards gravity is helping you, upwards it's against you
yes but how do i make it go faster
i saw rocket boost and stuff but it doesnt work for me
you need higher entry speed
and how do i get that
the cannon
any way of improving your character speed š¤·āāļø blade runners, whatever
i already got blade runners..
i recommend using a hypertube cannon
it's abuse of unintended game mechanic, you put several entrances after each other
Ends up looking like this
that makes them go both ways? how tf
oh one sec i'll make a better example
first you make something similar to this
then you add entrances to every available part
ye
oh my lord they changed hypertube entrance hitboxes to be hard hitboxes
?
it'll look something like this when done
oh yeah, they made hypertube entrances hard hitboxes instead of soft
;/
i cant get them closer also the speed is gone within a second of being in the tube
one moment i'm experimenting to try to replicate your setup
it does appear they nerfed hypertube cannons a bit
finally
not majorly, but i'd say it's about a 1/2 decrease in boost
(not an exact number by any means)
this pushed me up to 1/3rd of the thing ;/
idk how you pulled that off ngl. there should be some tube inbetween those entrances
do it just like that example
with a two snap point's worth of tube between entrances
i did use 2 snap points
You don't need both side having hyper entrances, and then you can make them closer
at minimum one snap point here
you do, it doesnt work otherwise
i've gotten stuck a handful of times without the second entrance
oh didnt see that
Delete the stand
The tube itself still works
also why you have yellow lights on them?
i believe dan meant this entrance to be specific
seems to be far lesser upon further review
this?
š
it seems that it needs to be entrance-pipe-entrance-gap-repat
the pipe connected to both entrances
Place the stands first, and then place them like this {stand} {gap} {stand} {stand} {gap} {stand}
And then connect the stands
upon even further review, they didn't nerf the speed boost, they just changed the soft hitboxes of entrances to hard hitboxes.
But not the ones with the gap
Then place entrances in the directon you need to go
this is what happens when you accidentally add a new independent variable and then assume that the dependent variable changed because of the original independent variable and not the one you accidentally added
okay i'm gonna spend some time beautifying my train network, cya!
and trying to get over a headache i've had for the last 35 hours
Add more segments to the cannon
The more segments, the faster it goes, though the first 13 don't seem to change, it suddenly takes off in speed
yeah idk how thats supposed to work with the space i got
riddle me this, batman
if i have 4 fully maxxed pipes
like each with 600 water per min, for certain
that should be able to power (with some balancing)
10 nuclear reactors
because each one takes 240
*10 is 2400
600*4 is 2400
right?!
yes
ok
must be one of my other nuclear plants that's making my production graph bumpier than a pubescent teen's forehead
But can we sink nuclear that way?
Just that they said it could sink everything, and I realize leaves also do work
Nice, so we can finally waste? 
yes 
#math-and-meta message
see this and the messages below that
Man, I'm almost done building out my 600 Crude to 1800 plastic/rubber....
I got it pretty clean and compact too.
Just a real quick question : is it better to use packeted diluted fuel then unpack or to just use blenders and create diluted fuel. I am pretty sure they use the same amount of crude and output the same but just asking cause I am quite new with fuel power.
it's the same in terms of crude oil -> fuel. Depends if you have blenders or not, with blenders it's simpler, but they are also later in the tech tree. So if you don't have blenders, just go with the packaged loop
Alright thanks
whats every radioactive item
pretty much anything with Uranium or Plutonium in name
anything else?
well uranium nodes and deposits are radioactive as well, but those are not items
And also have uranium in the name
Given a freight platform with two different kinds of items stored in equal amounts, let's say copper and iron (ingots). How do you best extract the two items from the platform so that they both have the same constant throughput?
I tried using a smart splitter that splits the input belt in two belts, one for each item type. But since the platform's content is 'sorted' (first half is full with copper, the other half full with iron), the belt first extracts all the copper and then all the iron. Therefore they don't both have the same constant throughput.
Ideally, each item type's belt would get 1 item alternatingly. Hence both have the same constant throughput.
Also blender itself is quite difficult to unlock / build without gathering the necessary high tier components.
Not possible. You will always get full stack of one type at a time. And next stack type will be semi-random.
Just use two train cars and platforms.
Impossible. Don't mix.
Your idea is only be possible in factorio.
Well, I don't really have the space for two, so I guess I'll build 2 containers as buffers.
Generally, I'd also just go for multiple platforms.
if you have the belt throughput and train throughput for it why does it mater?
Just have a sorter on the other end
Have a reasonable buffer at the destination with a sorter and a sink for overflow if the destination sorted buffer gets full
I'm talking about the destination. I'm basically using that system but it's not working. At least not the way I built it (there's also no buffer yet).
well it would absolutely only work with a buffer system and sink.
So do the regular 2 belts from platform to ISC
1 belt out of ISC to a spliter for the items to go to their personal buffers.
Have over flow on both those belts go to a sink. Depending on your usage you may need a dedicated sink for both - but you'd have to gauge that from your set up
For space issue you can either relocate the station elsewhere, or lift up the entire station to upper floor.
Or just the third output on the sorting smart splitter going to the sink?
Platform -> unload buffer -> smart splitter -> 2x sorted ISC and 1x sink.
....yesssss? I can't think of any downsides off the top of my head for 1 sink
Only works for two items.
That's my setup, doesn't work.
True
You need those buffer ISC:s downstream from the smart splitter, and they need to be full when you start the system up.
That you were thinking of adding.
It first extracts the copper, then the copper belt is full and goes into the overflow. And once the copper is gone, the same happens with the iron.
You will lose parts of the first new loads coming in, but it will stabilize with the downstream buffers alternating between almost full and closer to empty.
You have this?
That is how I understood, without even that single ISC atm.
Yes, well, without the buffer but I don't need many per minute.
So need to add that first buffer ISC, and then a ISC on each of the outgoing lines to left and right of the smart splitter.
the first ISC? You need the ISC there to make up for the lost load time from the train station
Oh, yeah, right.
Nonetheless, the issue with the smart splitter still persists. So I probably need those two buffers for the respective items.
Yes, because even if the belts bringing items to the loading train station, you end up with 100 of each item being output at time at the unloading station. Then switching to the other item.
So you need to buffers after the smart splitter to even that out.
Worse than that, they're sorted.
And if the loading isn't even, then you get longer times of one item.
You could always have 2 sorting belts coming out of the first ISC?
Yeah, so the unloading will then output all of one type before the other.
but shouldn't be needed once your processing evens out the flow
What difference would that make? Isn't that only relevant for a higher throughput?
Yeah, ISC is bigger than a train car or the platform.
it would just get through the sorting to the other item type stacks faster
but like I said - once you have your consumption machiens using product and have the buffers post SS filled it won't make a dif
i m going to tier 8 and 7 some tips do you have?
Thereās good bauxite alts? Itās a vague question
Sloppy + Electrode + Pure \o/ (unless you need more than that can provide, or want to use Coal instead of Coke)
And so on.
Instant Scrap for that compact aluminum setup
Wet concrete is good right?
Since itās unlimited
i meant more so for dealing with water you have as a byproduct
not sure how good it is for actually making concrete tho
depends what is your definition of good
it is more complex and needs fluid input and more power, but produces more concrete per limestone
it produces double the concrete... but ultimately limestone is fairly abundant throughout the map; i can't think of too many scenarios where a concrete shortage is going to be a constraint on a build
maybe i'd consider using it for production if there happened to be water nearby but usually it's best used as an easy water disposal (as mentioned already š )
I find it useful to not have to bring in extra concrete for some large factories and not have to import it - and the recipe produces butt tons of concrete so you can overclock like 2 refineries to accomadate 1 limestone node
I am working on a set of templates for a vertical factory design, something that make it easy to extend factories later... is this the right channel to talk about this?
yep!
this is my current "template playground"... each of the templates contains a 32x32x32m cube with a single type of machine... and an extendible vertical manifold for input and output
out of curiosity, why only one direction of tileability instead of 2/3?
the idea is that you have a 4x4 foundation sized tower for any single item you make, as long as input/output fits on a belt/pipe. If you need more, you just add a second "tower"
I tried to find a design which you could extend in 2 or 3 dimensions, but it consumes much to much space for the manifold parts...
vertical manifolds are already a bitch ^^
let me grab a closeup for the manifold for the Manufacturer template
similar (but simpler) on the other side for the output going down... you just connect the lower manifold to the belt-hole of the next floor and contact power to an existing "below the floor" contact...
I have a template fore Constructors, Assemblers, Manufacturers, Refineries, Blenders, Smelters, Foundries and one for Packagers
what do you think?
Surely there's a better way
You've managed to turn a job that requires like 11 belts into a solution that uses like 40
@barren elm if you have a better idea for a vertical manifold I am looking forward to see it
complex designs in blueprints aren't a problem (because... it's a blueprint), only if they're an unnecessary waste of materials
is it possible to fit splitters and lifts in front of the manufacturer's inputs? @vast jungle
if yes, it should be far better
Sorry, 10 belts to manifold a manufacturer, not 11
@deft lichen you mean rotating the manufacturer 90°, facing it towards the input manifold? Hmm... could work and save some belts...
I have no way of showing you what I mean unfortunately, but I think it should be possible to build this simpler
I will look at a rotated design later...
want to see a detail-view of a different template (different work machine)?
I've not reached blueprints in my U7 save yet but once I do I'll have a lot of fun experimenting with designs
feel free to share
I use them a lot for placing train tracks...
which machine would you be interested in?
assemblers
is this intended to stack only vertically?
yes...
if you want to "stack" them horizontally, you just start a second tower of the same machine type
the idea is that every tower can be extended until one of the input (or the output) belts is full... I want to build my second "Electronics" factory this way, so I can easily add more machines if I need them
why not attach the lifts directly to the splitters/mergers?
I don't understand the reason behind the lift setup in beside the machines (in the center of the image)
the same applies to the manufacturer setup
I'm just thinking how to make this more compact, it's entirely possible what I'm thinking of doing simply isn't doable
I started with the Assembler template... when rotating them by 90°, the input manifold for the assemblers sometimes don't fit with the placement of the vertical manifold... in the Assembler case it was easier to rotate them this way and I kept it for most machines where possible
I think I tried to get 3 Assemblers per floor in, but the belting was making a mess all over it
if I'll remember I'll try to ping you if I come up with a different design
this is what 3 rotated Assemblers would look like
not sure you can place the input manifold there
maybe with some custom vertical manifold placemelt... hmm
it should be possible but it'll look insane lol
this went well, figured out a good design, and fixed my support blueprint which was a bit short
this sadly didnāt go well
sushi or clipped manifold would fit
I tried not to clip it...
then sushi, or a weird vertical one
and (I just tried) even if I move the input manifold left/right, there is no enough space for a set of splitters and... hmm
hmm... I think I got an idea
do one input manifold just below the other one
yes, I already tried that
that shouldāve workedā¦
the space is too short to have a belt going down to the assembler... even a belt-lift doesn't fit in
if you donāt mind just a bit of clipping, you can do one manifold at level, and then one above it using lifts
that should work
missing 1m of space ^^
place the splitter higher
the conveyer is still 1m inside the splitter... but I think I found some space elsewhere... let me try
I think I found a way to save 4m of space on the receiver side š
Front:
back
6 Assemblers instead of 4... still have to redo the lower floor and the power wiring...
and without visible clipping š
thank you for the feedback...
Now I am wondering if I can do more than 12 Constructors in this system... will come back to the game after dinner
what to do in tier 7 and 8 first. I don t know where to start with this please help
check out milestones, pick whatever you want. There's no "best" choice really, get what you want
if you find yourself stuck because you don't have a resource, unlock that resouce
It's there any milestone in tier 7/8 you can unlock without aluminium (basic nuclear power maybe?)
i am pretty much positive nuclear requires aluminum
the actual power plant requires alclad aluminum sheets
Might be a good idea to buy enough resources in the awesome shop to unlock and build the hoverpack
no lol
just produce the items for it, youāll need them later anyways
I personally disagree because the hoverpack makes building so much easier because of the different perspective
not really worth the tickets
Modified (and finished?) 6 Assembler Template for a vertical stacked factory... š
Vertical stacking made simpler thanks to the ceiling conveyor mounts š
ceiling mounts are just great, yes
My old method involved a temp floor build 4 metres below the ceiling and routing belts that way.
or one below the floor... which is the same in a multi-floor factory...
I usually called them "crawling space" š
True, I usually have frame foundations along the ceiling, wiring and ceiling belts go above those, and light arrays hang from them.
Semi-organized (non-clipping) chaos... 16 constructors with vertical manifold in a single template
Optimized 2-Manufacturer template with vertical manifold.
(less belts than before)
templates are dangerous... the more you work on one, the more ideas you get
seems to be better š
mod
I figured but what does it do
is the same like a factorio
So it goes on rails n all? Nice
yes
Does it shoot fr
yea
I am sold
I just want a bit of feedback. is this good for a starting setup? its two normal iron deposits and mk.1 belts
either produce to storage or for other parts, don't take things from storage via belts like this
ok i guess this doesn't need a backup storage now that i think about it thx
Storages in satisfactory are overrated. Only store what you need. Buffers can be minimized
Ingot is the example of what is not needed
unless they introduce an ingot hucker that just fires ingots across the landscape
just lob 50kg hunks of iron everywhere
you should only use storage for things that you need outside of the context of a production chain, like the iron plates/rods you need for construction
Given that the ingot by my memory is about 2/3 meter tall and about a meter wide/long, that would be about 5300kg/item (numbers may be slightly different, but it is definitely more than 50kg)
Or if you plan on disrupting the processes somehow, in which case planning in the buffers should be utilized planning for making it so you can't disrupt it.
ingots are 2/3 of a m tall?? wild xD
I don't have the game open, but iirc that is about how tall they are. If you can put one next to a 1 m wall, and do measurements I can get you the exact weight
Also the pioneer is around 2m tall
Also, good <INSERT TIME OF DAY HERE> to you.
This game is kinda wack on scale
Oh without a doubt. The hitbox is 2m tall, but your eye level is 3m high. And don't get me started on acceleration.
Eye-level is less than 2m tall now. They changed it in U6(?)
Little more than 1.5m now
I've calculated that @37.5/m you need 12.8 refineries to consume 480/m wire. With the coated wire recipe. Now I'm somewhat unsure of myself with the heavy oil residue, would I just multiply that one's consumption by the number of factories (12.8?)
You would find the process's ECS (Equivalent Clock Speed) and how much it consumes per 100%, some simple math, then you got consumption per minute
That gives me 192 oil consumption/min, but I would expect a larger number
The numbers in this game can be deceptive. That may seem like not a lot, but it is quite a handful.
It seems straightforward, 12.8 machines consuming 15 HOR/m. I'm just second guessing myself because I'm tired lol
There is a neat in game calculator you can use by pressing 'N'
But 12.8Ć15 is 192 m^3/min
Hm, I forgot I had the pure copper ingot recipe. This is a whole new world of pain
You realize there is production line calculator sites, right?
Yes but if I don't do the math myself, where is the challenge?
Oh trust us. It's there
I'm punishing myself for never doing my homework in school
The math is the easy part
Logistics.
But if you want to do the math yourself, more power to you.
Just making sure you are aware of resources at your disposal
I've got logistics out the wazoo, the math is the part I don't have practice with lol. For me it would be like downloading a Spanish learning game and just always plugging the results into Google translate
Alright. If you ever need help, don't hesitate to ask, this community is (usually) happy to help. If not, @tropic hawk and I'll help.
Thank you. Mostly just asking for help when my brain starts to send off sparks lol
We all do, hence why this is here in the first place
brainstorming is a fine way to generate new ideas on all sides
(and to prevent to repeat stupid common mistakes)
Ugh... prototype for a "6 packager" (instead of 4) template... not sure the complicated beltwork is worth the increase...
I'd rather see a 1:1:1 module for diluted packaged fuel
Unless you want to package something else
the problem is my "typical" approach to DPF is a bit too long for a template... I use a refinery and than stack a packager/unpackager directly in front of it, that all three of them fit into the width of the refinery, allowing to stack them easily sideways
I maybe could make a template for the packager/unpackager part...
This is from one of my DPF Powerplants... 1:1:1:1 (75% HOR, DPF, Packager, Unpackager)
very easy to build, extend and debug
I use the same design in my plastic and rubber factory
@wind spade do you think worth to make a template from it?
if you use it often š¤·āāļø
I now have the blender, so the complexity is a bit high
Throwback to the "complex item category for blueprints" convo ^^
I'd probably make 3 blueprints, one per refining step and one for the packagers (though, I just blueprint Fuel refinery and packagers in one blueprint, leaving the HOR in a different setup/line)
Even the packager plus the dpf refinery plus the belts in between us more than 4 foundations š
Which is why I think it'd make more sense (if you don't want to change position of the machines) to blueprint the packagers by themselves and then add the connecting belts
You still save on plenty of build work. You could even take the chance to add some more details like:
Adding some space between packagers and refineries, you could have a walkway along the top level packagers, from which you can overview the whole refining section
And to be fair, the numbers of the DF blender don't fit the numbers for plastic/rubber production very well
They can be easily clocked to match though
yes, but if you underclock a blender to 60% (to match the 30/60 output of DPF) its a quite huge beast š
and overclocking it to 120 takes a slug
I still think you could give yourself more space :P
With some slugs respawning on reload, using one isn't an issue.
Look at it this way too: bigger buildings make fitting stations easier, as those are huge too
Or doggos :P
I sometimes think oil setups are the only factories much larger than the necessary train stations š
I'll never understand this new trend of trying to cram a bunch of junk into the tiny 4x4 blueprint area
Could just save yourself the effort and make a standard manifold blueprint that looks better, ultimately takes up less space, and doesn't look visually indecipherable
does anyone else make multiple blueprints of the same layouts, just with the manifolds moving in different directions?
Yes
I have 3 seperate blueprints of refineries piped and belted in 3 different ways, just so i have variety
@wind spade I hope this is more interesting for you š
a 2-2-2 DPF/Pack/Unpack block... built with Tier 4 tech
I think i could place all that on one floor
unless this is like 2 DPF setups in one
like I said, its a 2-2-2... 2 DPF, 2 Packagers, 2 Unpackagers...
See it like a puzzle... Always building the same manifold design over and over can be boring
which is why you make variants
Is there any calculators out there which will help you figure out the output ratio of items based purely on the input ratio of items?
You still need to know what product you want
Yes I know that. In my case my input is iron rods, iron plates and screws for which I know the rates going in. My desired output is reinforced iron plates, modular frames and rotors.
you can use S Tools, turn off all the raw resources, punch in the items you're inputting, and pick what you want to make
Tools can help you with making equal amount of all 3
But I'd recommend you start solving backwards, not forwards
Decide how much output you want and then figure out the items needed for that
If you start the other way, your I/min is generally less than 1
How do I go about doing that? It's very open ended and I don't know how much of anything I want to produce. I would end up going in planning loops until end-game production would I not?
Nope. Just think 'how often do I use this?' then adhere to the 45-81 rule, and your production should be nice and clean
What is the 45-81 rule? I just want to make efficient factories, the adherence to how often im using something is null.
In my opinion it should be pinned, but I'll keep people aware of it
It's pretty easy to estimate how much of something for building stuff. You can also just build random low amount and build more in case you find out storage going empty often
It's a rule for people that are angry for 0.00001% inefficiencies in certain products because of clock speed being limited to 4 decimals. Imo not relevant for most people, so I wouldn't bother with it, unless you really want
what would the best way be to split 5 belts into 7 equal parts
i found an old reddit thread recommending a manifold, but im not sure i completely understand the pros and cons of that
or even what it is entirely
from what i get, i think its just a method of plugging all of the input resource into a long splitter line in the factory
and waiting for it to even out
Manifold is when you have a belt and splitter in front of each machine
Disadvantage is it has a startup time
Advantage is simplicity, extendability and can work with different machines/inputs
If you can merge all 5 belts into one, then it's probably easiest
on this save im at t4 so none of my belts are high enough capacity
could i inject multiple belts into it?
Other way is to just have each of the 5 belts go into exact amount of machines
Then youdon't need to merge anything
heres something fun for any Valve users:
Why they are pretty useless for trying to limit flow.
limiting flow is pretty useless
Doesn't prevent people from trying to divide flows and handle byproducts... Even when it is useless to try with valves.
I'm trying to split a line of 70 into 2 of 25 and 1 of 20 but can't figure it out... Anyone could help ?
Why arent you using a manifold/overflow?
well you can always just use a single splitter
Yeah but I just wanted to ask if anyone had a splitter like this already done
That would be a pretty big pain
You'll have to cut the line 2 times then cut those 2 into 7 each to get to 5*14 to then merge, if I did the maths right
Can't think of a better way + good luck splitting a 1:7 equally
It does actually make the machines clock speeds a lot neater though.
Split it into 14 belts of 5 and combine 5 belts and 5 belts into one each and the remaining 4 into one
it does, but again, only relevant for people that need that kind of efficiency precision
Keep in mind that with those, there are rounding errors. so.. might be better to have +0.1/min extra for a happy production line
just round up to nearest 0.0001% clock speed
typically that'll solve it yeah.
or don't, the difference is literally ~2 items per day
(well, depends on which item are we talking about, but it's mostly around that much)
sometimes it matters. and at worse you'll end up with a single machine on standby once every hour or so
well that's not really bad anyway š
no, and in my experience I've never seen it. I'm assuming the game makes rounding errors on just about everything.
I will soon be producing 2160 cable from one (1) normal copper node
im saving as much copper as i can. im using those 4 pure iron nodes in NW northern forest in refineries to make as much iron ingots as possible, then solid steel foundries, then some plates with plastic from the oil nearby and hella iron wire
has anyone a strong opinion on the Turbomotor vs. Turboelectric Motor recipes? I am trying to plan a production for Radio Control Units (and maybe EM control rods) and don't want to extend it when I am going for TMs...
my strong opinion is that you should choose the one that is most complimentary to your existing production. once you get that far, power and space is not as much of a limitation as spinning up new cooling system, radio control unit and electromagnetic control rod production
also rubber and plastic is almost free if you do recycling right - you can make soooo much of that stuff
I dont have a complementary production which can produce the necessary parts... I have a reasonable amount of rubber/plastic (540/min of each), but the factory will need to be (mostly, except for Aluminium parts) self-contained...
then you need to figure out the full production schematic for each and decide which one is less hassle for you
also important to decide how many turbo motors per min you want
this is my favourite tool for this kind of thing https://u6.satisfactorytools.com/
I know this tool and using it... but I am still unconvinced whats the pro/con of electric turbomotor
turbo electric is faster which just means less manufacturers at the end of the line. your other alts make a big contribution to which turbo motor recipe you choose to use
personally i would go with turbo pressure motor because it uses nitrogen which isnt used for a lot of other things
and requires way less radio control units which i always have trouble with (maybe just me)
but on the other side it needs pressure cubes... hmm
fused modular frame + 2 radios. it has no alts so no worry about how to optimise
the "Turbo Pressure Motor" Recipe is strange, consuming Packaged Nitrogen Gas... ^^
well, manufacturer has 4 solid inputs š
and Blender only 2...
yea
still a strange design š
You can play around with tools and other alt recipes to see if you can minimize the number of type of resources you need for the chain so you can build it on one spot?
Like, the right recipe set letās me make 200 super computers pm on one spot
Itās often considered a useful recipe for people who are pushing the limits of other resource types by using nitrogen instead - as generally youāll always be swimming in excess gas
Difference between smart splitter and programmable splitter?
programmable splitter can have multiple filters per side
Can I tell the programmable splitter to like put stuff on the left if right is full?
you can do that with smart splitter as well
How
there should be "overflow" filter
Ahhhh ok thanks
how would i split 59 to 45
I've done it. Perfect set up for 600 crude to 1400 plastic and 400 rubber a min.
Now to begin working on my 1000+ battery's a min facility... Then Drones.. so many drones
one splitter
what
Modded jetpack?
split into two belts, it'll self-balance
Wall behind me with Electric wire going high
How
i need to try this
It is phase 3?
That's wall I used, I just put wire with wall mounts
when one gets FULL, the splitter diverts all to the other side.
I donāt understand, Iām stupid
doesnt that = 24.5?
yeah but the side that needs less will get full
which overflows the extra items to the other side
oh...
see that MIDDLE spliter, its fed from bottom, soon as RIGHT gets full, it will send all others top
thats a smart spliter, but its same concept.
It's called a hoverpack.
I mean I just unlocked jetpack and itās completely different from what he has
It is... That's why I said Hoverpack
man, i thought instant scrap might be neat to let me do perfect ratios on a rubber/plastic/fuel plant and not spend oil on petrocoke, but it sucks ass, no building space savings and no bauxite efficiency over sloppy + electrode and spending a lot of sulfur
Yep. There are quite a few recipe duds, and quite a few that are obviously diluting the pool if recipes (biocoal, I'm looking at you)
it is cool that you can hook the water byproduct into the sulfuric acid plants and not have to fiddle with water input/output mixing
but how could they make it worth spending the sulfur like that, more bauxite efficiency?
Some people have use cases. Personally sulfur goes to Nuclear, batteries, and other processes in that order.
you even have to spend coal at the same rate as the basic recipe!
yeah sulfur seems too valuable for other things to spend on an alt that offers so little
i was hoping to use the 540 oil well spot near the middle of the map, just north of the red forest
there is an oil spot to the east, i guess i can use that instead
Spire Coast is arguably the best place for oil, but whatever drives you chain
honestly, 540 oil just lets me do perfectly round ratios without having to fiddle with over/underclocking
and i haven't been able to get that out of oil so far, so yeah
nothing actually meaningful other than seeing nice round numbers on the production line calcs (except on the blenders making diluted fuel)
Round numbers and flat power graphs are the best feeling
yeah the setup i'm looking at needs round numbers at all levels of rubber/plastic production AND feeds a round number of generators
the only fly in the ointment is 14.4 blenders
but at least inputting 40% on one blender instead of .66666 is much less of an eyesore
Least you have a decent clock speed instead of an irrational number
stupid 1/3 1/7 1/9 fractions
Or just flat out irrational numbers
it does save space, no coke refineries and no HOR refineries
electrode needs those and thus its more machines for a full setup
and its not like you can run out of sulfur doing instant scrap
also the water loop is neat
much easier to manage than the cursed numbers of sloppy + electrode
it just feels way worse to spend 400 coal and 200 sulfur to convert 600 bauxite to scrap when you could spend 240 coke instead for the same numbers
one of these fits 4 blenders neatly, thats 1200 scrap
thats a relative cost and its up to you if you wanna equate those that way
also its 120 coke vs 200 coal
for 600 scrap, not 600 bauxite ore
i was looking at the 600 bauxite number because that's what my current setup was using
for every 300 scrap its 60 coke
In total its 6 refineries for 600 scrap vs 2 refineries 2 blenders for 600 scrap
i said 600 bauxite ore input, not 600 scrap output
do you have trouble reading what im writing?
which is just doubling the numbers, so whatever
dude, i said i was comparing what my current setup that was spending 600 bauxite ore was using
i'm looking at the flat rate statistics per machine right now, too
i was talking about what a setup that is eating 600 bauxite ore and spitting out 1200 scrap requires as ancillary materials
notsoy is refering to the other materials required to do so,
Crude Oil, Coal, Water, Sulfur, etc, etc.
i was also talking about the particular volume i had already been working with and comparing the total volume that both potential setups would need
and when i saw that i was going to have to replace 240 coke with 400 coal (eh) and 200 sulfur (ew), i stopped considering it
I'm trying to figure this out....You see, I have 16 coal generators but only two water pipes connected which should be under the limit of what they should be supplied with. , yet 3 of my gens are not getting supplied with water even though every other gen is max and is fully supplied even though they run later on the system. Help?
Should I just run another pipe or two?
Mainly I don't have access to mark 2 pipes for reference
16 coal generators use 720 m^3 of water, and two mk1 pipes can only supply 2x300.
Yeah, I've just now added two more pipes meaning 1200 water so it's a good future proof.
Now I have a consistent 1200mw power supply for all my factory work! š
I hope you calculated there'd be no points where those 4 pipes connect up where flow has to be higher
wrong channel whhops
Mostly each one of the 4 is flowing towards 4 generators each. Obviously I don't need the amount of pipes I have, but at least it does mean I can expand or direct excess water to differen't sources.....Plus, it looks so much nicer having 4 rather than just two. š
Confused, why is my constructor set up 75% efficient even though it gets the exact amount it needs when it needs it? Is it a bug?
Output overflowing?
I've checked and I think it's actually underflowing.
What is the best website for satisfactry calculating?
Thanks
if you make a one-sided manifold of 8 coal gens, it's very easy to keep water supply under control. just attach a water extractor to any 3 of the junctions and there will never be a pipe over 300/min.
is there way to split this evenly? (using magnificent ratios)
My mind is not working today. If I need to consume 900 concrete, and manufacture max amount of alternative HFM, how do I set up the ratio problem? IEB needs 20 concrete per 4 IEB. HMF needs 20.625 concrete per 2.813 HMF. And HMF needs 9.375 IEB per 2.813 HMF
I can work it out via a series of equations, but it looks like a ratio problem, but there's two sets of ratios
Manifolds.
?
!wikisearch manifolds
I always use manifolds
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...
I don't see the point to trying to balance
There we go
It's really only useful in radioactive set ups
And it can make Debugging oil setups easier... But a clean design is better than a complicated merger/balancer
i see... so as long as the amount of input is = to the amount needed, it will automatically balance?
Well, it will properly consume
It won't be balanced, so there's a lag time for buffers to fill
But after buffers fill, it will work perfectly
Just be careful with manifold and items that stack to 500... It make take s while
The only slightly frustrating part is if you hang around to be 100% sure it works, and buffers fill slowly. Just come back in an hour or whatever
Then make sure all the machines are running at 100% efficiency, if that's what they are supposed to be doing
My mind is not working today. If I need to consume 900 concrete, and manufacture max amount of alternative HFM, how do I set up the ratio problem? IEB needs 20 concrete per 4 IEB. HMF needs 20.625 concrete per 2.813 HMF. And HMF needs 9.375 IEB per 2.813 HMF
I can work it out via a series of equations, but it looks like a ratio problem, but there's two sets of ratios
I guess I should just set up the hard way, if I can't figure out a simple way with ratios
For solids, yes.
20x=4y
20.625x+9.375y=2.1825z
67.5x=2.1825z
X=13.333
Z= 29.1
I think I got the math right, one sec.
x is concrete needed for IEB; y is number of IEB; z is how many HMF machines?
In theory. I plugged the numbers into SatisfactoryTools and got using default recipes the max production being 36 HMF/min
Quick question how was the calculation for coal?
I have 3 MK2 with 120 each rn on MK1 belts because we ran out of power to create more steel
that depends what do you want to do with the coal
Coal energy, so coal to the water/coal machine
you can just build coal gen and open it's UI to see the values
but if you just want to get answers without doing work, it's ||120 coal for 8 gens + 3 extractors||
||thank you so it will be 24 gens and 9 extractors if my math is right?||
yes, you just triple the numbers
real quick rando question for computer nerds - this is a cpu intensive game - how much of a dif do people think going from 6 core to 8 core might make?
Massively depends, most games don't use all cores evenly and you almost always get bottlenecked by 1 single core
bllllergh xD
This is why I build a new rig, run it into the ground for 6-7 years before having to go through all this again
do you know of any hardware bottlenecks I should look out for on a motherboard with it? I've always been a bit iffy on MBs tbh
Any current gen mobo +CPU runs satisfactory like a dream
I'm guessing at 6 cores you've got quite an old build
I'm upgrading xD 6 core was going to be the upgrade
tagged you in a couple #off-topic-media for specifics
Oh didn't realize I couldn't type there lol
xD yeah gets people
Yeah any of those cpus will run it just fine, mine is weaker and the only time I even get stutter is during unreal's garbage collection call
Pretty good time to upgrade too, quite a while before 8000 series comes out
I suppose there's 'fine' to 'significant improvement' ? I pretty much don't want to think about a new computer until 2030 starts looming and my factories tend to be on the large size
I don't mind getting the ryzen 9 if it actually have the omph
What's your current cpu?
