#math-and-meta
1 messages · Page 30 of 1
This was back in u4 though, and I might be misremembering the distance, one sec.
Nope, that's about right.
. I have a factory in the heavy forest biome where i started and part of me wants to build one large factory and bring all resources to one place. the other part of me wants do the whole multi factory and central storage node area except that i am in the middle of tier 4 and space elevator phase 2 and the terrain is making it hard to move resources to the next factory. It also seems that with each new material and resource unlocked, I need to rebuild the entire factory to maximize the new required resources. Any thoughts and recommendations on build type and how to manage these changes throughout the game?
Build things in floors 🙂
so, for my recommendation (definitely not the "best" or "only" way to play the game):
- don't do single big base, it's very hard to do if you don't have a clear end game goal in mind
- no need to rebuild after step
- build only what you need for now
- when you need new thing, just build it's production separate from other productions (doesn't need to be in completely different location, but physically separating them makes it easier to rebuild/upgrade one item's production later)
Build a factory for the basic materials. (Wire, cable, concrete, etc.) Then depending on node locations, build factories on the nodes that make the more advanced parts. As far as logistics go, belts are highly maneuverable and do not give two shits about terrain.
Let's see how useless it is...
It makes more energy than normal biofuel. But one usually gets tons of biomassa from alien proteins. Those can be turned into easy sink points. With the coupons one could buy Nuclear Fuel Rods. So it might be best to sink protein (biofuel material) to buy nuclear fuel 
(Tbh, I don't even recall if one can buy Fuel Rods)
The belts' MK make it so that no MORE than X items/min go through that output, but nothing says that less could go through 
What usually happens is that you get a bit less than 60/min on the MK1 outputs and a bit more than what you expected as overflow on the (MK3?) main belt.
Smart splitters force the lower tier belts to be full, leaving overflow for the other outputs
Nope, see my message above
...
I made an overflow system for rods feeding screws for copper rotors. 6 constructors for screws, with ~2/min of overflow out of 60 input rods/min. That was ~20h ago, when I was in tier 1, now I'm Tier 7 and I'm still not overflowing Rods from there 
My SFR save runs on Uranium delivered by drone. 300/min via one drone port with 2 drones. You should know the distance to the impure Uranium Node (~half the map side away)
so about 150 pm from 100 stack items per drone?
That seems really low
Might be 200/min, might be 299/min 🤷♂️
I just know for sure: 1 drone wasn't enough, 2 were
@spiral geode (I hope you don't mind getting pinged)
I've been quite curious on one detail: are you aware of how a single programmable splitters can split evenly an incoming belt, regardless of contents? (In other words: prog. splitters can load-balance sushi belts without filtering them into single-item belts)
Worth it to add in fluid buffers to store diluted fuel in case of an emergency? Or should I just worry about equalizers to keep the system running stable?
Storing the fuel is imho futile, but that doesn't preclude using a buffer at the end of a loop to ensure the system remains stable.
"Is it worth it having fuel backed up"?
I think that very much depends on one's preferences in terms of power-building
I still have my turbo fuel facility to retrofit that way 🤣
I'd still vote for stability over having large volumes of fuel just sitting there, unless you're doing it for the place to look cool, then by all means go for it.
You could disconnect the fluid buffers to make sure you always have a fuel reservoir if emergencies happen. Is it useful? Depends on your playstyle ^^
It's another floor I have to add by hand so..>.<
Everything is :)
Check valve for the disconnection, just turn it to 0 and it's off without having a piece missing.
Can use a valve to isolate them off, fill them, then reverse the valve and set flow to 0.
Or have one in and one out.
I like this one the most. The out one just set to "0" outside of emergencies
Powered valves in that case would be neat, but niche.
Seems like i need to eat and decide if I want to do more work than. Thanks.
You mean (kinda like) pumps?
Yeah, but they allow flow when off.
I considered the same for a biofuel black start facility, sounded cool in my head but I might just as well build a regular fuel plant in the blue crater, less complicated and it would at least be fully automated.
Not if there's a rise in height, as they kill headlift 😉 (that's why I said "kinda")
True.
What I meant to say is that you can use pumps to act as "powerable valves", with some trickery
Backups are pretty pointless.. unless you have nuclear. then fuel plant/turbofuel is nice to have to fall back on when they decide to change recipies.
Or a node you're using vanishes during an update lol
Surely by now you've seen my nuclear.
Maybe?
I've certainly posted about it enough, plus coffee stain do have a habit of changing things that can break everything so having a bullet proof black start capability seemed prudent.
I just put it so I have 1050+ MW of geothermal on the startup grid of my first turbofuel cell.
So I can boot the turbofuel with geothermal in stages, and then boot first cell of nuclear with the turbofuel. And then the rest of the nuclear.
My power stores could do a black start, but if I stuffed it up that'd be it.
Didn't trust not to leave the startup power storage connected by mistake. So didn't do it that way.
I do have power storage in the grid to give time to react to problems.
My emergency power which is charged via geothermal is isolated, right at the bottom of the base.
Depending on how broke everything gets though, it is a one shot deal, once discharged I'm stuffed.
I just trust my turbofuel setup to get me through broken stuff. lol
I have a huge turbo fuel plant, point is is THAT is broke at the same time as my nukes due to balance changes for one reason or another, I'm not paranoid or anything but you just know they can bust things big time.
I have roughly ~7 hours of power storage in the form of uranium fuel rods on both plants. and another 5 hours of rods in a storage container that'll run one nuke plant. That's enough to shut down enough factories to fall back on turbofuel.. assuming waste processing doesn't get broke.
I needed 888MW to start the first turbofuel cell with everything completely empty, without hoverpack.
Now some more hypertube entrances on that grid so need to check the numbers when all the new entrances are done.
But with current manual balancing those geothermals bounce between 1050MW - 1150MW of production currently.
And less if I travel and downclock the extractors.
I need 250GW to run my world lol.. geothermal is just built to look pretty and do nothing
I could potentially run my entire installation from the backup for maybe four or five days, longer if I stage factory shutdowns and focus on the black start.
Just bootup power, to get the other power production running.
If everything fails for some reason.
It could restart my turbofuel setup. that's enough to... hopefully restart nuclear
Planning for the worst case, to be able to restart maximum uranium power from the geothermals.
via the turbofuel plant, in several planned stages.
Just by flicking already installed power switched in sequence.
That's how I'd have to do it.. but restarting my nuclear plant is pretty hands on with the way it's built. waste reprocessing is a manifold. I have to mess with standbying machines and letting them fill and all that jazz
Ending up with 0 power is the whole reason this place exists, 7200 isolated fully charged stores with all 18 geothermals as its source.
I even have a 120/min belt with remove power switch to get uranium for those 12 first reactors if my battery stores for the normal delivery drones are out.
My waste processing is a load balanced system that would likely end up mostly empty in the event of an incident.
I also balanced all radioactive items.
I'm still just building for the sheer hell of it though, phase 4 was done ages ago.
I still haven't even started producing phase 4 items 🙂
Maybe I get to that in next 500h or so...
I did find my brothers Ryzen 9-7950x w/rtx4090 performs worse with satisfactory than my i9-12900k w/rtx3090 though 🤣
7950x just isn't a gaming CPU.
He might even get better performance in Satisfactory by limiting the game to only single CCD.
Via task manager or like with core assignments.
Gaming optimized CPU I mean
I have some degree of free reign to experiment so I'll see, that train crash experiment on his machine tanked it down to 3fps, mine goes to 4 😵💫
And I would expect that RAM tuning would make a noticeable difference.
idk cuz the guy who planned the original factory made it up in the aire
Hard to say, I'm sure he has faster ram than I do, both are 64gb machines.
Having faster RAM by "sticker" rating is different than actually having fast RAM.
And big question is if he has even activated the full rated speed of the RAM. Because that has to be always done manually.
Because in this case latency is probably king, not bandwidth.
And many kits have bad latency by default, to get high "bus" speed numbers for cheap.
I'm aware of that, I'll be going through his settings but my experience with Ryzen is limited.
Corsair dominator platinum is not cheap though 🤷♂️
i got 2x16GB ram sticks going on Dual-Channelled 3600Mhz
Dual-Channel is one thing Ryzen CPUs love to work with
So a 2x32GB kit? 6000MHz C40?
Both machines use 2x32gb 😄 , though we have big time drifted in to #off-topic-tech ~oops.
Yup.
Pity I can't even semi-automate medical inhalers.
Is there a specific build of mine that prompted this so I can understand better? I understand what you mean but unable to associate with a build of mine currently.
Too many new hypertube entrances... The grid now needs 1148MW without hoverpack... So need to separate the extra exits to main grid from the startup grid...
You could use a battery/switch combo for each entrance
Just pulling a second line that will be connected to the main grid for the hypertubes leading to the geothermal generators. Already lowered the power usage for the startup network by 120MW.
And should get 10MW more dropped at the final place
Already down to usable number for being without hoverpack. Even without the battery storage on the startup grid.
Might do more work and run second hypertube so I can drop the middle hypertube exits on the run to the oil out too.
Didn't check the entrance power usage, because I was an idiot, and misremembered it being only 4MW.
And not 10MW each.
Maximum consumption down to 937.4 MW, so good to go, even with hoverpack.
Average generation by the geothermal is 1100MW on that grid and it's doing 1050-1150MW momentary, with 4 batteries per geothermal generator on location. (1 each would be enough).
I can even think about adding few more entrances to the new express line to make transit faster.
Guided hypertube cannon.
how much nuclear waste will i be producing with a 125% nuclear power plant?
10/min * 1.25 = 12.5/min
alr so that means (198)
198 nuclear power plants x 12.5? = 2,475 waste?
did i do that right?
also this means i will need 49.5 fuel rods/min?
No, not that I know of. Sorry, admittedly I haven't watched all of your YT videos, but I haven't seen or heard any reference to ||your works often pop up in or start many sushi conversation I enjoyed, and I thank you for that, it's lovely seeing people getting interested in this niece topic :)|| this kind of... "sushi technique"(?) being used yet. So I was curious wether I just missed it or if you haven't made content on it or don't know about it at all ^^
I have been using the term sushi in my train/train-station names in the last weeks
A is the turbofuel startup grid outside of the turbofuel floor, so extraction and hypertubes.
B is the startup turbofuel cell inside with fuel production machines and 12 generators.
5400MWh of power storage connected.
Need to optimize the extraction clocks later more, currently intentionally little too much extraction.
question:
if I have 3 stops to collect recources, and one drop off location, like this:
🟦 🟦 🟦 🟥
what is the best way to use trains to do this?
pickup, pickup, pickup, drop off, loop back to beginning
should I use one train line and one train, two trains and one line, or two trains and a loop? or something more complicated?
given that you have the throughput for it
yes
using trains signals and whatever
okay
i'll have to see how I can make it work
I might have to place one train line above the other
That sounds about right.
good to know
Depends on the exact layout and the rates, but typically have 1 closed loop and trains going down on them.
Another idea is to have three loops which interconnect at the one station
yeah might want to rebuild.
wait, why does ram have to be activated manually?
Think he's referring to turning on xmp or whatever amd calls it.
thhaaaat sounds like something that should be enabled huh
oh good my motherboard does support it
Depends if the pc is happy with it or not, my old 9900k for some reason decided to severely fuck up when I turned on xmp and I have no idea why.
blergh
yeah but how tho cuz i suck at building ;/
hold ctrl and mass delete things
no i mean in terms of building
All we can offer is ideas on building, the design direction really should be yours.
Just practice dude. 🙂 You'll get there quick
well i made a coal factory and it looks ugly 💀
Watch some tutorial videos
pipes flying everywhere
still practice and videos xD and don't worry about making things super pretty when you're just starting out
Got some screencaps?
I've seen way worse.
The thought to have fluid stores for the generators, not too shabby of an idea. The fact that they are below the gens and require power to pump to the generators. Slightly defeats the point.
oil node doesn’t use miner’s they use extractors, but yes it’s 600
i know, just using it as a ref 😉 ty
kind of a useless reference…
yeah, now i know why i usually dont open this discord ....
Thank you, I'll do sei
Not sure what you mean by second option
Imagine a U that the points then spread into 3 each, and two connect each, one on each side. I'm too lazy to draw a picture and just got back from work
XMP and equivalents are overclocking.
Just to a level that the RAM manufacturer says that the RAM can go, if the MB and CPU also support it.
So they aren't enabled automatically because there is no way to know if CPU can do what the RAM can.
what is the best combination of recipes to get turbofuel from a minimum of oil?
Heavy oil residue alt + diluted (packaged) fuel + turbofuel
Some folks use turbo blend fuel, not sure how good or bad it is
Others use more crude compared to the default turbofuel, like the wiki shows...
Turbo heavy fuel is all round bad
Blend uses more oil but saves on other resources, because not always is oil the limiting factor
from the shcemas on the wiki, turbo blend seems the most efficient energy wise, but tubrofuel is the most efficient oil wise
just depends what you want
I go blend because there's a spot in the centre of the map with oil and sulfur so I don't need to ship anything in
There isn't a spot with coal sulfur AND oil right next to each other and I find it annoying to ship it in
There's a node on a high up cliff in the centre location I'm talking about ? but I still find that annoying.
well, that's subjective
And with those nodes you can only make a small portion of that oil into TF anyway. The rest dilute
with blended most of it will end up being TF
bringing stuff down a cliff like that often looks ugly too. bleh
hmmm, just beginning steel production, what should be the ratio of steel plates/pipes?
About half or whatever is more convenient for the ratios you have
Don't overthink it, just storing one/two containers of them before you rebuild it is more than good enough for the first factory you make 
whatever you build will be due for a rework anyway.
Once you know where steel is used, you can plan those products and then make enough steel to cover that. Making steel and then seeing where it can be used is a rather tedious process compared to "Ok for this many things i need X /min steel beams and pipes"
For power, if I go over capacity with my max consumtion but I am not consuming over my capacity, will that be fine?
It is fine for as long as consumption stays below production
Max consumption is just an indicator for you
And I assume power storage units work well as a buffer for that too.
Power storages make up for the difference between consumption and production
They don't affect the lines on the graph in any way, they neither "produce" nor "consume" power
It provides power so the fuse doesn't break immediatly once your power draw goes over your production
Real quick
If I set one to 80/min and the 2nd to 220/min will it still work as intended?
Just use a priority output junction.
So that first line gets saturated and second gets the leftovers.
So like this?
That one is input version, you need the output one.
?
That one. Pump and valves are often not needed but included in the sample because the combination will always work.
How come Output
Lowest pipe fills first. And next one gets the leftovers, and so on.
I am trying to input 220 into 1st machine and 80 into 2nd machine
So if the lowest line can only use 220, and the input is 300, then the next one up gets 80.
And if the total usage is only 300, simple manifold will do. VOP is only needed if usage can go over input and you want to priorize what machine will get only partial flow at times.
Ohhh that makes alot of sence okay thank you
I am doing decimals from 600 so I cant do that
So the first closest will be 220 and the farest one will be 80
Okay thank you
Just that lowest output from that stack of junctions gets first dibs on fluid, and only then the pipe to that machine is full will the next one get filled.
Numbers don't matter.
Yeah I understand that part
But if you have output of 600, and total usage from that pipe system is less or equal to 600 (barring flow problems) simple manifold will do, it will self balance.
so there is zero point to do that
Those VIP and VOP ones are to allow priorization when the numbers aren't equal. VIP to allow feeding wastewater back into cycle without klogs, and VOP to allow run some machines with excess production that can change.
So on oil system you can have HOR to coke refineries that are depriorised, but prevent klogs on the HOR production.
Only getting HOR when some other production using it isn't running.
Just need to prefill the piping and machines like with any manifold.
Oh that makes alot of sense
so I can just do a long manifold line from plastic to rubber
Yes. Just have to make sure you don't get too much sloshing (fluid traveling back and forth in the pipe, lowering actual througput).
The normal fluid piping problems in this game when near pipe limits
so i got a question
i have 3 lines of 270/min mk3 belts transporting coal to the coal gens but i dont really need that 3rd line what should i use it for A. another 8 coal gens B. boom powder or C. something im unaware of the need for coal?
..steel?
yeah at some point you should be transitioning to fuel generators so you can free up the coal for steel/aluminum production
can never have too much steel
C. Steel
How tall are manufacturers for no problem building above them, and does blueprint designer has any known issues if there are machines close under it?
16m.
And no issues AFAIK.
uh, blueprinter externally is not 5x5, is it?
Nope
may need a bit more space than anticipated, but now it lines with my elevator. Acces for the impaired, yay!
[although I don't know how you get a wheelchair on that slope...]
Nope, it is 3f×3f
There is something that puzzles me, design wise - why did CSS add modern railings, but didn't add a half-tile industrial rail?
And why add a duplicate clone of walkways with single new piece being the stairs. It wrecks havoc on my factory design.
aaargh
@twin jacinth
amazing.
Does item consumption per minute continue beyond the second decimal place, or does it round? I'm trying to figure out the limits of what I can do with over/underclocking, in this case specifically on generators.
I'm noticing that small bands of clock speeds within .05% of each other show the same consumption rate in the display, but I'm worried about whether or not they'll consume .003 more or less than the rate shown because that could cause a lot of problems if it were the case
nvm going to ask in #1038092680493801533
Let me find the 45-81 rule...
So the premise of the 45-81 rule is getting production in "clean numbers" with respect to clock speed.
As you may or may not know, the game enforces a 4 decimal limit on clock speeds (it does not care about parts per minute, nor does anything in the game actually operate on parts per minute, EVERYTHING is done in individual cycles with respect to clock speed for cycle time)
Example: if you tell a Smelter to do 20/min instead of 30/min, the clock % changes to 66.6666%.
The UI will say 20 ppm, but this is a lie to make you feel better about yourself. The machine truncates anything after xx.xxxx%, so you do not actually get 20/min, you get 66.6666% of 30 (which is 19.99998).
Now, to MOST people, this doesn't matter. But I am a stickler for precision, so not actually getting 20 bothers me (even though you'd literally see a production difference only after a couple hundred thousand cycles).
So the math was done to find out how to make production lines "behave", and the first thing we solved was the 81 part of the rule. With respect to Rubber/Plastic - always do them in multiples of 81 and all machines in the recycled loop automatically fall within the 4 decimal limit. No repeating numbers, no imprecision.
The 45 part of the rule applies to non-oil products. Do your final product amount in multiples of 45 and everything in the production chain automatically behaves without you needing to think about it.
Exceptions: Caterium Circuit Board, Pure Iron, Fine Concrete
(CtCB and PureFe usually outweigh the rule because you'll be doing them in such large quantities that they fine a common multiple somewhere up the chain.
No one should ever use Fine Concrete.)
Note: 45-81 is the lowest whole number multiple, but you can cut them in halves to achieve closer to your actual goals.
I.E. 45/22.5/11.25/5.625/2.8125, or 81/40.5/20.25/10.125 (going lower than 10.125 on oil causes issues)
So if you needed 100 Plastic, I would instead say to make 81+20.25=101.25
-Sevrahn
so keep the clock speed percentage at an absolute maximum of 3 decimal places seems like the message I feel I should take from this
does that sound right?
Kind of.
You should plan for how machines work, which is in terms of production cycles and plan for it.
wait no
it's "avoid rates that have a nonfinite amount of decimal places"?
I mean yes, but i'm trying to translate that into something i'll remember better
That works too.
actually it's anything beyond 4 decimal places really, because if you managed to put in a clock rate that's finitely precise but with 5 or 6 decimal places it would get truncated
Good enough for me, thanks!
this was insightful. thankyou.
My pleasure
does anyone have a tier list for alternate recipies
No, because there is like 5 "must haves" and a handful of "pool dilution" and the rest are up to use cases.
Pfft. Even the "must haves" are still situational. Everyone says some of them are just because they don't like screws. (Which neither do I but that's not a must have, thats a preference).
Calamity, look in the wiki - each item has a comparison chart for each recipe, showing how much it affects your factories input needs. Then make the decision for which you want based on how your factory is setup and what you plan to do.next.
Two "must haves" you really can't argue with: Heavy Encased Frame and HOR
Coughs in Solid Steel and Pure recipes
Pure recipes are also situational and require a lot more investment
While solid steel has quite a small extra step for very significant output
You still can argue with both
There are a few but each one is different from others because recipes are situational and each player values them differently. There's not single universal answer whether a recipe is good or bad, so just check the recipes yourself and pick whichever recipe you want to use
Hello, I'm a bit stuck on balancing Belts. I have 2 outer belts producing 260 Iron/m, one inner belt producing 241/m. I need my outer belts at 270 and i'm trying to syphon off from my inner belt, but whenever i use a splitter on my inner and merge my outer, the outer belt gets backed up. How can i side load just 10/m without my outer belts backing up?
Do i use a smart splitter on my outer belt before the merge for overflow?
I"m sure thats the solution i need, how i'm going to decipher it, is another story
Example A and split between the third and fourth input lines of 600, and the line market 240 is your third output.
after the merger, before the next smartsplitter.
Ok, let me try and draw it out in paint before i put it down
Which is just the basic block done twice.
The basic block takes two input belts, and outputs single belt that will be full if the combined input from the two belts saturates it.
And second belt going down that contains the rest.
And then you can add more belts by connecting the "Remainder" belt of first one to Input A of the second one.
And this way with two blocks chained, you get two full belts and single remainder belt at end, with three input belts.
The Example B shows what to do, if incoming belts don't saturate all outputs and you can add simple merges in between to get saturation for output belts.
the one thing i'm still a bit stuck on is wich way the overflow belts are going to on the basic block
To the lower merger, the dashed lines.
oh so from a to b
A and B are inputs that both go to their own smart splitters, that then both have single output as any, going to the upper merger in the basic block diagram, and second output set to overflow, going to the lower merger.
The merger and belt after it of the "Any" outputs will be saturated, and the merger behind the Overflow lines will have what doesn't fit the main output.
And then you use the merged overflow as one of the inputs into next block and another incoming belt as the other.
Compare the basic block and the example A, and you should see the basic block repeated three times, and then extra merger for fifth belt at bottom.
You want to similarly repeat the basic block two times, and the second ones remainder output is your third output belt straight away.
Ok, I'll try and do that. Thank you
I'd just use what is on the belt and not care about balancing
This looks like a nightmare to be honest. If you want 2 maxed belts you're better off just merging and doing over flow. A quick belt compressor would do the trick
Though honestly it would just be easier clocking your machines in such a way that you could merge the right amount (270) directly from production
is there a reason why you can't use a manifolds?
You're probably right that i'm way overthinking this, but it all spiraled out of control when i found out that there is no such thing as a smart merger 😅
I mean... you can build a priority merger - but apart from the ability to make them I've never heard of anyone using one where you couldn't do the same thing wit ha smart splitter somewhere else along the line much much more easily
This might be simpler? It doesn’t involve overflow and just splits 1 thing off one line
But yeah - make your life simpler with manifolds or clocking your machines to produce the number you want on your line
JUST WHY
WTFOVERFLOW IS WORKING FINE
WHY WOULD YOU NEED TO DO SOMETHING LIKE THIS
oh, sry, caps
Some people want to burn down their world? shrug
just consumes time
Like... maybe there's a situation where you Can't change the clocking on the machines because it's super tight?
nothing else
But yeah in general most people have options other than balancers.
Also some people just like them
i don't know how to explain it well, but my M3 belts limit my imput of the machines
... in what way?
i'm sorry, english isn't my first language and i'm having a hard time explaining myself
but,
that's ok, I know the feeling 🙂
take it slow
i have 270 iron going in 8 ref that need 35 each, so i'm 10 iron short of full production
so i'm only producing 7 full refineries and one clocked at 91%
so i get one belt of 260 iron, and one 241
i have 18 ref in my factorie
ok - so a question then - your next line of production that needs the the items - do they need 270 on the belts?
or can you clock them to use the 260 260 and 241?
i need 2 belts of 270 for screws and the remaining for iron bars
how do you do this so fast?
so on the left is what I figure you have. The right is my suggestion
Practice? xD
And this is my solution to how to get the number I need on belts
i'm not even half way into the game and i'm already struggeling HARD
i have nightmares about plastic production
Hey I was garbage at teh start too, don't worry about it
Once you actually learn how pipes work they aren't that bad. It's just the start
do you get what I'm trying to show in the picture though?
Are the squares the refineries?
whatever machine is making stuff
in your case refineries
In my solution you'll notice there's 1 extra machine - You can avoid this by, instead, under clocking the 1st machine and then overclocking the 2 next ones to keep the same number of machines if that makes your life easier
i think my problem is that i have 8 sets of 4 refineries to their own belt, but because i underclocked only 4 i'm having weird ratios
Might be overthinking it? one sec another solution
and your 3rd belt of 260 can also go to screws? or whatever it was it was needing. You can change the numbers as needed
that was something i was considering at the start of my downwards spiral to just overflow the ingots of the rods back on the belt that is meant for the screws
It's not even over flow - unless you're just talking about a manifold
It's just setting 1 machine on the 'rod' belt to make screws from X number of ingots on the line.
and then sending those where it's needed
I don't know what your factory layout so I don't know which of my suggestions would work better for you though
You just seemed in pain trying to merge and overflow belts xD
the end goal was to get 6 assemblers clocked at 90.001% to make rotors, which calculated exactly to 270 screws/m for 3 assemblers
90.001? really?
this recipe?
yeah
90% is 89.999 screws per min
uuuhhhhh 90% of 100 is 90
sec
I mean... it's very late and I'm very tired, but I don't think I'm that fuzzy
I think the in game calculator just has some bad rounding errors xD I've never used it
greeny's tool isn't completely free of rounding errors but it's very solid.
i'm using the alternate recipy for screws
ah comes out to same start and end numbers but one sec
You can change the choice of recipes in the 'recipes' tab
oh and your'e using refineries, one sec
so if they say 5.4 constructors, do you use 6 and underclock one, or just make 5 and overclock them all?
So in this case
whatever combo you prefer 🙂
look, not really?
Completely overclocking all machines to 250% I think used to use 30%~ more power? I think it's less now
But if you're just overclockign a few machines a little... you shouldnt be running that close to your power limit anyway. If you are you need to build more power
In the picture I put above - from the last link I shared - what I would do is set it up so that I had a group of refineries clocked to make 108 ingots that got sent for rods - and a group of refineries set to make 135 ingots sent directly to screws. Very little hassle.
But that's my prefered way. There's a million dif ways you could do it
it's so weird how different minds work, because mine doesn't, apparantly
Oh absolutely. Everyone has their thing. Also you'll find that you get so focused trying to solve things one way other solutions get put to the side
It's very easy to get stuck on a path.
i'm going to use that calculater more often, didn't know it was a thing
It takes a little while to get used to it but it's very good.
They shud rename this chanel to soul and cobalt only lol
Oh if you want to use specific recipes - best thing is to UNtick the recipes you DONT want and tick the replacement so you force the calc to use the right recipes
hey, can you be real with me. If i'm struggeling this hard in early game, will i make it to mid and end game? 🥴
Oh look - you learn and you get better.
Like look at tonight. You learned like 3 new ways to get the right number of items on a belt right?
the first one, is way above my head. but yeah, the last ones do make more sense to me
was the first one the merging one? Yeah it can get wild. I don't like load balancing personally
yeah, the one Baldur sugested
I don't know how you learn but maybe keep a notebook and physically draw how you might want to break up sets of machiens? Might be easier for your braint. Might not though. Everyone is different
Unless you have a pad and a stylus I find doing notes and diagrams with mouse awkward
i did make notes to make the rotor factory, but i got stuck at balancing the belts
It happens 🙂
Yeah, it wasn't probably needed, but it was the universal version for what you asked.
And I didn't have time to go into trying to find out what you actually needed.
Now back.
No, you're 100% right, it was what i asked for
And getting something as starting point usually helps to get your own brain working to think what you actually need.
yeah sometimes what someone asks for isn't what they need xD but you can't be all seeing
Yeah, but I knew it probably wasn't what is needed.
But I was letting you learn by noticing it yourself it wasn't what you needed.
I was crashing from sickness and had to go to take a nap in meantime.
Anyway - I'm going to put my rats away and go to sleep. veeeery tired xD Feel free to give me a shout if you have a problem
I only have balancers for radioactive stuff, everything else just runs by filling "random" assortment of mergers and splitters so that everything gets what they want and rest goes to storage or sink via overflow.
"Balancing" by making sure belts are full and have more transfer capacity than usage at any point.
Thanks for all the help
I have found coal thats no where near water ... is it better to take the coal to the water, or the water to the coal?
Coal to water.
Fluids are much more temperamental to transfer long distances than solid items.
many thanks
There are 6-7 places over the map that have multiple coal nodes very near to water.
But you discover those places with time as you explore.
Remember that the scanner only displays three nearest nodes.
So to find more you need to just go out until old result gets replaced with new, when you are far enough from the old place.
Ok, very near in this case was about 200m.
yeah what Baldur said - find coal near water. It's pretty common
yeah
maybe I overdid my coal gens? 😛
18 of them, lol
full mk3 belt of coal and 3 water pumps over clocked to 270%
I hope my math is right, lol .... seams stable so far
I'm not sure that water setup will work
I had a single pipeline powering just 8 plants
each pump is feeding 6 gens
And 4 of them would constantly run out
Done worse 🙂
omg, let me in! lol
Here you go 😄
Overclocked to 270
How...
I wish ur matgh was 1% incorecr smd it brcame unstable lol be so funni
I mis spoke, lol
No. Not it wouldn't be.
not percentace but volume
Ah.
A coal plant requires 45m^3 and a mk1 pipeline transports 300m^3
So a single pipeline could only handle 6
I aint a statisfactory nerd i just put it and it wprks thats all i need
You'll need 5 pipelines
I have 3 pipelines, they handle 6 gens each
Oh wait thought you had 27 fsr
no, lol
Oh ok cool, good job
though I do appreciate your input
This is a basic coal gen from my newest save, two sets of 3 water extractors feed 16 generators, below is a plan of it.
why 3 to 16?
why not 18?
nice build BTW
Two sets of 3 to 16, each 8 coal generators uses the full 360 per 3 water extractors.
It's a mirrored 3:8 set up
how can you adjust the height of the belt poles?
Just move the mouse after the first click, it'll allow you to adjust the height.
oh ok I'll try that
You move the mouse itself to adjust the heights, if placing say a pipe support or hypertube support, the mouse wheel will adjust its angle too, then when you click again it'll build.
cannons!
I do have a cannon hub 🙂
Here's a couple.
the music lmao
I need something to do with these excess resources
(sorry for handwriting it's difficult to write with ms paint)
I'd say sink overflow for the time being until you can route it to other production lines.
Yeah it's worth sinking the excess until you can route it, that way your machines keep going.
if you use the word “extra” anywhere, sink it
If its too much, just sink it,
be it rotors or an ingot
If its too little, build more
Mine right to the planets core
Extract resources beyond count
Kill the animals, Kill em all,
Dont leave any of em around,
Come pioneer, here the call
And sink it, for your home
Otherwise, you will be gone through accidentak exposeour to radioactive material
im drunk. Hope you like it
I don't even know what needing more power is like anymore.
This will probably be my last factory on this save though.
I am using a belt of coal 270 to feed 18 coal gens ... how many should compacted coal be able to feed?
take the consumption, divide supply by consumption and that is your answer
I do not know the consumption though, lol
Wiki
I know it's 15 per min for coal
there is no recipe option for the coal gens so impossible to see
WIKI
I prefer to converse, lol
you do not know @mystic moon ?
or should I have asked in another channel?
exactly 7 Coal Generators at 100% clock speed to burn 50 Compacted Coal per minute
it takes 7.142857 compacted coal per minute
so about double, good to know
Compacted coal for coal generators seems like too much effort for worse return (machine power cost to make the stuff)
lol
this is why I prefer a conversation rather than a wiki or google search
many thanks @cinder silo
All I can offer is my opinion & experience, not much more 🙂
yup, I love to hear opinions
I drove through a cave and my game has been laggy since 🤔
Not sure of what would cause that, I usually got mega-lags due to power switches and the hover pack.
mine is ever 5 seconds or so
I have been pondering and I will use the compacted coal ... will save some for nearby truck stops 🙂
I'll setup another oil installation and package fuel for trucks while having a black start installation in case balance changes screw up my two major power stations 🙂
hmmmmm
in that case ./...
I will do this as a temp measure until unlocking oil, lol
I already have a cannonway to the blue crater shown here, all I need do is start construction, a train or belts can move packaged fuel, the rest will be going to stores to power a whole lot of generators.
you have some nice builds ... are you on youtube or twitch?
I have a couple of youtube vids up, most I haven't published due to much of it just being raw footage.
I so need to copy some of your designs 😄
like your signs, circular tubes
and cannons
Not even a little. Every time you get a new mk miner and belt extend and make more
If you have 32gb or more ram and have broken the object limit I can just send you a copy of my save for you to explore 🙂
@cinder silo how about I trade you for my doggo pics? 😄
I am noooooooooooo where near the limits, lol
I restarted about 28 game hours ago 😛
My save is like 2x or more the object limit.
and yeah, I would love to jump into your save
the coal won't go into vehicle storage will it?
You need to edit the engine.ini to break the object limit, and you must have 32gb or more ram or my save won't load, it will unceremoniously crash and drop you to the desktop instead.
Mine loads on 16gb of ram. I don't think you need to edit the .ini unless you try to save the game.
Mines been edited for a long time so.. I don't know for sure
You're not way over the object limit 😛 , I passed that last year in my save.
I'm over it, or I was.
only has 16, lol
Alright, I'll DM a copy to you, just be sure to edit that engine.ini or all it will load up is a crash report moaning about UObjects.
then again scim says 500k objects.. so maybe not.
I made a mistake updating BIOS on my mobo and have no clue how to fix it, lol
thanks 🙂
Scim is a terrible guide to the number of objects, it counts whole entities and not the games objects, of which some machines can be three or four.
fair.
If scim says you're at 500k, there is a good chance your actual object count (on average) is at least three times that.
What did you do?
Ask about it in #off-topic-tech
thanks, will do
How much turbofuel per min in a generator?
4.5
I have never made turbo fuel. I'm lazy and just use diluted fuel.
Dilute is more than enough for running the show.
Yeah, running 26 and a fraction gens from a normal oil node is not too bad.
I might try nuclear on this playthrough. Never done it before.
Nuclear is a pretty large build but its worth messing with, create a fork in your save if you're not sure.
I'll do that. Thanks.
Use git to manage your saves
is there a stackable 3x3 smelter blueprint somewhere
probably.
You're probably spending more time looking for one than just making it though.
ok
I just keep some backups and my more recent saves though.
@opaque oak @scarlet sky @steep rivet 400 cars on the desert, the not so fast coil and the results of the experiment (4fps on a 12900k)
Yeah that was awesome
Yes, I was aware of the test, haven't been arsed enough to watch the videos.
My laziness.
The train snaking all over the dunes though, so untidy, I had a few miles of track to get rid of when the coil was completed.
train throughput of sushi-belts can be really a hit and miss... sigh
I have a setup that produces 240 copper and 60 caterium ingots per minute. considering i have both fused wire and fused quickwire, what's the optimal production setup?
nvm, 1800 copper wire it is. will do quickwire in a different location.
there is no "optimal" solution unless you define which proportions of wire and quickwire you need
But my stations for nuclear plant are finally designed.
29 stations with 4 freight platforms each for total of 116 freight platforms, being fed by 33 miners + 3 stations with 4 fluid platforms for nitrogen and crude oil.
The nitrogen platforms are going to be busy with average of 378m^3/min of flow required for each.
4 miners for 3 stations for iron and 3+3+1 miners for 4 stations for limestone.
i mean maximum exploitation of drill output.
fused wire and fused quickwire have different copper and caterium usage ratios.
One that makes the wire or quickwire next to where they're used 😉
You can think if them as advanced screws: much handier to make on-site than transporting them there
fair enough. i hate screws.
well, i did already make the factory, so the great copper wire wall has started.
Screws suck to move, if made on site they aren't too bad.
1 beam to 52 screws 🙂
steel-screws... when you need to be extra screwed...
I just use cast in one machine for legacy purposes, came in handy when I built spare equipment.
Yep, gotta store screws too.
Making hundreds just to build an Awesom shop is kinda annoying 
I think my "steel factory" produces some screws... which enter my central storage through a train-extended sushi-belt. so I have screws stored there... and most likely will never need them
While I do store screws those are made from one machine, still handy while making spare kit, past that though useless, and for legacy reasons alone, before you ask, I am drunk due to necking nearly a litre of vodka so bear with me.
Funfact: 4 Steel Ingots can become
16 Iron Rods - > 64 Screws
Or 1 Steel Beam - > 52 Screws
In other words, using the Steel Screw route one loses ~19% Screw Ouput (for the same Steel) gaining in machine count, over the Steel rod - >Screw route
would be funny if there would be an alternate recipe for Nuclear Pasta... taking Screws instead of Copper Powder
Use Screws to make Iron Powder. Then need twice as much than Copper Powder to make one Pasta 
name of the recipe: "Iron Pasta"
Thought it was copper power not iron powder?
or "Screwed Pasta" ?
It 😛
It's all in the "would be funny" context
Ahh sorry, alcohol has a profound effect on my perspective 😦
I am really happy... after some long calculation I finished the sushi mixers for my build train... now I just have to wait for the filter storage containers to get a bit full so I can use it
filled up a whole 20x20 foundation floor with tech... and had to redo two of the mergers because I forgot something
(one side of the mess)
Hello! Tried the "Search" function but got 6840681648 results searchin for perfect extractor-quota for Mk2- Pipes.
In Fact they provide 600m³ Water, 2 extractors fully overcloaked SHOULD keep it full 24/7. Guess what: they don't. Equal Level, no waterpumps implemented. Suggestions for better quota maybe? please? 😄
start runnin out of trees mapwide^^
what are you trying to supply?
nuclear power plants?
images of your pipe setup would help too
coal, sry 4 late response
ah..that will be an odd number of generators however
13.3333333
clocking used 2 arrange
... how many generators do you have? and at what clocking
aaand the water extractors are also overclocked?
images please else this is gonna be a nightmare to solve
the piping is important
brb with pix in sorta 15 minutes, RL- Master ordered me to solve the leak of management in my room first until i start to solve imaginary chaos ::D
Should I use a splitter for that
alternative solution: do not merge all the iron rod constructor outputs
you can simply clock one constructor to only make 10 rods and then belt it directly from that constructor to where you need it
so i already built 4 smelters and 8 constructers#
i wanted it on seperate floors
the simplest way to get those 10/min is still to adjust it and maybe turn one constructor into 2: one at 66.6666% and one at 33.3333%
could you help me design it so it actually works
nope, sorry
you're getting ugly rates because you're producing different parts in one factory and trying to produce them in strictly integer amounts
yeah that with the integer amounts is the problem
Try making 11 rods/min
i dont want that
That will fix it
and i also want these seperators included
And why don’t you want more rods?
how much total iron do you have available? @modest scaffold
per minute...
6 mk1 mines
purity?
what do you mean
Each node has a purity that affects how much it produces
impure 30, normal 60, pure 120 (doubles with each miner mk)
There’s normal, pure, and impure
But also just make 11 rods/min and it’ll be nice numbers for everything
I stopped listening to the "don't load balance pipes" crowd, and I've never had a less frustrating fuel gen setup:
startup is almost instant, and no manifold sloshing.
well I'm gonna say you're lucky it works this way and also it may still break 🤷♂️
are pipes full or not?
well, expect issues when the pipe fills up
I'll see how it goes
it is slightly ocer-producing, so that will happen
but I don't think the generators will stop when that happens
no, but pipes may have issues with slooshing
though with overproduction it wouldn't matter much
eh if it never fills... then no slosh
(but you could achieve the same thing by just making a loop)
I just hate the startup time for manifold setups like this. With 32 gens it takes almost an hour to balance
im off to do other stuff while they do their thing
even with loop?
of course it takes time
but really, unless you want snappy response and care about it, load balance is just for neatness
you want full pipes anyway
yes, the loop only shifts the problem from the far end to the middle
loop is to solve problems caused by slooshing
thats for max flow only
and since you want full pipes anyway (full pipes happy pipes), it will take time to fill your setup as well
I heard people saying it improves performance of non-max-flow pipes as well 🤷♂️
meh
I've done the manifold loop a bunch of times. I tried this for an experiment. I don't expect much difference practically, but it was fun to make, and super nice to debug since all the gens have roughly the same level.
I'm kinda intrigued to see if the vertical version works as well:
SF Recipe-Ingredient-Product Tree Graphing Algorithm & AI-Assisted Development Thread
Yes, if you turn them all on at once.
That's why it's always said turn on thr consumers of fluid one machine at a time - and wait till the pipes are full and the machine is happily chugging along at 100% before turning the next one on.
If the pipes are full I don't see it behaving any different than a manifold no?
What lynk said... build your factory in segments, and as you finish each one power it up and let it fill and stop.
With fuel gens, you're going to have to turn them on slowly, or turn them on in blocks or rows rather
Does anyone have a good way to go from a 3 hole conveyor wall into a merger?
clip splitters into the merger
Turn the side lifts outward (opposite) from each other. 2 90* angles can bring it to the merger about 6 snaps out from the wall.
You can either put the center down immediately or run it over the top.of the.merger and then down to it
should i get more coal gens?
So put it this way - it's not unreasonable to dedicate 3-4 coal nodes entirely to coal power and putting more generators down every time you get a new mk belt or miner. Having 48-64 coal gens is entirely reasonable to have before fuel.
you think i should go to an ocean
north of the grassy fields in the foothills there's 4 coal nodes next to a crater lake that's amazing for power 🙂
ok
the coal there is kinda awkward for other uses early on
ok
just make sure you give yourself room to expand as you get new tech 🙂
ok
Compacted steel ingots are most efficient in terms of ore and coal usage, right? (if you have enough sulfur)
sure but you don't often have both coal iron AND sulfur nearby
is this station any efficient/how can i make it better in future designs?
you could try to add space for two ramps so you can add another 8 on top if necessary
Train efficiency is very much down to what your personal use case is, since unlike other factory games, trains here are just bad belts
There's an argument to be made that 1:4 trains are a good pick, but again, it's really all just opinion
Four cars per locomotive is just the amount when the train doesn't suffer much in any situation for going uphill.
No need to ever get to that number if the transfer rates don't need it and can go over but just have to check with the specific route that there aren't too steep sections.
on really flat tracks you can even do 1 to 6 or more
Or if you don't mind the slightly slower travel time. As long as it's not too steep and you haven't done something like LGIO putting 500x cars on one engine, you'll probably never even notice it unless you try to tune your train cars super precise
on super flat tracks, 100 cars already are quite a pain
you wont have a fast delivery time, thats for sure
I think the major pain of 100 cars would be the train station 😉
how can i fix this or can i just draw my own ones?
What do you want to fix?
like i need tp seperate 11 from 20 and stuff like that
and I am just tier 3 or something like that
You can do manifold
Just manifold all your items into the crafting machines first, and then put the overflow in a storage container
Ok, so it was discord making it bad...
Have two groups of machines - one that produces into storage and one that produces rest
wait is there a thing where you could live edit the chart
Yes and no. You can't directly edit the chart but you can change what you want to produce and it makes new chart
Btw, a way to disable a certain production requirement, when, BlueMan?
Eg: I have ~12 products being requested to the planner. I wanna see how things differ if I don't produce one of the items (let's say I wanna see how this affects a maximization result), but having to remove/re-add each product or setting them to 0 and back to their value is cumbersome, would be nice having an "on/off" switch for each so one doesn't have to remember its value when disabling it 
Not sure how useful that is except for a few specific cases, but I'll think about it for new tools
Useful anytime "I wanna just disable this one product I selected. I may enable it again, so I don't want to have to remember its value now, just keep it out of the equation for now..."
Also seems like very little work to add
Or just clone the current one, remove the one product in the clone?
And delete the clone after.
When not needed anymore.
I assume you haven't read the wall of text about Tools' future
Ah, you're not in tools discord
As cumbersome as having to remember the value but worse for performance 😅
interesting... it seems that a MK3 miner underclocked to 50% consumes as much energy as a MK2 miner
I'm currently 6*60=360 steel ingots per minute.
What is a good ratio to turn these into pipes and beams?
Looking into the future what is a good ratio to use for constructing reinforced modular frames motors, and computers.
there's not a good ratio
unless you know exactly what do you need in the future, it's best to not care about future at all
build what you need for now and worry about future in future
Hmm, don't particularly need anything right now... suppose I'll just wing it leaning a bit more onto beams than anything else
or just don't make anything yet and sink the ingots. When you need something, build it
I do think I want to build at least something out of them, I'm going to make 4x beams and 4x beams
well if you need some for building stuff, that's ofc understandable, build those and send it to storage. But for the rest, I'd wait for when you actually need some
360 steel really isn't much anyway.
So you're better off using it for what you need now, and expanding it when the need for more arises
For anyone interested, I've created a graph of every recipe in the game which is not from the build gun or equipment workshop:
#1057404188407111770 message
should i use trains or trucks?
depends
trucks are more power-efficient and can maintain max belt throughput at the station, but you need to set up a supply of fuel items, and routes are more finicky to set up. so they take a little more logistical effort IMO
trains run on generic power, can be easily expanded while keeping items separate, and rails make routing easy. so they offer a lot of logistical convenience and capacity. but they do suck up power, and they have a built-in downside where the station belts stop while the train docks (meaning you may have to build extra cars/platforms to compensate for that throughput hiccup)
There's also other factors, like how many vehicles would visit a given station. It's fine for two trucks on totally different routes to have a shared station that they both visit at some point. But it's not so fine to do that with trains, because that station will wind up with its belts stopped for longer.
So it kinda depends on your exact needs: how many things you're transporting, how many different source stations, how many different destinations, whether you intend to have overlapping routes, etc.
thanks man
Train lines also double as power lines
So, I am using Mk 3 Belts (Don't have Mk 4 unlocked just yet) Working on a Steel Factory with 1080 Iron and Coal per min. Going for the Alternate recipe Solid Steel Ingots which takes in 40 Iron Ingots and 40 Coal.
With Mk 3 belts having a max of 270 items per min I am having trouble doing the math on how the belts should work. I should have around 27 foundries but when trying to set up the belts I am realizing that each belt of 270 can handle 6.75 foundries..
Any ideas on how I should split this?
!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...
see above
ok
So I will be honest I am new to this game (14 hours) and I have done my first chain (see first picture back left miner and follow that chain)
x1 Miner - x1 Smelter - x2 Constructors (both making rods) - 1 Construct is split into 3, 2 ways going to a merger to create 10/min rods, and the other going to to a merger with the other constructor into storage (see picture 2).
Now my problem is as seen in picture two one is 100 % eff. and the other is 98% Eff. I cannot work this one out so thought it best to come to math and meta to help me with my math!
Edit I followed my usual way of fixing things, go complain, then return to find it completely fine lol.
(Any tips on how to improve it would always be appreciated 😁
the efficiency meter is broken, don't rely on it. If you don't see the machine stopping for like a minute, you're fine
Oh so no stops = good
no stops anywhere in the production line means 100% (or close enough to 100%)
after a couple weeks you completely forget that percentage thing is even there
Which of these alternate recipes would players with more experience recommend? I've got no idea at this point
Biocoal: 5 biofuel = 6 coal @45/m
Steel Rotor: 2 steel pipe + 6 wire = 1 rotor @5/m
Fine Concrete: 3 silica + 12 limestone = 10 concrete @loud magnet/m
Biocoal because it offends me every time it afflicts my eyes with its existence
That and the wood -> coal recipe are really... weird design choices
Imagine: you're out in the wild, you finally found that damn Bauxite node and set up a small refining station to bring home some alu sheets or ingots at least.
But what's this, no coal to process the bauxite? Sure would be handy to have at least some coal to get just a few stacks of sheets before you go home, unlock some stuff and come back with more building materials to automate a coal input properly 
At least, it sounds handy to me, jn similar situations
Is it 900 plastic maximum what can be achieved from 300 crude oil? (based on wiki) - or there is possibility to somehow do it more than 3x ratio?
that's the max.
Thank You
@spiral geode Woupd it be rude to ping for an answer? 😅
||I'm assuming my prior ping got "lost"||
Is steel canister a good alt recipe?
Depends if you need single-use canisters and have steel around but not the other possibilities.
+6 slots would have been much better option...
You never have enough inventory space.
If I want to loop a long pipeline of fuel, does the loop to the end of the manifold have to be at the same level as the main line or can it be above/below?
Current layout for context
if it's above, the lower pipe would need to completely fill first - below should be better.
in your case, there's a second row of gens to the right. could you loop the two ends together?
They're connected to different systems of pipes
I'm turning 600 oil into diluted fuel so I have 4 different sets of output pipes that each go to a balanced number of fuel gens
there may still be some validity to this.
I'm a noob when it comes to liquids but I was under the impression that the goal of having that second line would be to leave it with no outputs, thus creating a clean line of liquid to the other end
yeah, that's cleanest. liquids (in game) behave strangely, though. the pipes seem to have "surges" of liquid that fill and drain. having more pipe at the end to normalize things out seems to help.
if you wanted the cleanest, most-right solution, you'd have a second pipe skirting along the outside edge of your gens to the other end.
At the same level/elevation
right
Ye I figured I just wasn't sure if I could make a neater version by having the line loop under or something
looping up would be bad - looping down is less bad
It improves the effectiveness of the manifold by helping compensate for spikes of demand from your machines
What you're talking about here is called sloshing
Using pumps more often can mitigate it
Usually only an issue over very long pipelines or in large manifolds like you see here
Do you think a line of 35 fuel generators is enough to necessitate a loop?
yep. that's a lot of junctions.
that being said, if you're not seeing any problems, don't worry about it.
There'll always just be 1 pipe (it always varies where it is) that the pipe will only be 60% full
are pipes still kinda messy with their numbers/buggy?
Last time I setup a fuel powerplant setup I had a lot of problems because I was attempting to use exactly 600 fuel from the pipes. I eventually got it working I think with excessive use of valves and such. Do they work better now?
or is there a way to kinda ensure they will work well without issue? Do I need to drop 1-2 gennys from the thing and just box up the remaining fuel or something?
well using valves and buffers will likely make it worse
I was using valves to control direction
loop the end of hte pipe manifold back to the start of hte manifold.
Don't turn on a couple machines so you're overfeeding and flood the system, then turn the last couple on
backflow through pipes (at the time) was really dumb in how it acted as I recall
yeah they create flow issues and stutters
Don't use them
if you loop the manifold and flood the system before you start it up 100% you shouldn't need direction control
buffers and valves aren't bad they just don't work like people expect them too
they have specific and niche uses. But unless you're doing dark pipe voodoo you won't need either
essentially unless you're doing funky stuff like fluid trains don't use valves or buffers
like this
my design is not really built to have fluids looping in anyway
but you don't need them feeding upwards that's a particular design
hmm is the looping required? my design is to have 12 gennys per side and one as an "end cap" making for 25 and then to duplicate that opposite it for a total of 50
I have no idea how I would do any looping with htat
looping is almost always needed with mk2 pipes or any system that consumes loads of fluid from individual machiens
if you arent opposed to it, I would be happy to stream the game here or in DM so you can have a demo of what I mean
I'm kinda wandering around the house sorry xD
no worries
but the loop can be just to one side or above/below so doesn't need much space
hmm so I need to find a way to make the fluid loop...seems like that is kinda required
They solve so many issues with pipes so frequently that I always include them in the design
TBH the only time I hvaen't really needed them though is with turbo fuel and that's because, I think, each individual machine pulls so little fuel per minute
oh geez yea...they pull almost nothing
so if you have a long manifold and a refinery suddenly sucks 100 fluid from a pipe suddenly theres a space and the fluid in front may flow backwards, which can create a stutter in the fluid production as it'll throttle the throughput
good lord that would be so many machines. I never really understand the point of turbofuel, the extra you get doesnt seem like worth the work of implimenting it. I kinda just say screw it and go get nuclear lol
yea the fact that fluids backflow is so frustrating lol. Like it get its more realistic but it make enjoying the game so much harder
well you can really squeeze out a lot more juice out of the oil on site, and the blended with only sulfur is convenient.
Plus I liked the set up of it.
split the oil into HOR and then FUEL and COKE then bring them back together 😄
that's what the loop solves completely, doesn't matter if there's back flow there's fluid coming from both directions
The challenge is what makes the game enjoyable lol
even with just normal fuel I am already looking at having to build 200+ fuel gennies.....that would probably double that? lol
You really should just push to nuclear if you're wanting to build that amount of power
pretty much 🙂 You can easily get 40-50gw of power from TF and diluted fuel in the central swamp
but thats not really "challenge" at least not one I enjoy. Its a system that doesnt work the way it seems like it should
IMO that's because people assume that a pipe will function the same as a conveyor
They just don't. It's a way more complex system
I think that games need to break from reality sometimes for ease of play.
Personally I think this is one of those areas. OR it needs to be much much more clear WHY and HOW its different.
As of now in game, they give you the same info as a conveyer so it makes intuitive sense that they work the same way. The fact that they dont is not described anywhere and then at some point you are working on your stuff and it just isnt working. There is no feedback for what is going wrong save for "this pipe is full and the next one isnt wtf"
started playing the other day, but is this a good load balancer. Ie. will it split all the goods evenly amongst the containers
I think that its okay for them to work differently but not ok for them to work in mysterious ways.
EA game 🤷♂️
sure, but that doesnt mean that we dont give constructive criticism
Well there's nobody here to receive the criticism lol
once you know the basics pipes become real easy. It's just a thing to learn
which is why the start of this conversation was to ask how to make it work as it currently is...
You are the one that brought this part up lol
True
yea, hopefully at some point they are able to make those things more clear. But as flight and I are agreeing it is EA so thats something that can come with time
Yeah fair, as it is it's an extremely cut down version of fluid mechanics. and pipes working like belts would feel really weird
So TLDR: Don't use valves and buffers except in edge cases and loop your manifolds
for now I just need to figure out a good way to get a loop going
share a screen shot? can probably give some good suggestions. I have much experience laying pipe
Im not super good with load balancing but looking at this I think it would not balance that last bit that get relooped in correctly. There are some really good resources out there for how to load balance from all kinds of different X into Y setups.
I could be wrong on this too, sorry for speaking out of place if I am incorrect
yeah hard to tell , don't know the numbers or mk belts, is there a reason you need it balanced into so many containers?
I dont think this is a good screenshot. I have not finished building out a "line" yet
but that central connector will go through the sewer connecting all the pipes up that you see on the sides there. Those pipes are basically the entrances to the generators
Im actually pretty pleased with the look of the sewers idea 🙂
this is the look from "above ground"
Yeah I can se what you mean. But that's not where you're feeding the machines right?
you only need to loop it from the end of hte manifold to right before you start feeding machines
well it was going to be for later use since i recently started a new save, but thanks
I like the effort you put in your sewers btw 😄
ah ok, this is just taken off a video and i just drew the lines myself, but thanks tho
fair enough. If it's for later use though you can just manifold it in since they'll all jsut fill over time and manifolds self balance
yeah tru
how would I loop the end in when I plan to put a machine at the end
share a shot where you're actually feeding the machines?
actually I've got a min if you do want to screen share now
yeah just send a msg when ready 🙂
DMed you
will this evenly distrubute the materials from the white splitters through the orange ones
wait
wrong image, i need a 2:3
manifold, but also yes that is a 1:3, 2:3 and a 3:3 balancer combined, you'd just delete 1 splitter and it'd be an effective 2:3 balancer
Hi guys, i need a little help desining either a 8:10 or a 1:10 loadbalancer. everything i have come up with didnt work and my mom (maths teacher) gave up after 5 mins.
Why do you need balancer? And not just manifold (stuff everything on a belt and let it balance by filling everything)
its the input balancer for my nuclear powerplants
i know i could do a manifold but i want it to be as safe as possible so i dont end up with plants not receiving enough fuel
Ah, nuclear stuff. Then balancer is good.
But the ratio you are going for is bad.
i discoverd that already, but changing the ratio is hard due to space limitations on the plants
you can just build a 1:9 balancer and mix one of the output back into the input... then you have a 1:8 balancer
but because the throughput needed is slow, you can use loopbacks for that.
unless you deal with saturated belts
There is section of odd-number balancers.
So 1:2 and then two 1:6:s with loopbacks.
tank you very much
To before the 1:2
GaaAaAh I know it works well but I can't stand clipping conveyors lol
you dont have to clip them. That is just the way the picture is. You can move some of the splitters/mergers up or down and create verticality to prevent the clipping
it was the wrong set up, i meant a 2:3, so i just put the splitters ontop of eachother aswell as the mergers
so no clipping, yay 😄
is there anywhere that has thge power production / Consumption for different building
thanks!
does anyone know how fast a mk.5 conveyor can fill a freight platform? i want to make sure to allow enough time for the platform to fully fill before another supply train withdraws from it
also whats the best factory planning tool now? the ones i used to use havent been updated yet please @me with replies
Normal way is to use single belt to feed a Industrial Storage Container, and then use two belts from that to feed the platform.
So you get constant single belt speed in and out.
The platform will stop accepting and sending items for 25 seconds when train is docking.
So the time spend on that depends on how often the train visits.
So single belt can be quaranteed and the maximum is below two belts. But where the line is depends.
So just going for the single belt speed per platform and car is the better way.
i think im doing that but idk. should i set the supply train to wait until the wagon is fully loaded?
Single ISC is enough of a buffer.
And how you set the train doesn't matter as long as time between trains is at least 50 seconds.
And should give single belts worth of constant movement.
aight bet
buffer only needs to hold 25 seconds worth of items.
For 25 seconds it buffers the incoming items when the platform is busy, and for the next 25 seconds it sends the buffered items to the platform while also relaying with the other belt.
as far as factory planners is satisfactory calculator and satisfactory tools still good? i know that they recently changed overclocking so im guessing that the power calculations on these planners arent as accurate anymore
No other changes beside power usage when over/underclocking.
So u6 tools work otherwise.
^ updates haven't changed anything.
Other than power usage.. Whichever update that was dropped like 50GW off my consumption
U7 changed the exponent from about 1.6 to about 1.3 for production building overclocking.
Yeah, and underclocking not as good in power savings.
so they didnt change the amount of items produced at all?
U7 was mainly backend changes, blueprints and passive mode.
Encouraging a bit more OC and a bit less UC by making the former less punishing and the latter a bit less better
Other than water requirements on Nuclear gen, which was dropped to 240 as power gens now match the display of the OC (so 250% oc on a power gen is 250% power produced instead of 200%)
can someone look at my post in #screenshots if you're familiar with scim
Whats the link for the wiki?
im not talking about the satisfactory wiki I know what that is Im talking about the one he was talking about
(based on wiki)
It is in Plastic, Rubber and Fuel articles in some form or other...
That 1 -> 3 ratio, recipes needed and production charts.
So he was talking about the info in Plastic page of the Satisfactory wiki.
i think i need some help with my coal generator does anyone have the math for this
First off, you should be using junctions on your pipes
i think i figured it out thanks!
well the image is from this page https://satisfactory.fandom.com/wiki/Plastic#Gallery
the exact plan was made using https://daniel2013.github.io/satisfactory/calculator which isn't maintained anymore, https://u6.satisfactorytools.com/production has the same features and more
Thats some cursed af pipes and belts
Without using fertile, what is the right ratio for uranium rods to plutonium
What do you mean with ratio in this case?
How many uranium rods do I need to produce one plutonium
You get 10 uranium waste /min per reactor, which uses 0.2 uranium fuel rods /min.
And you calculate from that?
I just don't understand the need for the question, when wiki has all the necessary information or you can use any of the production planning tools to get the answer.
I think I need 20 uranium reactors and 100 plutonium. should shake out to 1:2.5 for rods I think.
Depends if you use any of the plutonium alts.
I'm only excluding fertile
So you are trying to maximize the plutonium fuel rod production excluding that single recipe?
I guess that's fair, sure.
Or just get rid of the uranium waste with minimal work?
the first thing
So 0.4444... Plutonium fuel rods per 50 waste, which is generated from 1 uranium fuel rod.
Thanks
that's a rough ratio to work with
0.25 without any alts, 1.3333... with fertile too.
hmm
The maximize setting will make mistakes on the earlier steps, need to switch to set production for the final plan.
i need to split a pipeline into 8 pipes evenly, whats the best way to accomplish this? (please @me with replies)
Pipes don't split evenly well at all, you just have to ensure the thing is full, pipes aren't belts, liquids go to the lowest area and try to fill the loop from the bottom up.
If you’re feeding machines just manifold
you sure that wont cause production inefficiency?
Manifolding is just as efficient as load balancing
so this would work just fine then?
Load balancing pipes isn't a thing because the liquid goes where it pleases not quite where you'd expect.
Yeah liquid is odd so you’re better just manifolding
It’s much easier
(Same with gases)
And better with pipes, because less piping, so less sloshing possibilities.
Tbf, "load-balancing" a pipe system while also keeping it perfectly simmetrical can lead to decently even fluid distribution between machines
As long as the splits are an even number too, that is. I'm unsure how well odd splits work in this regard
Turning off 888 fuel generators and retrofitting twelve loops is one of those things I wish I never started, but needed to be done 😡
would you consider this a well executed even split?
There aren't even splits with pipes.
If all the pipe segments involved (in each split) have the exact same shapes and lengths, the fluid will distribute between them quite evenly.
The shape and lenght of those pipes is not good enough (even some of the junctions seem to not mirror each other's position)
the pic was more proof of concept so id make sure to mirror the pipe lengths and shapes
i think i might still make a manifold tho
In case this wasn't clear enough: the advantages of having "load balanced" pipes are purely those: a more even distribution of fluid, regardless of the condition of the pipes (full or not). A manifold instead needs the pipes to be full before distributing evenly between all machines
im only splitting to 8 refineries so idk if i need to worry about perfectly even distribution
Load-balanced pipework is huge 
You hardly ever need to :P
I prefer leaving load-balancing for belts and just have buffers between pipe manifolds to help systems fill up faster when I want them to
no.
You CAN load balance pipes, but it doesnt really offer any benefit when you could just turn off your brain and connect them in series to the machines
why overcomplicate it
go easy mode
Especially where there's way less benefit when compared to belts
The system will actually take longer to start up when compared to a manifold or similar system because there's more pipe to fill
The only benefit with load balancing belts is that you don't need to wait on a manifold to reach equilibrium, even still, you can prefill all machines and fill the manifold before hand though
Dose anyone got a easy versatile framework layout for early game?
Load balancing radioactive mass is useful in keeping radiation down.
Hmm that's true
It's the whole reason my reactor hall has 0 radiation in it.
You never need to no matter the size. It's liquid. If you had real pipes like that and you added liquid to it what would happen ? It will flow to the path of least resistance for flow. (Shortest/most downhill) and then fill up that branch, spill over into the next... ect. While this isn't exactly what the fluid Sim of SF does its in effect the same.
Yeah, that's pretty much only a factor with slow stuff like nuke fuel rods though
Just link up parts you’re already making in a temporary set up
i would but my factories are spaced out quite a bit and i dont see that being worth while
Well you’ll need to be linking those factories eventually right? Can slap some temp belts down or make trains
If not that have you used satisfactorytools.com?
i have not
Make a plan at that website, it’ll help 🙂
What are some things I should automate more? I've automated pretty much everything in the game and its getting pretty boring. I haven't used a lot of nodes though so I have a bunch of nodes I could use to automate some things for either tickets or just because. Any suggestions on what I should automate?
- and how much
Well at this point it's pretty much just your game. It's up to you what you do after you've completed the game content
Go for 10/min of all the p4 parts
That'll keep you occupied for a bit lol
what is the minimum number of iron smelters needed for a factory
i have 30 right now and am thinking of another 60
0? You can always hand-craft 
Depends purely on your needs.
For what kind of factory? Thats the problem with this kind of question - are you making a factory that produces a full mk1 belt of iron plates? Then you need 2. Are you making a factory that produces Heavy modular frames? Then you need a lot more.
Don't try to future proof your builds. You have no idea how much you'll need until you're there. Expand when you need to.
i want one MEGA factory!
@hushed ether that doesn't really answer his question.
It depends on how much you build, none of us can really tell you what you need. You have to figure that out yourself
Have 120 iron ore at the ready, if I did math properly I can produce 10 plates, 10 rods, 5 reinforced plates, and 4 rotors/min, all vanilla recipes. Does that sound right?
Megafactories are very complex with logistics, not very easy to build and they also hit your fps hard. I recommend separating factories to multiple locations
Also, plan for now, not for future
60 iron -> 60 rods -> (4 * 40screws + 20 rods) -> (5 RIP 4 rotors)
no rods left there sorry
it's 120 screws not 140
damn. I'm wrong.
not like it's time to rebuild anything
I guess having rotors be a tad bit slower isn't the end of the world
maybe check an online calculator like greenies "https://u6.satisfactorytools.com/production" if your math is correct
nah my math was wrong. I thought it was 120 screws for the plates & rotors
It's early, just cant add
yo just unlocked blueprints
how do yall setup your normal manifold blueprint lines?
i feel like there is probably a lot of cool stuff you can add to improve the normal design
Not really. I just make my manifold production lines tileable in two directions.
99% od my blueprints are decorative pieces or parts in a decorative manner around machines. Nothing practical, because it's not really big enough for that and that stuff (manifolds) is easy
so im relatively new to the game still needing to place down the space elevator got any tips