#math-and-meta
1 messages Β· Page 33 of 1
Then should be fine~
Though, I still suggest what I said if the input isn't stable
the input should\β’οΈ be stable
that storage container behind it is a buffer and should be at full capacity 24/7
and this is what i have set up currently for the trains, @frosty owl, this should eventually back up and overflow to storage correct?
(ignore the horrible writing
)
Yes. But having the train unload at "factory" first and storage second should yeld the same exact result with less freights
but train to factory also has other items on it, and train to storage is already up and running (also with other items on it)
Trains can only unload specific items if you wish... I can't suggest more not having seen the setup π€
what sort of stuff do you need to see?
i cant hop on right now but ill get screenshots when i can, or if im able to describe parts to you
having more than one item type in a single train car can be VERY painful...
I have done it in my current playthrough, and oh my god it produced headaches even in controlled environments
they're in separate carts, on the same train
okay, that sounds sane
I can't quite pinpoint anything at the moment π (might be because a good portion of my brain is still in dreamland), but just picture/record whatever give you doubts or is affected directly by this system so we can judge how changing the system affects things (making them more convenient or not)
( I wonder if I should add to my account name here a "Sushi train user" π )
Would help people recognize you as someone who can help and has experience in that regard. I believe there's frw enough such people for it to be a "worthy" title
the doubts i have are about how well backups/overflow systems work with a train system in between the start and end (as apposed to belts only), as i have never tried/tested it before
grin
@fierce cypress you can easily an belt that is allowed to block through a trainline
first you make the receiving train station filling up, which will make the incoming train to fill up because it cannot unload everything... which will then make the transmitter station to fill up (because it cannot get rid of everything into the train)... then the belt into the receiver station blocks
brain trying to comprehend that sentence and failing
Overflow before the sending station
how?
as long as there is only one item on the train car, they can be belt extenders, splitters AND mergers...
Smart splitter before the sending station buffering.
@opaque oak or you accept that the output blocks... sometimes by design
Which is what Henning was explaining.
Which is what I use.
well yes, thats what i have - except for the overflow to kick in, the entire rest of the system (including the factory and two train stations) would have to be saturated, correct?
Testing makes perfect~
It might be obvious, but I always suggest to test systems, possibly even building an accurate small-scale rapresentation
Yes
my "mass production" train lines work this way... they have an overflow/sink combination right at the production... and the delivery belts/train transports are designed to block
@vast jungle what do you mean by blocking?
belt stops delivering because it gets more items that the receiving factory can handle
and no sink at the end
imagine a factory producing hundreds or even thousands of rubber every minute... instead of delivering it and then have a sink at the end, you build an overflow splitter at the factory and then accept that the rest of the delivery system blocks/backs up... which means that your delivery train just became a "Manifold in disguise"
Yes, the train will end up just doing useless laps with full cargo, unless you set the unload to be "until empty" with "and" type timer.
Set the receiving station to full unload with and timer and the train will sit at the receiving station until it is empty and then head to pick more stuff from sending station.
i can't have it wait until empty because it is also transporting other items, but eventually the items will back up to the beginning of the system and overflow to the other route
I often have multiple receiver stations for the same factory, especially with things like Plastic, Rubber and Raw Quartz
Check. But anyways, if the receiving station doesn't output as fast as the sending station fills up, then the system will fill up with time and the belt to the sending station will start overflowing.
cool, so in theory it should work
i will just have to wait years to test the in practice part
13.something items/min will take a long time to saturate however many stacks 
just try it... you might need a few attempts to get it completely right as you want it, but thats well paid time for mastering trains
Mumble mumble, prefeed kinda like with those damn manifolds, mumble
i probably don't have enough 
one full ISC
vs 5(?) machine buffers, two train station buffers, one carriage buffer and however many belt buffers
actually no, 4 machine buffers 
shush google
stop exposing me
but anyway thats like 130+ stacks, of which an ISC stores 48 
ill probably just let it take its time, i shouldn't go through an ISC of HMFs before the overflow eventually kicks in
although i am going to be making a fuel plant next...
And 135 to 60 and 75 balancer designed... To implement it...
Two splitters and three mergers.
Combined Silica manufacturing for Uranium Fuel Rod and Plutonium Fuel Rod sushis.
Why would you not just use 1 splitter with 1 output being a MK1 belt?
Actual production is 135.24 and extra goes to sink. Now both sides get some of the extra.
I don't want any of the reactors or reprocessing machines to starve at any point, so there is extra if exact wasn't possible.
And the Mk1 belt solution might cause just under 60 at times.
As in once per day level or less.
That .24 was highest extra, because I knew it was going on to a sushi belt.
Most are in the 0.001/min range.
what do people use to help plan their factorys mathmatically]
a website
not looking for a calculator, just what people use to plan with
a normal calculator and anything to write notes usually suffices
alr
theres no good visual planning tools for factories
i can work with flowcharts
for numbers, spreadsheets are another method
Calculator(s), Excel, Visio, planning sites.
wait, you want to mathematically plan factory but not want to use a calculator?
im using a calculator yes, but what I'm not looking for is a production calculator that does it all for me
production calculators don't do everything for you tho. They just give you the numbers and you still need to plan how the factory will look and how you place and connect stuff
if they dont want to calculate production chains automatically, thats fine
yeah just saying that there's tons of stuff production calculators don't do π€·ββοΈ
I think I underestimated how much resources 5 assembly director systems pet minute need π
More than 500 plastic/minute?
6.666 assemblers, 5 supercompts/min....
More than 100 constructors for iron wire?
Why iron wire?
ew iron wire
I'd reccomend fused if you have caterium avaliable and you want large quantities. You can get 1000/min without too much difficulty using it
base CB + base computer + base supercomp is like 720 plastic / min
It's my first base in the dunes desert, lots of iron there... And I forgot too deactivate the recipe in the calculator
I plan to go with caterium computer
Have coal, iron, caterium and copper near the factory place
still not much better
awww π
anyone got a good 2/5 3/5 splitter/merger design?
split to 6, merge back one. Or manifold
--S--S--S--S--S
| | | | |
X X X X X
or just single splitter
1
|
2/5 <--S--> 3/5
then merge 2 lines and 3 lines together respectively to get 2/5 and 3/5
im only teir 1/2, havent got smart/programmable splitters yet
that's normal splitter
isnt normal splitter 1/2 both sides?
well if one machine needs 2/5 and one 3/5, they'll balance themselves
fair point
because the one that needs 2/5 will get slightly more and fill up, causing the belt to back up eventually and the splitter will send excess to the 3/5 side
So I've mostly been a bit of a lurker but I can't get my factory im working on running how it should and i figured asking here might help.
I'm trying to process 8760 iron through 250~ refineries and the water is refusing to flow properly, I've got pumps so it should be making it high enough and I have 42 water extractors so I have enough water too. Any help or possible reasons its refusing to fully fuction would be appreciated
did you split the water up into multiple pipe networks?
cutting it up helps, as you can make one part run and then focus on the next
rather than having one BIG interconnected pipe network
ive got it set up in a tower of 5-600 pipes x2 towers, im trying to add extra pumps right now to see if that fixes it
how many refineries are connected to each pipe?
30
thats gonna be an issue.
mk 2 pipes have... issues when you use them at 600 and have a lot of machines connected to them
you can try a workaround solution: at the first machine, start building another pipe from the junction and connect it as far back as possible
that will form a pipe loop
im confused by what you mean with the "workaround solution" and a "pipe loop"
are you saying to just take a length of pipe and attach it from the start to the end of the segment?
yes
its a workaround solution because you cannot make mk 2 pipes work normally
its a bug in the system
if the loop doesnt help you will have to redo all the pipes so you never have 600 in a pipe, only 500 or similar
oh god, please not that, this already took like 2 days just to pipe...
nah its not your fault, im just frustrated because belting and piping have taken like 5 days of non-stop work
did you not use any blueprints?
because 250 refineries is something you DEFINITELY should use blueprints for
i used blueprints to place the refineries, i didn't know how i was going to pipe or belt anything at the time so...
it would have been easier to just assume a direction and build them with it
because hooking up the connections takes the most amount of time
which is what bluerpints are good at reducing: tedious, repetetive, time consuming work
yeah, but I'm taking the entire desert to make this factory and the iron refineries are right around the middle so...
running a belt to the other side would have been easier than doing all the splitters and junctions
by a long shot
and there's not a single mk1 pipe in that system messing it up (used Satisfactory Calc to check my world file)
its just the way mk 2 pipes (don't) work
they just hate big pipe networks
and are generally unstable
its been a known issue for 2-3 years now
Because Simon ate the precision
I have been trying to transport items between my factories, does anyone have any tips?
well crap, I'm not looking forward to adjusting it all. I'll put a picture of it in the Screenshots channel.
depends on the distance and the nature of the geography
also, depends on if you have nearby access to oil/coal, since that can influence whether or not you decide to use trucks
yikes. yea sorry, not gonna be pretty
to transport the most goods over the longest distances, trains are best
drones have low throughput but can totally ignore the terrain, which makes them ideal for transporting low volumes of very expensive stuff like uranium fuel rods, radio control units, etc
I have unlocked everything up to tier 7 and I currently have a power plant producing around 14000 MW
The total distance is around 2km
what are you looking to move
if it's raw materials or first-order products like ingots/sheets, trains for sure
Ok it is around 1000 bauxite per minute
you probably should use a train with 2-3 cargo cars
Ok, thanks for the help, and are their any tricks to make your tracks and stations look good?
Awesome cosmetics
yeah I'm just taking the easier solution and adding an extra 8 water extractors to finish off the top 2 pipes and im gonna use those to fill in the gaps
Relevant content to try reducing salt levels:
#satisfactory-memes message
Disclaimer - programmable splitters don't do that either - there are no 'split in ratios' or 'split in items/min' splitters.
I need to split a conveyor of 90 into 42 and 48
is it critical that you load balance, or can you just overflow?
critical, they're going to seperate factories
then you can overflow
if one factory needs 42 and one needs 48
just have single splitter and it'll self-balance over time
sounds like a nightmare, 2 mergers and 10 splitters and a lot of beltwork... versus single splitter
if you're going to split do mk1 splitting
actually you don't need to
what you'd do is split the 90 into 2/3 and 1/3, take the 60 (2/3), and split it into 4/5 and 1/5, the 4/5 is 48/min and the 30 (previous 1/3) + the 12 (1/5), makes 42.
@mild tartan
not a very clear ss, but ill take your word for it
by the time you figure this out, you'd already have it balanced with single splitter and you would have 15 more minutes of building π
user error
And I'd have to wait a long time for the splitters to balance
90/5 = 18
18/3 = 6
6+6+18+18 = 48
6+18+18 = 42
i see
same difference in the end, just switched the order
well I said "you'd already have it balanced". You could also hand-fill the smaller side to have it instantly. And you don't have to "wait" anyway, you'd just do other stuff in the meantime
im facing the same problem, except hand filling wont work 
wait is my math right 13 oil pipes with 600l/min get me 579 oil gens with turbo fuel?
it gets you like 2600 gens
fully overclocked
is still like 1040 gens
wait how?
2600/2.5 = 1040
yeh but how do u get 2600
i am not using alternatives
yeh but not for fuel
ty man can u send me a link to the website u are using
https://www.satisfactorytools.com/production
to get to the beta branch (which is what im using in those screenshots), you need to get access via the discord server - available under the community tab in the top right.
ty man
does U6 have beta features?
no, but if you want to calculate things from U6, then you need U6 tool
i just realised i am around 370 coal and sulfur short
no from 6 to 7.... yes... from 5-6 (beacons i guess. kinda)
the coal isnt the problem but the sulfur is
and qualification - nukes take less water but thats not a recipe that greenys tools handles
yup, so it should mostly be fine
soooo...... i, uuhhhhh..... when a little overboard XD
and this is just from iron to steel production. i dont have access to manufacturers yet
i wasnt sure if i was allowed to post the link for people to take a look at it, but it is a thing i can do with this website
also i did this manually bc i dont like the way the official calculator does it
Well really just 1.. the other is... yea, just 1 π
There is at least third out there. Which is even worse.
Some factorio site has also Satisfactory support.
theres plenty - but the only up to date and functional in all aspects one is greeny's
oh i was talking abt the one attatched to the wiki
Made some progress today
To do list:
[x] Unlock over/underclocking
[ ] Find a mushroom so I can make inhalers
[x] Set up steel factory (beams, pipes, encased beams)
[x] Set up steel flowdown site (stator, motor, heavy mod frame, automated wiring, versatile framework)
[x] Steel beams
[x] Steel pipes
[x] Encased steel
[x] Frames
[ ] Stator
[ ] Motor
[ ] Versatile
[ ] Auto wiring
[ ] HMF
[ ] Find and begin harvesting crude oil
[ ] Set up production for:
[ ] Rubber
[ ] Fuel
[ ] Polymer resin
[ ] Plastic
[ ] Heavy oil residue
[ ] Fabric
[ ] Petro coke
[ ] Circuit boards
[ ] Re-do coal power plant to take advantage of Mk2 belts (can run 16 plants instead of 8)
[ ] Set up transportation infrastructure (trucking) to remote sites
[x] Steel factory
[ ] Coal
[ ] TBD
[ ] T5 unlock industrial manufacturing (100 motors, 200 plastic, 200 rubber, 1000 cable)
[ ] T5 unlock fluid transport (25 HMFrame, 100 motors, 200 plastic, 3000 wire)
[ ] T5 unlock gas mask
[ ] Set up production for:
[ ] Computer
[ ] Modular engine
[ ] Adaptive control unit
[ ] T6 unlock power infrastructure (50 HMFrame, 100 computers, 200 encased beams, 400 rubber
Iβve completely forgot what the difference between smart and programmable splitters is then
Smart allows single setting per output, programmable total of 64
smart splitter:
allows options to filter outputs with an item, overflow, none, any or any undefined. a max of 1 filter per output.
programmable splitter:
allows the same filters but multiple per output
Cheers
The implications shall be left for you to find out...
which one is attached to wiki? π€
Ratio splitting is a thing. In halves and thirds! :P
First step for 3 Assembly Director Systems per minute...
Template takes iron ingots and steel pipes in and produces Automatic Wirings... I need 18 of these templates in the factory
I think thats my first "factory specific" blueprint
@real basin cooked this up rq, if you're looking for a scalable, self-sufficient solution for water mgmt on the default alumina recipes
as long as you feed bauxite from right to left so the group using byproduct water gets priority it'll never back up since it generates less water than it uses
(each box is 2 solution and 1 scrap refinery)
how do you prioritize? just bring the belt in from the right?
yeah
I wonder if that's what I was doing wrong with that in the past
my experience with loopbacks is that they eventually underflow
it backed up?
it provided less than the full amount
it definitely takes time to saturate
re: my current problem I just plugged one blender right into the wet concrete and set an overflow line on the other problem blender and I'm back to everytthing thinking it works for the moment
like a manifold, except that instead of a single machine's input buffer the saturation is across multiple parts of an entire production line haha
fwiw i use the same idea for doing sulfur shenanigans feeding default recipe nukes- most getting fresh, then one getting all byproduct and then being prioritized- i doooon't think i've ever had problems with the nuke maths π would be way more obvious
i just used the satisfactory calculator is this efficient? im not really sure
If you're optimizing for efficiency I'd reccomend green's calc
SCIM works great as an interactive map/save editor but greenys calc is usually better
alright thank you!
@grave tusk
I have 4 normal coal nodes, how many coal generators can I put to this?
Depends on your miner level and belt level, and if you are willing to do overclocking possibly.
For the miners.
one coal generator eats 15 coal/minute
depends on total extraction rate, which that tells us that best case scenario, you can get 2400 ppm out, which translates to 16,000% CSE Coal Generators
Iβve got 4 60/min nodes and mk1 miners
I wonβt overclock anything
so that is 240 i/min, which translates to a 1600% CSE Coal Gen setup
Yes.
With 6 water extractors minimum. And 4 Mk1 feeding pipes.
Theoretically only three pipes if you made more complex pipe manifold than recommended.
at 100% CS yes
Hi all, I could use some assistance with a math problem that I don't know how to solve (that I probably did not need to create for myself)
I have 11 foundries making steel ingots that I need 1040 ingots from
I have 18 constructors ready to make steel beams that need a split of those ingots.
I set the 11 foundries to make 94.545 ingots per minute, this is so close to the 1040 that I doubt the .0005 really matters.
I then split up the 11 constructors into 3 belts, 2 of them mare hauling 378.18 ingots and the other is hauling 283.635 ingots.
Now that I have the ingots at the steel plant I can not for the life of me figure out how to split this up to produce 200 steel beams. I am not great at math but I have been playing quite a lot of hours and have been able to figure out the math with some time and thought into it. Not this time..... Any help is appreciated.
hello is this supposed to work ? i have a miner generating 135 iron ore theese 5 smelters are set up to use exacly that tho i'm using smart splitter to send the overflow to the next smelter in theory if i flood the system once should it work ?
approach it the other way
- first build the foundries (you've done that already)
- then merge it into some amount of belts (you've done that already)
- then figure out how many machines can each belt feed and build that many machines for each belt
- "splitting" is then easy (manifold, or if you really want, some sort of balancer)
so you have 135 production and 5 miners eat 135 as well? then there will be no overflow π€
you can also just manifold it:
--S--S--S--S--S
| | | | |
i have the 5 miner working at 50%
that doesn't matter, manifold will always work
as long as your production is equal or greater than how much you need, you'll get 100% efficiency (after it fills up)
but by doing this the first one will hog most of the production and the last one will be very delayed no ?
but it doesn't matter once it's filled up
i see
exactly
^so i have been playing this game for 200h completely wrong
it usually takes a few minutes for it to fill up, but you can just fill the machines manually if you want it to start working immediately. Or you can leave it working and build next part of the factory
so it should fill up even if the input is the same as the system output ?
well, there's no "wrong" really. You can balance everything if you want to. There's just this "manifold" way which a lot of people use for simplicity
yeah
yeah wrong is harsh my way seems to work for now my 5th smelter is at 100% efficency but is "harder" to set up
Not to you specifically Galaith, but this is the reason people give for not using manifolds most of the time... and I am baffled by it.
I can't see the reasoning that it matters in 90% of situations... you just turn it on and go build something else.
Power is the one area I can barely see why, but even then you're 10x better off doing staggered starts cause liquid, so I doesn't matter I it's balanced splits or not
and i agree with you , i never thought of it this way, i thought it would not work and i didn't like to see materials "stacking up" into my machines i was feeling like it was useless, but thinking of as a coushing for production to work, saving time and space to set up, i feel like i just levelled up in my game
what are those graphics? i'd like mine to look like that
WDYM by graphics? Like settings?
yes
well what engine? dx11 dx12 vulcan
Definitely not dx11, could be vulcan but looks like dx12 to me
probably high resolution mode in photo mode
@outer bloom
i need some help with the logistics of this part
how do i arrange the mergers/splitters?
you cant put it all on one belt
check how much the assemblers need
and group them
rotors need 100 screws each
at best its 5 screw constructors to 2 assemblers each
need mk 3 belts though
alright thank you luckily i have mk 3 unluckily i have like 20 steel beams but i will see what i can do
gotta grind that steel
try and group the screws to quantity as they come out of the machines; balancing them later can be a cow
my rotor setup has 1600 screws coming up on 640, 640 and 320 belts, and breaking them down to 400/400/400/400 is... yeah
there's a pretty simple way to do this, although takes a bit of space, I can post if you need it
i've got it sorted already but thanks π
(i forget the details but i know i started with subtracting two 120s off one of the 640 lines)
How would I split 5 inputs with the same rate into 6 constructors evenly?
you don't need to load balance in this game, just merge the 5 and manifold feed them into 6
the only fly in the ointment is if you have kini's problem where your total inputs are in excess of what your belts can carry
ah yes that will work thx
My belts can do 160/min max and I only have to do 150 so it's going to work
oh nvm it's 120 max
hmmm
neat. I did it by splitting each incoming line into four (with splitters stacked vertically in 3 layers) and then merging each 'column'
feed part of the input later down the manifold line
or feed it both ways and converge at one of the middle machines
my inner perfectionist loves balancing
Iβm sitting here with mark 1 belts wondering how people are getting manifolds to work. You use higher belt speed donβt you lmao
Snap
you can manifold things that need 15/min with a mk 1 belt
just gotta be willing to wait
Iβd rather balance
whatever works
you use whatever belt you want. Just don't go over belt limit
belt mk doesn't really have too much effect on how fast manifolds fill
well then, if we're being technical you can also split in wholes
smarty pants
is there a way to use the bi-product water of aluminum scrap back into the production of the alumina solution or am i going to waste my time setting it up and watch it fail
||don't mind me stealing mcgalleon
||
?? manifolds are easy with mk1s? Don't know what you're doing wrong
Well, if youre trying to do a manifold for over 120 ppm consumption then it does become more complicated...
you could use 2 manifolds for 120 ppm (2, 60ppm belts) that should work. just don't connect them
yes of course. It is more complicated, but you know. Its not that much but there is a lot of "common knowledge" that says this kind of stuff doesnt work in factory games, when in fact, it very much does in SF, and because of that sometimes its hard for people to break away from that pre-conceived notions.
how do i do this? do i just do 240 = 120 = 60 = in the foundry?
I'm assuming you don't have mk5 belts?
well, depending on how much you have on one belt, you hook it to that many foundries to empty the belt
You'll want to use what's called an injection manifold
or just multiple sets of belts
i have 240
multiple manifolds are easier tbh
one foundry needs 45/min, so you just divide [amount on belt] / 45 = [amount of foundries]
if you have 240 on belt, that's 5.3333 foundries, so 6, one of them underclocked to 33.3334%
i dont have underclock unlocked how do i unlock that?
you find a slug and put it in mam
alright thank you
yeah but you can't load balance 120 ppm on a mk1 either π
yah yah yah :p
i have 3 constructors making 20 pipes/m how can i split that to 15 pipes in 4 assemblers?
merge manifold > split manifold
my balancers suck... they don't like full inputs
gridlock?
Because that isn't 2-2 balancer. The splitters need to be first on both belts and mergers second.
You currently block the lower belt with half the stuff from the upper belt being merged in.
yea it looks like you've accidently built the premise of a priority merger
I manually removed some of the interconnections up to the point where only half of the ore remains, then it flows allright
what sort of balancer are you trying to achieve?
it was supposed to be a 2x2, but as Baldur pointed, its flawed
2x2 looks like this
ugly as hell lol
you can build it without clipping, its just clipped because it is a smaller footprint
yeah i did make some, but they were kinda big.
you can probably make it even smaller than that with more clipping and lifts
lol, I got this with lift clipping
the lifts aren't actually connected to each other, but they seem so
slightly smaller footprint
2nd imo 
I tried with floor holes but i couldn't place the last one... but would look even worse.
I'll stay with the first
im not running anything crazy, im on a laptop with an i5 and 1660ti, but i have upgraded the ram to 24gb so that could be what helps me run good grphics at stable frames
i only have 16 gb ram...
You dont need more than 16
yes, but the higher i have, the higher i can put my graphics
And that is how it usually should be with RAM, unless you are using IGP with shared memory.
It depends on your save
There are several that require 32+ just to open
Never seen ram usage past 7 gb, id say my save size is above average
Those have to be edge cases
That seems unlikely
I'm over the 12gb mark on my current save without having finished sep4 lol
A dedicated server needs a minimum of 10 to run in a small world
Iirc it's closer to 16 but I don't check regularly
i gues i need to build larger then
My Sushi Fuel Rods save currently asks me for ~7GB of RAM.
It doesn't even have 200 machines in it........
My game is currently using 4.5GB RAM actively and has 18.2GB memory reservation (not normally shown in task manager).
Maybe it depends on megafactory vs modular
I tend to spread things out and only transport final products
10m wide each based on wiki, so 160m wide total, when foundations are 8m, so 20 foundations wide.
26m long, so 3.25 foundations long.
(Width*amount)/8
Thanks!
I am at 5.6 GW of RAM for my world... so RAM won't be an issue anytime π
My first 250 hour spaghetti coop factory (finished phase 4) save ran without issues. Hosted it, played together with friend, 16GB ram win 11
How tf you got 24gb RAM
8+8+4+4?
16gb on Channel A and 8 on Channel B?
No, 12 on both
8+4 per channel.
Works fine. Only the pairs need to be same.
XMP will not work with multiple DIMMs per channel usually.
But auto and manual settings usually do.
Ok
Max memory frequency is lower with 4 sticks vs. 2, and all latencies need to be individually by the worse stick for that one.
But those are always with 4 sticks.
Doesn't depend on the pair capacities.
Ok
so i tore down my factory so i can prepare for t5 production (don't worry i overprepared to rebuild it lol)
i'm having trouble figuring out what ratios i want to use
i know i'll need 160 screws/min for each plate and rotor assembler pair, and 130 screws/min for each computer later on
screw production was the bottleneck before i got past t4, so i think i want to base intermediate production soley off the screws required and available
i've got 960 iron/min prepared and 480 potential copper/min, steel is coming in at 180/min but it'll probably be 270 soon
any suggestions?
Worse are those OEM laptops that come with 4+8 GB... 4GB usually soldered to MB.
Do you can use dual channel although your using different types of RAM
Mixing sizes in pair causes slower performance for part of the memory range. Or for all.
Now the dual-channel usually works with mixed pairs, for the common size range, so 4+4 as dual and then 4 as single.
For that 4+8 config.
I donβt understand
Laptop OEM:s do horrible things, which work somewhat but aren't good.
So when you see laptop or OEM desktop with 12GB etc. RAM, stay away.
But on desktop you can get those non-power of two capacities when you add more memory to old dual-stick config.
With no more problems than any 4 stick config.
If MB has 4 slots, but it drops the max frequency a lot atm.
Which makes it very bad idea if you don't need more than 64GB RAM.
Nah I think 32 gb are enough for gaming
Yep
For Ryzen 7000-series, the CPU officially supports DDR5-5200 at 1 dimm per channel, both 1 rank and 2 rank dimms, but with two dimms the official supported speed drops to DDR5-3600.
Intel doesn't publish anything other than 1 dimm per channel at 1 rank numbers.
Got a Ryzen 7600X
- 32GB Kingston FURY Beast DDR5-6000 DIMM CL40 Dual Kit
Whats the best way to get Awesome Coupons early game? (Phase 1 Space Elevator)
I remade the quick search in minecraft lol https://i.imgur.com/3sFyffT.gif
Spam literally everything into the machine
And DNA capsules from hunting enemies.
Like What waste though - currently feeding 60 cable / min
everything
just dump everything you're producing and dont need atm
or split it 50/50
any way to automate hog remains later?
Should be possible from when you can do it manually.
you can automate processing them, but not the gathering
Yes
was thinking like a Minecraft Spawner or something π
Hog Spawners
nope, not possible
creatures respawn on their spawn points after 3 ingame days if there's not a factory in range
this is neat! there's also a "quick switch" equivalent called ItemSwapper based on Xisumavoid's video, if you know
Yeah I saw that
Do you guys make separate floor just for smelters only when building mini factories?
Anyone Able to help me a second?
I've created a Mani-fold system for my Foundrys. As shown below. The belt is putting in 270 Iron (6 Foundrys as i have). However the last 2 are not running at 100% Effective? Always idling due to low iron
All Manifold has Mk.3 Belt to each Splitter then a MK.1 Belt to each Foundry as it only needs 45 iron
do i just underclock the decimal machines
yes im aware there's calculators but i wanted the result in a clean visual lol
You can underclock with more machines or overclock with less.
And you can either underclock all, or just one.
To get wanted total production.
alright
i'm just kind of stumped on where to put 80 constructors for screws (and their rods)
they will be efficient when the buildings in front of them fill
oh yeah ^
fill them manually once and it'll work fine
would this work?
Yes, as long as the piping never empties.
But if there is suitable partial fill situation, it fail severely.
Because the second extractor cannot feed until the first fills the piping up to the upper pipe level.
And the machine tries its best to empty that part.
but it everything runs at 100% itll work out?
Yes. Highest headlift in the continous fluid counts.
great, thx
I'd connect both extractor on the bottom level and give them one pump
or put two pumps just to be safe
they're kilometers apart
ill try it with one pump and add more pumps if it doesnt work
well, just over one km
then I change my stand to "don't transport fluids across kilometers"
the factory and the pipe carrier is already built
Quick question the cost for coupons in the sink is there a cap on how much a single coupon can cost or will it keep going up until integer overflow or is there some mechanism to prevent this
it will go forever up
so in theory what will happen to the game when the coupon cost hits maxint
I doubt you'll ever hit that
yeah but in theory
in theory I don't have access to the code
they should have a sanity cap just saying
theres certain integer types that can grow forever
well, until your ram is full
maybe they used one of those
yeah but thats bad design at that point
you dont want to implement a mechanic that can theoretically take down the OS
you won't reach int limit
lol, how would that take down the os?
And we have no idea what the devs have coded or not coded for that.
the number would be 2**16000000000 i think
If you literally have an int that grows until the ram is full that's technically a memory leak
uhhh... no?
you'll never hit that in any gameplay unless save editing
and im 99% sure the number necessary would be bigger than all of the atoms in the universe
a single int will never, and can never fill up the entire ram
we were talking about ints that can grow larger than normal ints
but that's not memory leak
no but it could in theory take down an os in the same way
memory leak is when you have a bit of memory that's still reserved for a software but not needed
it cant
In computer science, arbitrary-precision arithmetic, also called bignum arithmetic, multiple-precision arithmetic, or sometimes infinite-precision arithmetic, indicates that calculations are performed on numbers whose digits of precision are limited only by the available memory of the host system. This contrasts with the faster fixed-precision ...
that's why you have swap
worst case scenario, the program crashes
if you use external software to make your computer crash than that isnt a problem of the game
your OS wont die because of a single int overflow
and if a program is taking more memory than available, os will crash the program
Depends I have seen some alpha / beta builds of games that can have ram blow up so fast it causes a BSOD but usually that's because its just that unstable and usually kills a driver along with it
i dont know how fast you can sink all items possible to make, but that scenario will never happen in satisfactory
that's faulty OS then, not the game π€·ββοΈ
nah usually a render error that kills the nvidia driver
noone said that there is no cap
the arbitrary precison thing is just speculation from me. coult just be u64
and how anything is handled depends on the code, which we dont have access to. could just be a crash, could go down into negatives, could go to zero, or it just stays at the limit
or maybe its ub and your computer does a backflip
if i turned this into a hypertube cannon instead of a normal tube, how many light years would i go?
14 enterances
Probably cross the map not much farther
should i risk it for science?
i have no way to break my fall
π deaht is a gaurantee
Save then sure
Also you probably won't die from full health if you pick a good spot to land
i mean i jus dropped my stuff in a container
Also why are you still using default colors and foundations???
is this a good angle?
too lazy
i color my pipes tho, im not that much of a freak
Sure
It's a little high but it'll still launch you
Lol should work but it looks like one end is misconnected
was an accident
that was the wrong angle, i turned into a railgun and hit my other structure like 50 m away
guess the original angle was fine
Cool
π
I'm frequently getting stuck into my cannons, and after a couple seconds I end up dead can't even see where. Maybe my factories are becoming too big....
will linking like this make it faster even in an enclosed hypertube cannon
If going downhill in a tube, you'll start close to terminal velocity instead of slowly building up to it
If uphill, you'll go a bit faster for a lackluster distance
Please see the "Cohrane Cannon" experiment on wiki.
23 entrances and mk5 belt runway
https://satisfactory.fandom.com/wiki/Uranium_Waste#Cochrane_cannon
Uranium Waste is a radioactive byproduct of Nuclear Power Plants created by burning Uranium Fuel Rods. It is one of the few items that cannot be discarded with the trash button in containers or the inventory, giving a message that "Nuclear waste cannot be destroyed. FICSIT does not waste." Through a couple of steps Uranium Waste can be reproces...
i just unlocked oil is this a good setup or should i produce more items?
Linking them too close will cause game to 'skip' entrances at high velocities.
You can do a booster like in attached picture, but any more than that need to be wider spaced due to speed/fps interactions
Odd, my 14 enterance one worked fine, but then again its a closed circuit and no actual launching occurs
Only the end one was spaced further
You can mix and match - check what usage of plastic/rubber you expect, usually more plastic is needed for computers and sorts. remember to proces oil residue into petro coke and sink/burn it.
alright thank you
notice following:
Mine has 1 entrance per 2 steps (4 per foundation), yours has one per 4 steps, 2 per foundation. You will start to notice the skipping if you squish your cannon into half of current space.
"skipping" depends on fps and current velocity.
You may not notice the skipping in enclosed tube, but if you did multiple launches, you will notice distance difference.
Also, this started to become glitchy, getting me stuck halfway or launching me in random directions upon exit, and is not recommended. It also did not let me shorten trip to base under 3 seconds, so the project was shelved.
Additional note: there is a hypertube booster mod that adds mk3 entrance which can replace ~10 regular entrances. You can build more compact cannons. Chaining 20 of those is not recommended π
why isnt this working? can i not make the pipe go up?
How high up does the pipe go?
a lot
I would recommend reading the plumbing manual linked in this channel to learn what mistakes you made, so you can move on
okay thank you
its in the pins
you can build a splitter on a 1m floor hole with only the bottom connected
this causes the splitter to face sideways, and anything snappable to the splitter will also be sideways
while i do not believe this has any practical use and is extremely finnicky, perhaps someone here is deranged enough to give it an actual application
a few pictures that show step by step? I don't quite get what you mean?
Lol thanks, thatβs pretty funny
yeah lol
i don't see any way it can be used that would make it better than a normal setup
Aesthetic. You could have a near invisible belt moving stuff across a wall or something
you can't extend horizontal lifts, so they only make for short directional changes
Oh? So what happens in that last pic if you tried stretching it longer?
nothing
it stays 4m no matter where you aim your view
You can make the horizontal lifts as long as normal ones. No idea how but it can be done in vanilla.
Probably need to be something for it to connect to.
Is there perhaps a calculator to calculate just exactly how to split to get a specific amount going that way, the other the other way?
Just Manifold Itβ’οΈ
And AFAIK no, just have to try to solve it yourself if you want to ratio-balance.
or make separate groups of machines that make exactly the amounts you need with the right clocking and only merge them into the lines you need?
the short version of balancers: "Split evenly as groups of 2/3 splits with splitters can do, then merge back the parts you don't need into the input... beware of full belts"
i should introduce myself here, cuz math is kinda my jawn
i'm an older person that really adores the game
and has a degree in math stuffs
something that constantly hits me over the head in the game is that 13 doesn't form a multiplicative group with 2, 3 & 5
its oh duh b/c their all prime numbers
but the game really works on resolving those numbers together in production chains
I assume you're balancing things?
or do you just mean in relation to ratios of buildings?
βMaths stuffsβ I love that. ππ
are you talking about (as an example) a balancer with 13 outputs?
I think this is on purpose, because otherwise ratios become super easy
i cant off the top of my head think of anything that has 13 in it as a ratio
... pure iron?
i know 7 is sometimes used
oh yeah, pure iron
13 x 5 = 65 / min
and polymer resin recipe i guess
130/min
@cinder viper a decent amount of RIP production early game, no alternate recipes in my opinion
think so
Greeny's tool, called SatisfactoryTools, linked in the pins
360 iron seems like a crap ton
<laughs in five figure ore input>
lol
until you realize its not
It is a sizeable amount early game, but late game that is pretty laughable
theres two pure iron nodes a decent ways away but im in no state to hike my way over there and start a factory
so im just going to jerryrig these 4 free nodes near me
Feel free to do what you will (I assume you are in grassy plain) but keep in mind later in the game you will have to expand
@tropic hawk beginning the construction
I don't think so.
Iirc, the only primes used are 5, 7 and 13. No more
In addition to 2 and 3 π
A lot easier for people to think in multiples of 2 (halves) and 3 (thirds) though. That's pretty intuitive for most people I'd guess. Trying to figure out without help 1/7th or 1/13th is pretty hard. Hard to recognize too.
I see greeny's tool is only updated for U6. Did any recipes even change in U7?
about to turn it on
honestly my power is 0% going to handle this so I need to upgrade it first, but after a hugeass project that took hours, I HAVE IT DONE!
pure iron, steel screw, base computer & hmf recipes, and mk5 belt speed; 780 = 60*13
lol power sometimes too. This "big ass" factory for HMF was turned cut from the grid while upgrading power...went to go back to it and the whole thing was like 200mw and I laughed
How many HMF's/min is made in that?
i'm guessin from size that's either 2 or 3 manufacturers
lol It's the factory built before I joined server, but in total using the alternate steel recipe it was taking a whopping 112.5 petroleum coke per minute. I just finished getting it setup with a 3600Pcoke/min train line. It's like 12 hmf per minute or something small.
It won't be soon.
Server owner doesn't do math with as a big of numbers as I do lol
yeah, using coke for steel is actually a nice recipe, it isn't solid steel, but like you get a nice yield from it if recycling the by-product from oil
i'm currently working on end-game nuclear recylcing in the swamp
and as an exercise, exploring using coke for steel+alum production, very interestingly complicated build
here's sorta my math on it: https://i.imgur.com/ds8GrfO.png
numbers in the red columns are a note to myself to re-check
There's 1 overclocked pure oil node feeding into the building. 15 Refineries at 133.3333% over clock. And up top is 15 more at 200% overclock. Makes 7 full 480 belts, and one 240 belt worth of Petroleum Coke.
nuclear power on its own isn't a huge supply chain, but the recycling of uranium waste is kinda a huge factory
Oh, and I think like 300 polymer resin per minute being sinked, but eventually refined into plastic
something useful if you're sinking resin
is as you deal with building out, just set up a refinery to make a container of fabric on the side, you'll only need one container of it through the game
oh right, with the water and resin recipe
i usually do that in the initial teir 3 starter oil
on some fuel setups, since it's already so large, ill turn it into plastic then sink for extra points. but yeah the fabric is a solid one too
you can forego doing that and use coupons for gas & radiation filters
they're cheap from the awesome shop, i think its 1 ticket for 25 gas filters or 10 radiation filters
cheap until 1 ticket costs 100000003939393939393 points lol
yeah, when you really need those tickets is late game for supercomputers
how would one build water and coal generators where generators sit directly above the extractors that feed them?
i actually have a rather nice design for that
figure out the clip height of the extractors and build foundations just above
does this room mind me dropping a blueprint file?
more specifically it's the design of the pipes i need, sorry
you need 2 pipes feeding the manifold
i recorded a vid of building a bottom fed cpp as a blueprint using the oversized bp mod
if you wanna dm any vids or pics to me if it's easier go ahead
I'm just running around my private world... playing with the Kryi123 Blueprint designer plus mod... I figured i'd show off my unfinished update 6 world and show how it works as i explore it with a cheat :P
there's a bug with blueprints
@sonic nacelle The left is 48 refineries with 16 extractors somewhere like 6-8 walls below them. Wasn't terribly hard to setup or long, but it did have some issues with floor holes and flow. So it was a bit frustrating fixing that.
The other is 40 refineries making Steamed Copper Sheets, being feed from above. No pumps. Just connect and go.
where you cannot place water extractors inside a bp's hitbox
i've since abandoned that design for a better and less time-consuming cp build
@sonic nacelle I don't know if you can see the end in the middle. but that's more or less the 2 pipes @prisma kraken was talking about
were i to build that again, i'd use mk2 pipes
that's a lot of blue
but that build kicks out 10+gw of coal power
yeah, i underestimated the time the pipework took
also, i started my u7 save in DD, and traveling for the resupply for it, timehole
does low headlift influence pipe pressure?
headlift influences how high pipe fluid can travel, allowing it to climb vertically
if you need fluid up 15m, but only have 4m headlift you won't get any fluid to the top. Head lift needs to be high enough to get it to the next vertical point, and so on.
working pressue means that the pipe is full when you look at it
yes i know, but does it also change pipe pressure as it goes near zero?
horizontal flow is forever.
full pipes are happy pipes π
technically i guess low flow = no pressure
because its not pumping anything to make pressure
true but its complicated
this is my setup
i have 4 water extractors at the bottom, a pump that pumps it up and 5 blenders that get bottomfed
turn off all machines asking for fluid.
that should work, laura
let extractors go until pipes are full
there's a well-known bug in the game
turn machines back on
yes heres the funny thing though. when i use a mk1 pump, no matter what i try, they dont run at 100%. they all run, but they turn off sometimes
where sometimes headlift doesn't transfer through a pipe floorhole
this problem does not happen when i sideload them
... how you work around it
is delete both sides of the pipe passing through the floor
build the top half, then the bottom, then the pump
β¬οΈ
however, if i replace the mk1 pump with a mk2 pump, it works even when i bottomload
this is why i abandoned the bottom fed coal power design in the vid i posted
well it works now so i wont change the design, im just curious why changing the pump makes it work
i have a great distasted for giggling the handle on good designs due to bugs in the game, lol
what does "giggling the handle" mean?
@rustic patio so you're asking for an explanation on how a bug works? or how the game is intended to work, but you found the work around for the bug, and wanted to see if other people would guess that the problem was the bug, and not the flow rate that you started asking about but want to know how the bug is influencing the games intended mechanic?
*jiggling I think she means
idk if its a bug, thats the thing!
like on a toilet when the water runs annoyingly
maybe its an intended mechanic i missed
@prisma kraken just said it is..
you kinda just jiggle the handle to stop it, lol
Have you read the plumbing manual?
nope, is it explained in there?
yeah, @oblique hollow 's guide is very good
i kinda think i might ask in the support/bug forum for that to be added as an attachtment to a message in the codex when you unlock oil
i think it would be nice for the game to give you all info you need about things in it to actually do stuff without having to google answers
when i read mcgalleon's pipe guide fluids started really making sense to me
i looked at it and didnt see anything what i described
pipes are just sorta buggy
there's the floor hole bug, then there's a loss of precision bug involving late game alum production
if you build a mega-alum build, unless you have a very high-end gfx card in your box, you're efficiency on the factory will always be < 100%
this is due to the fluid simulation requiring your gfx card doing 60 fps
can i use a pipe manifold with a 240m input and eight 30M outputs?
yes you can
pipes are bi-directional
undirestanding this is very important
i'm digging up a picture from mcgalleon's guide atm to visually show you
how much coal/min do i need for 32 coal gens?
aight, ty
seriously, this is in-game a good resourse on its own: https://static.wikia.nocookie.net/satisfactory_gamepedia_en/images/3/39/Pipeline_Manual.pdf but tl;dr, here's a diagram in it that answers your question:
again cred goes to mcgalleon for that
what kinda peeves me
is there was a change in U6 to pipe simulation
in the interest of optimization and making the game snappier that means you now need a pump on every vertical line
it shoulding be that way
this vid from scaldi demos how it should work: https://www.youtube.com/watch?v=R2bHWgqYD8I
This is a basic overview of a Coal Generator system at 100% efficiency as well as going over some tips and tricks for fluid mechanics and design ideas.
Want to fly around too? Check out https://ficsit.app/ for the Satisfactory Mod Manager. Once you have that installed, look for the PAK Utility mod or Area Actions.
Follow me on Instagram for fa...
that was made post-u4/u5, and the simulation of fluids has changed
the water tower thing is actually a useful trick i rarely employ
i have a rule, no fluids in my central storage
the exception to it is nitrogen gas
late game, i don't mind running a nitrogen line through central storage with packagers & drones feeding it
as a gas, it doesn't have headlift
the bug introduced in U6 fluid simulation, is that you think a pump pushes in one direction, but it actually pushes in both directions
the r/l physics of it are non-intuitive
by this is why you can syphon gas out of a car if you've ever seen that done
fluids aways push down and sink
you can actually create a water tower at a high height in the game, and get all the headlift you need by filling it, then setting a valve on it to 0
too much effort to build, however
i played around with that at the intro of the U6 change, its just less time efficient in building than dropping a pump on every line going up π
was it you or laura that had the original bottom fed pipe question?
either which way, i hope i explained it sufficiently
something i'll just share as a way of building efficiently and quickly, is its better to feed liquids in from above than below
one of my fav spots on the map is the DD mesa lakes becaus they're at such a high elevation
you can pipe down the water , and its like no pumps π
yeah it was me initially, thank you
i hope i answered without you feeling i've been man-splaining
if its come across that way, i'm sorry
as a guy myself i don't think it's possible to mansplain π
mind a dm?
go ahead
ended up working out in the end! https://gyazo.com/a67f4f5548340285a9b8d2e9b8bd5399
ive found another thing that only a mk2 pump was able to solve
placing a mk2 pump on the right side of the bump makes it work. mk1 doesnt work and valve doesnt work
the distance from top to bottom are less than 10 meters and all machines are at the same height, how does a pump help in this situation?
i want to understand why it works so i can notice that its a possible fix in the future when i run into problems
any ideas? @prisma kraken
laura, mind a pm?
nope!
i'm doing too many things atm
yea sure, take your time! im not in a hurry
and knew you were asking the question
but had a tough time finding you to answer it because i'm sorta scattered atm, sorry for that
hiya
How should I split my iron into plates and rods? Should I do half to plates and half to rods or is there a better ratio
that depends on what do you make out of it
just make what you need now
I should probably plan it first before I build
don't worry about future
figure out how much of each iron product do you need for building (roughly), put numbers into online calculator (or calculate yourself), build the factory
Hmm... 762/min sushi belt... Getting into danger zone...
how you set up initial iron prod efficiently is a topic covered lots on yt
well it depends on each player how much they need. there's no generic answer to that
So maybe better to split the concrete and silica to their own non-sushi belts...
check out totalxcplise's or scalti's vids on it, but tl;dr'ing their wisdom, you get 120 iron into making plates and 120 into rods and screws and use splitting and belting tricks to do a 4 way split for screws and rods where 1/4 of the rods go to make screws
i don't do it that way, being honest
but using the nilla recipes, that's the way
what i do instead is set up miners on 2 iron nodes, feeding a plate and rod constructor, and one on copper wire, build enough biomass burners to allow me to go hd hunting
and when i find the cast screw recipe, then i really start building π
cast screws π€’
yeah, its a very good early game recipe
yeah, for like first two hours
later in the game you really don't need screws
steel rods is a great recipe, its tough to fit into a chain though
why so?
really though, late game, the only use for screws is building an awesomeshop for resupply in remote building sites π
i haven't made friends with that recipe yet
it's 8 copper ore -> 10 rotors (with pure copper and steamed sheet)
only needs some extra screws
most resource efficient out of three rotor recipes
i've used it at times with steel screw to boost prod in get'r'done stages of package delivery, but it isn't something i really use in factory design
i've never had a problem with rotors, tbh
my starter iron build is sorta a thing that just slowly kicks out the right ammount of building materials quicker than i can use them
its entirely unuseful in the game to have blueprinted it, but here's the build as a set of 3 bp's, can i post files in this room?
its 3 32x32 modules
kinda 1st design i made with the U7 bpm π
does anyone mind me posting it?
I'm not sure what's the policy on posting BP files. Save files are forbidden π€·ββοΈ
well hear it is, techincally it is just A&C but i created B as a mini storage mall in the middle because the belts were too tricky to connect in it without some space
i think it makes something like 20 plates 10 rods, 4 mf's, 80 screws,2 rotors and 4 rip's/min
i have signs in the bp to tell you the numbers
its enough to have one assembler on smart plating with output with a rip and rotor going into building materials π
I'd build smart plating separately
entirely unuseful as a blueprint
(well, everything separately, every production is either to storage or to sink, never to another production)
you need that before basic steel production which is where bp's are unlocked
i was just all excited about the u7 bpm and it was my first test of it
quite the learning experience
something i learned in that project however, which i'll share with ya'all is that the bpm server 2 different functions
don't build complete factories in it, the pain of deleting design work + beltwork is pretty time consuming
either bp machines or design work, but partition them into those catagories
otherwise, as you tear down a design you placed, you'll be like why is a roof in this bp, and kick yourself for it π
i must say though i'm really enjoying the u7 addition of the bpm, its adding a new dimension to the game for me
my u6 world was all about architecture and beauty and like fine choices in design, my u7 world is like mad-science where i'm just building compact machines that run efficiently
my u7 world is sorta a weird thing, its kinda just a series of science experiments
everything in it is a blueprint i've first designed in the bpm
some things are kinda straightforward duh things with the bpm
like 8x constructor or 10x smelter manifolds
it just saves time to blueprint such things and reuse them
that being said, it can be used to create much more complicated factories as well
let me run back home and share a photo of my oscilator build
i'm laughing a bit atm
grabbing this picture, i needed to resort to poverty strategy to bild the lookout tower of the motor factory that i bp'd
I have blueprints for every single machine (or most of them) with the input and output splitter/merger and a powerpole... makes it very easy to build larger manifolds.
Unfortunately the number of blueprints per machine increases with the number of inputs/outputs
yeah, me too, i'm starting to puzzle out how to do lb'ed splits in bp's
noodling on that all atm
i think i have a great design for an assembler vertical split
i designed it to support making the p4 ads component in 1 hr
but in smaller form, its useful in things like circuit boards, cheap silica, EIB's, etc
anywhere you need two things from separate factories on a scale of 4 or more assemblers
i'll be back in a bit, i think my computer needs a reboot
cya soon
hey, back
I am still not finished with the Manufacturer blueprints... because I want 10 different ones π
constructor/smelter was easy... four combinations: two directions for input, two directions for output... 4 templates
Manufacturer? 5 combinations of input... from all 4 left to all 4 right... and each of them with two combinations of outputs.. 10 templates
This sounds worse than just putting down a bunch of machines
it speeds up the process quite a bit... because of all the small steps that can go wrong when you setup the input/output manifolds... especially with the multi-level manifolds you need for 2/4 inputs
Yeah but I also hate cookie cutter factories
He builds big, round, rings within rings factories that take way more patience than I have atm π
I have some factories with special "design", but some are just rectangles...
still, the setup for the splitters/mergers for each single machine shouldn't change much, only their connection
Hello,
i just finished the last tier of particle enrichment and thinking of my playthrough some questions came up to my mind. I didnt use any trains for transportation, mostly belted stuff from from nodes to my factory and send drones from factory to main storage.
I figured i would generally not build a lot of e.g. Computers in the first place, rather do one Computer factoy at the beginning to feed the storage. Later my factories for radio control units, supercomputers and turbomotors would also contain the production of computers. So i was wondering if people do a large factory in the beginning for computers, crystal oscillators, motors or whatsoever and then distribute it with trains (or something else) along their factories for further production? And if so, how do you distribute with a transport system the correct numbers? Let's say you are producing 15 and the factories need 3, 7 and 4 items per minute
I have done both in different playthroughs
I also just don't like copy paste stuff tbh. Every factory that has Assemblers look like BP#2 and #3
the problem with "large factory for all needed item X" is that you don't know how much you need... and its often easier to build a new factory than to extend an existing one.
fair point... I only customize the look of the manifolds if necessary (which sometimes happens)
Unless I've unlocked basically everything and have a final goal in mind I just slap things together as needed so that I have some production all the time going to containers.
I personally can't be bothered doing fine crafted factories on stuff that's almost certainly temporary
I personally prefer the "don't build more than you currently need" approach
a.k.a. every item is produced in a separate production line from raw materials and outputs directly to storage
yes that's also what i do... maybe something that comes with using the calculator quite a lot π. I also managed to almost have everything 100% efficient, thats why i dont like the train approach and i dont know if i can make the distribution properly work
I produce some goods centrally... like Rubber/Plastic and Aluminium-Casing/Alclad Sheets... because when you produce them, you normally produce a lot of them.
for computers/other electronics? Not anymore... I tried in my first playthrough but (Super)Computer factories get quite large, even with small output. So there is not that much gain from centralizing their production
and how do you distribute Rubber/plastic and Aluminium Stuff to the other factories?
you could train, truck, drone, belt? depends how much you need moved, how far away it is and what the terrain is like
Now that I've unlocked everything and have a plan I'm making things super local - so I decide on what the hub is making, then figure out what recipes I want to use based on what resources are available in various locations. Keeps everything very local
I use dedicated train stations...
each of the factories producing the "mass production" stuff has a smart-splitter/sink combo... the receiving factories do NOT have a sink for the input... so the trains just distribute all of the stuff and then begin circulating partially filled. works like a manifold
For example my uranium rod factory is almost completely contained in this small area. I have to move very little to it
my uranium production is a funny exception... its completely self-contained in the swamp (and the surrounding area)... and everything necessary to produce enough fuel rods for 10 powerplants is on a separate (geothermal-powered) power grid
alright that is kinda what i was looking for! But you still need something like a full container at the "entrance" of you factory, don't you? So this is quite painfull for lower quantity products?
yes... I only do this for items I produce in the hundreds/min.
otherwise its painful to wait until a new factory is filled up enough that the "train manifold" works again
alright alright, nice info, thanks
its VERY similar to a manifold... if the stack size (input receiver buffer) is too large, the manifold takes long to run smoothly
and a freight station is a 48 stack sized buffer? π
Please don't fight.
You both have a place on the credits of my SFR factory 
Who's fighting?
I think Ven is being hyperbolic
Ahh.
he makes a bit fun... I know Ven quite well π
I haven't run experiments for a bit, quite a lull after the belt to belt and merger thing.
Did those get fixed with the belt connection optimisation btw?
The belt issues were massively diminished, experiments were able to still toss out errors but not even remotely close to before the changes went in, it's actually usable.
So like on many b2b you might see a handful over hours ?
Down to zero in a lot of cases unless the route is extended and the save is the size of mine.
*or
I don't think the "end" is needed 
There's a decent recap here:
https://www.reddit.com/r/SatisfactoryGame/comments/zeh6gb/psa_state_of_belts_in_update_7_bugs_fixes/
85 votes and 24 comments so far on Reddit
(I forgot to include the disappearance of the duplication bug though)
(I hope this it the right channel)
Which look juicier:
- Encased Industrial Pipe, or
- Solid Steel Ingot?
I'm leaning toward the latter...
that depends what are your goals and what do you want to use it for, etc.
pick one that looks better to you
How do you build the circles for ur factories?
Thanks for the advice!
How to Make Perfect Curved Tracks and Circles | Satisfactory Guide
Curved Roads and Circles in Satisfactory
--- Read More Below ---
Have you ever wanted to create the perfect circle, or curved roads and rails in your Satisfactory game? Well now you can!
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I love his vids.
Cobalt and I also use Perfect Circles mod because it can be a huge PitA to make curves in many situations
yeah perfect circles is great in a lot of situations for very complex, overlapping or precise positioning is needed, but manual methods like the video work great for good tailored situations
Solid steel can provide 50% steel increase over base and encased pipe is amazing cause it's a 33% reduction in steel use for those items
oh and this video might be better for a lot of dif curves you might want ot put down https://www.youtube.com/watch?v=gmJiL4JznaU
The basic principle of curve creation
Music: Backyard Stories (by: Sum Wave)
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Also a Content creator with the SatLa...
Solid doubles your steel, EIP cuts it by 33% so Solid is better for now, but EIP is good for later if you see it again
I'm planning out a new factory to make computers, circuit boards, and crystal oscillators from quartz, iron and copper. What would be a good ratio for what to make of which?
Depends what you're building after
Unless you have a clear goal of what you're making with one step make enough that is useful for you now
Well, I mostly need them for space elevator parts, and I might be using them for road signs/trains in the future
I guess I could try and aim for a 1:2:4 ratio, based on the stack size for each item
well for starters, you're also going to need oil
Maybe aim for double that? This is assuming you are going to keep some large containers of parts for quick production later.
super computers are a thing and they take a fair bit
Not for computers + circuit boards, since I got the silicon CB + crystal computer alt recipes
Double that for computers?
yeah if you want a moderate progression even if yo uhave stuff just going on in the background
even for personal use waiting 60 min for 60 computers sounds like a pain.
yeah off the top of my head you'll need circuit boards the most, followed by computers, with oscillators a distant third
So, maybe 2-5 oscillators/min would be enough?
yeah 5 is about as much as you realistically need to make enough radio control units for advanced production/construction needs
Ok, so the plan I have on Satisfactory Tools so far gives me an output of 4 oscillator, 20 computer, and ~128 circuit boards / minute
you should probably repurpose some of the quartz and circuit boards for also making connectors
In that case, I'll probably upgrade my caterium processing plant first
is the 128 cb going into computers? What do plan on using them for?
Those are going to be used for space elevator parts, HS connectors and maybe train signals
2+2+3=7
Why do you ask?
Meta quest 2
Needed it for my first grade English homework
This raises more questions, the most obvious being why do you need math for English? And why are you on discord in the third grade?
Oh I've failed first grade 10 times
No, I'm just messing with you
Please don't report me
I think we have a troll here...
Trolls are only appreciated if they're funny

so (in my opinion) this one is not
I made a horrible temporary thing to test nitrogen gas throughput as gas over rail.
#screenshots message
And test begins. Sending side station is full, receiving side is completely empty of Nitrogen.
Everything else is saturated at the packaging.
Sending pressuriser set to exact consumption I will need in future and packagers are set to mimic the usage of the final production.
Trying to move 1620/min nitrogen via fluid train.
Exciting π
Just set second train on the route, both set to only do full loads and unloads.
And my gas priorization was working, the single packager tapping from all four stations was last to shut down when nitrogen ran out after first delivery, little before second came in.
360/min per platform to two packagers, and then 180/min input single packager that takes from all four platforms.
Train had to wait on the sending side, so it was empty at some point. So now we will see.
Receiving platforms still had some gas when next train came over and buffers started to empty while the unload happened.
And then started to fill again once it was done.
Are the packagers working full steam then?
So need to move and monitor the sending station now
Yes at the moment
Need to monitor for more, because the transport hasn't reached equilibrium yet.
Ah, again the train left the sending station just before the other train reached it.
β¦. Gooooood?
Extremely.
But I'm only transporting 1620 over link that should be able to do 2400 /min at full tilt.
Both extraction and consumption at 1620.
Buffers dropped to around 310 in storage while the unload happened again.
Train cycle seems to be stable.
encased industrial pipe is the best recepie for encased beams, right?