#math-and-meta

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prisma kraken
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i'd say you need the transport more in grass fields

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getting oil and quartz and of course, bauxite to/from grass fields is sort of painful

wind spade
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that's up to you, but honestly any factory is better than no factory, why not keep it running even if it's inefficient ๐Ÿ˜›

prisma kraken
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btw, on-topic for this channel... does anyone have a spreadsheet or formula sorta thing for trucks vs train vs drone that factors in stack sizes, belt throughput, and time/distance of round trip?

wind spade
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there's a formula on wiki for trains

prisma kraken
#

i've seen some stuff on youtube, but they oversimplify it all in general

fierce cypress
#

the wiki is missing a lot of important info about drones

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there hasnt been a lot of testing

prisma kraken
#

i was trying a few weeks ago to push 540/min alum ingot production via drone

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and best i could get was ~450-460/min between two ports

wind spade
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I guess depends on their distance

vast jungle
#

Drones are not that good for high-throughput transportation

wind spade
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and you can always add more ports

prisma kraken
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this was central dune desert to titan forest

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which isn't a huge distance

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the ingot stack size of 100 was the limiting factor with that

vast jungle
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did you use one drone or two?

prisma kraken
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2 got me to 460, i forgot the 1 drone rate, but it was lower, not half of it, but lower

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i found it surprising that it was so much lower than the 540 i was making

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and i knew i'd probably have problems with it, but it was easier than long distance belting, and i didn't need that much

opaque oak
#

The drone port UI shows how many stacks it can transfer per minute.

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With current drones assigned.

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And what the trip time is.

prisma kraken
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the calculations are wrong in the ui for stack count

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i've always wondered about that

vast jungle
#

you can easily stack drone ports on top of each other in a small 4x4 building...

prisma kraken
#

well of course, you can always go wide

vast jungle
#

its just a matter how many batteries are you willing to spend for the transfer

prisma kraken
#

i just haven't needed that much aluminum

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i know it was the wrong solution to get stuff into my base, but i wasn't prepared to do trucks or trains

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well, i mean i didn't want to do that

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it was more that i had copper where main base is and didn't want to pull the belts for it all yet

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and didn't want to use titan forest's copper for aluminum

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saving that for pasta-making ๐Ÿ™‚

vast jungle
#

I used 3 pure copper nodes (I think) in the titan forest for Pasta...

noble timber
#

Youโ€™ll need more than that

prisma kraken
#

yeah, they scream to do that with

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copper alloy is your friend in making pasta

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there's a few good places to set that up

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TF & DD are great for that

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as is NF if you didn't start there

noble timber
#

I use the grass fields because I always start in DD

prisma kraken
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is there an iron node near the 3 normal coppers there?

noble timber
#

I think so? Iโ€™m rarely there to be honest

vast jungle
noble timber
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Yes

vast jungle
#

I used them to fuel 37 "Copper Alloy" Foundries... got 3 Pasta/min from the factory

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more than enough... didn't have the second Phase4 factory done before I reached 1000 Pasta

prisma kraken
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i just checked, there's not a nearby iron node to the 3 pure normal nodes near the void

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and man, i just hit a strange blueprint bug

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a lift just doesn't want to connect btw two bp's

wind spade
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stuff in bps don't connect to each other

prisma kraken
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no, i mean connecting the lift after stacking 2 bp's

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i think its becase you can stack bp's on top of each other sans-foundation

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the two middle splitters just won't connect

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new one for me

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interestingly, this works:

oblique notch
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(with trains needing the exception that they can't actually handle 1560/min becuase of lockouts on the stations)

prisma kraken
oblique notch
#

i did some back of the napkin math somewhere once in this channel that said something like 1 round trip in under 1.5 mins was 5000 a min or something? i dont remember exactly, but i mean the math isnt too hard. just how accurate it is or what not is the hard part

( # of stacks in a train freight car * size of each stack ) / time it takes to make a round trip

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problem is there is no real good way to figure out the round trip of the train. Not currently anyways. And signals and other trains and slowdowns and what not make that hard too.

prisma kraken
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tbh, if you're not getting the throughput you need from a train, just add another train

oblique notch
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or another freight car, but yep. that is the best way to handle it.

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and like the default value is pretty high for a single vehicle - unless your talking like a 15 min route lol\

prisma kraken
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there's very few items in the game you need that sort of throughput with though

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the only two that i've really needed to push like that are quickwire & silica

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and there's an easy solution to the quickwire one

left fractal
prisma kraken
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what was the problem?

left fractal
#

i did everythin in pic

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and this is not 100% eff

fierce cypress
#

97% can be assumed to be 100%

left fractal
left fractal
opaque oak
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Outputs are empty, inputs ok.
And as said, the efficiency indicator isn't be all, end all.

fierce cypress
opaque oak
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Mainly it would stall because the alumina isn't high enough yet.

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Because the alumina piping wasn't allowed to fill and is running on minimum amounts.

fierce cypress
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it should even out eventually

opaque oak
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Yup.

oblique hollow
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the machine shows less than 100% if the game slows down or if the machine is still recovering from a previous interruption

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if it stays at 97%, its likely the former

opaque oak
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And if you have hoverpack, it often causes loss in that indicator with the hoverpack grid switching interruptions.

left fractal
#

oh wait i cut power wire

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and connect it again its 100 now

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is this good way to have foundry

deft lichen
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why the gaps?

left fractal
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so i put gaps so it fit one foundation each

manic spruce
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How much of each resource do I need

prisma kraken
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As McGalleon said, sometimes the calculation is off because of the game being too hard on your hardware

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i spent quite a while on alumina in my u6 world trying to get it to go at 100% vs 9x%

wind spade
manic spruce
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I mean like iron etc

prisma kraken
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what recipes will you use?

wind spade
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depends on recipes, also how much of each per minute you want to produce, etc.

prisma kraken
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like the autowiring alt recipe will cut your wire demand by 3/4's and steel by 1/2 at the expense of making high speed connectors

left fractal
fierce cypress
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assuming defaults

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for the remaining items

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  • 382 mod engines and 100 ACUs
prisma kraken
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the answer its sorta, gobs of wire, gobs of steel, and a bit of plastic and rubber

fierce cypress
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50024 wire, 2000 beams/8334 pipes, 7800 plastic/5730 rubber

prisma kraken
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oh, i'll revise, gobs of plastic and rubber, lol

fierce cypress
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1500 CBs, 2278 stators, 500 mod frames, 3000 copper sheets, 15900 cable, 37127 iron rods simon_smile

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ok ill stop now

prisma kraken
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the cable in that all is such a killer ๐Ÿ˜›

fierce cypress
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but thats no alts

left fractal
prisma kraken
fierce cypress
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with alts tools recommends this

left fractal
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so guys cant make blueprint from statue

fierce cypress
prisma kraken
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i wish there were a way of selecting in that tool 'no refinery alts'

fierce cypress
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just disable them simon_smile

prisma kraken
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well, yeah

left fractal
fierce cypress
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but feature suggest on greeny's disc

prisma kraken
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or just 'hide the recyled plastic and rubber chain'

wind spade
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that's the best one

prisma kraken
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yeah, it just complicates the display

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and i do know how to deal with that, it just takes fiddling

fierce cypress
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complexity for more profit

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its a tradeoff

prisma kraken
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kind of, but if your doing a recycled petro build, its going to be separate from whatever your target is

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its kind of a pain when noodling about things like computers or hmf's

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still a nice tool though

wind spade
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not sure what do you mean by that. The setup makes most rubber/plastic out of oil, so why wouldn't you want to use it?

tacit shoal
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I'm going to use trucks to transport items of off my trains, i dont have any throughputs yet but i have 8 freights, how many trucks and stops should i use?

oblique hollow
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a single truck can transport like 1560/min over 1 km distance easily

red vale
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I just started making a nice repository for tractors to collect resources and drop them off, is there a way to prevent the pathing from adding pauses at every truck stop? Do I need to have gaps between the stops?

tropic hawk
prisma kraken
# wind spade not sure what do you mean by that. The setup makes most rubber/plastic out of oi...

answering your question from hours ago... sometimes you wish to be time-efficient in building, the 300->900 petro build isn't very quick; it requires 4 alt recipes (HOR, recycled rubber/plastic & diluted fuel) that's 40 minutes assuming perfect HD lotto research, several trips for resupply of building materials, and also piping in 2000 water. I am not sure that can be done in < 8 hours, though i haven't quite timed it yet. I think as well if you use packaged diluted fuel vs blender diluted fuel, it takes much longer to build, and you really don't want to do that build w/o the blender recipe.

red vale
# tropic hawk only make routes go to stops that have the trucks servicing them.

I have a line of 8 or so truck stops in a central location that the trucks drop resources off at, and when I try to, for example, set up a silica path, I only had the tractor pause at the silica stop, yet when the path was completed it had pauses at every stop that I then had to manually delete. Would adding gaps between the truck stops themselves prevent this or is it just a cost of doing business?

prisma kraken
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they'll try to stop at every truckstop that they enter the hitbox of

tropic hawk
tropic hawk
prisma kraken
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i'm not sure if it is possible to prevent it

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just generally, having more hours in the game than i care to admit... sometimes i want to work on a specific problem

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and just want to build out the bare minimum as quickly as i can to get to the problem i wish to solve

tropic hawk
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fair enough

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im currently in the planning phase for a mega-base that would utilize half the nodes in Dune Desert for building construction materials

prisma kraken
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like i mean, how often do you really say 'man i want to build ANOTHER coal power plant' ?

tropic hawk
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and the floor plan sketching is less than enjoyable

tropic hawk
prisma kraken
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466?

ebon crater
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I am struggling with trains.

I want to have 3 pick up locations and 1 drop off. how the heck do I figure out how many train cars/trains/platforms I need?
the rate/min of every item on this train is:
stop 1:
coal: 772.5
iron: 565
copper: 800
stop 2:
quartz: 1428.75
stop 3:
sulphur: 480

I am planning on making it a loop, btw

prisma kraken
tropic hawk
tropic hawk
prisma kraken
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ahh

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never have done compacted coal

tropic hawk
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which takes care of the sulfur and most of the coal in Dune Desert (the rest I use for steel)

prisma kraken
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always seems like a waste of sulfur to me

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i did actually do a few weeks ago a 96 gen straight coal plant with blueprints

red vale
tropic hawk
tropic hawk
prisma kraken
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its needed for mag field generators (batteries)

tropic hawk
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oh, forgot about those

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so another late game use.

prisma kraken
#

and for nuclear, which is optional

ebon crater
tropic hawk
tropic hawk
prisma kraken
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you can fiddle with the train's config to say 'wait until full' or something like that

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i think its good to leave at least one sulfur normal node for batteries, and have another around for use in alt recipes

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imho though, its just a pain to build a CC plant in an area where you have coal + sulfur

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i can really only think of 3 locations where that's possible

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well, arguably 4...

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no, there is a 5th

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you can do so in grass fields

ebon crater
prisma kraken
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when i embrace the use of trains in a world, i usually end up with about 7-8 trains

tropic hawk
prisma kraken
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it ends up that i'll have a sulfur train, a plastic/rubber train, silica/quartz, copper, and caterium train

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possibly a nitrogen one as well

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that can be done via drone however

cinder silo
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I still just pipe nitrogen, it's just so easy.

ebon crater
prisma kraken
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yeah, but i like the empties management with the trains ๐Ÿ™‚

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oh, i forgot, an aluminum train as well

prisma kraken
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can't forget that one

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how i'll build out a train network is really a series of intersecting loops around my main base

ebon crater
prisma kraken
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man, i wish that max belt length were 4 meters longer

cinder silo
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Weld those belts!

ebon crater
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I have 1800/min oil that I either have to package or use fluid containers for it...

ebon crater
cinder silo
prisma kraken
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really trains sorta suck for transporting fluids

cinder silo
#

You made your own problem then.

prisma kraken
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their car capacity just isn't that big

ebon crater
ebon crater
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once I have my trains sorted, im set

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i've got a planner thats mostly visual to tell me how to make all the stuff, I just dont know how to get it all there lol

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fun challenge tho

prisma kraken
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those tools sometimes can be misleading

ebon crater
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tools had no play in how this was built

prisma kraken
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like for the 300->900 petro build, how to lay it out with splitters and mergers so its self-starting isn't shown

ebon crater
#

I used my brain, my calculator, and the wikipedia page

wind spade
prisma kraken
#

satisfactorytools also does some strange stuff like tells you to send the residual rubber straight into the output in the 300->900 petro builds

tropic hawk
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I assume it is going to be worked on in the newer version greeny is working on, and I'm crossing my fingers

wind spade
prisma kraken
#

yeah

wind spade
# prisma kraken yeah

it wasn't ever designed as a "tool that tells you how to build whole base". I even don't like the idea of such a tool. Making a base is creative process so logistics are up to the player to decide. My tool just gives you the raw numbers to follow

tropic hawk
prisma kraken
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changing topic, does anyone know if 10 smelters underclocked is cheaper on power than 8 smelters at 100% ?

tropic hawk
prisma kraken
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it'll save me 15 setting it up

tropic hawk
prisma kraken
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15 minutes time i mean

wind spade
tropic hawk
wind spade
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maybe you are confusing it with SCIM?

tropic hawk
tropic hawk
wind spade
prisma kraken
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29.8 mw vs 32

wind spade
oblique notch
rough light
#

hey guys, does anyone know blueprints that would efficiently produce: oil, rubber and plastic for a x2 oil extractor setup?

raw radish
#

i got one that produces fuel for generators, plastic and rubber, one extractor to 2 refineries to (i think) 16 generators. not in a blueprint yet, i havent messed with it yet.

rough light
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oh alright

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wouldnt matter too much to me if it were, i havent even unlocked blueprints yet for some reason

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actually let me go do that right now

raw radish
#

basically its one extractor running at 250%, going into two refineries producing fuel and polymer resin, also at 250%, going into two refineries, one producing plastic at 125% , and the other producing rubber at 187.5% (water running into both from a single water pump at 100%) that makes enough fuel for 16 fuel generators. (technically 16 and 2/3rds but 16 is a nice square number) i can provide an aerial photo if you need โค๏ธ

oblique notch
rough light
#

i was just thinking about how the heck im gonna bring it all back

rough light
mystic moon
oblique notch
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i do mine in 1 bp per building, because... yeah. lol.

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im crazy and mine are all about deco

rough light
#

2x pure

tropic hawk
rough light
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doubt it

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if the normal extraction rate is 120

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and pure is double

tropic hawk
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sorry, I was trying to recall without pulling up SCIM

rough light
#

it should be 480 right

tropic hawk
#

so 480 oil/ minute you want to turn into plastic and rubber, correct?

rough light
#

yes

tropic hawk
tropic hawk
# rough light yes

do you have any alts? if so, what? do you want to do a proportion other than 1:1 for plastic to rubber?

rough light
#

i dont have any alts as i spent both my harddrives on the turbofuel research

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also i think a 1:1 is fine

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but if a 1:2 is efficient id like to try that

tropic hawk
#

Do you have any desired uses for the HOR run-off?

rough light
#

uuum

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what is that?

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this is kinda my first playthrough so im not big on the terms especially not in this phase since i only just unlocked it

tropic hawk
#

You're all good. HOR is shorthand for Heavy Oil Residue, a byproduct from the plastic/rubber production using the default recipe

rough light
#

oh got it

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is polymer resin a byproduct of plastic then?

tropic hawk
rough light
#

ah

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oh right that is what makes plastic

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well i'm not sure what i can do with the residue

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i didnt know that was even a thing

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maybe i'll just split it off into all available uses

tropic hawk
#

once you hit oil is when you get byproducts to processes.

rough light
#

since im producing a whole 480p/m

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i think i should be able to make a little of all

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even if it is slow

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would come in handy for maybe MAM research or something

tropic hawk
#

to reiterate the question, do you want to refine the HOR into something else, or do you want to store it en masse then flush it when it reaches capacity (or package it and sink it)

raw radish
#

HOR only goes into smokeless powder, petroleum choke, or fuel, so the HOR byproduct can be put into ammo for the rifle, better power for coal generators, or fuel generators... Right?

tropic hawk
tropic hawk
tropic hawk
mystic moon
rough light
#

why not?

mystic moon
#

Why yes?

rough light
#

i havent unlocked a plethora of things in the hub

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and i'd like to have it so i can craft whatever needed materials myself

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UNTIL i unlock those extra things in the hub

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what else am i gonna do with the HOR?

mystic moon
#

The stuff you can make from it isn't used in handcrafting

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Just turn to coke and burn

rough light
#

one question, what's coke

mystic moon
#

Coal substitute

tropic hawk
rough light
#

so it was a nickname

tropic hawk
rough light
tropic hawk
rough light
#

so do i make coke and turn it into turbofuel? or is that not how it works

snow dove
rough light
#

well, i'm not really at nuclear just yet, give it another 100 hours or so

tropic hawk
snow dove
#

these are the recipes

rough light
#

got it i'll do that then

snow dove
#

compacted coal is coal and sulfur btw

rough light
#

i am in pain

rough light
#

that sounds awesome, but also like something i dont need since i unlocked the mam

tropic hawk
#

I can factor in you want to turn the HOR into turbofuel, how much sulfur and coal do you want to input?

rough light
#

yep. also i think i wanna put the HOR into turbo heavy fuel

rough light
#

sounds like something i'd do

tropic hawk
rough light
#

thanks, i'll try it out tomorrow cause it's hella late for me rn

tropic hawk
rough light
#

๐Ÿ‘Œ

snow dove
#

5hor:4turbo
5hor:13.33fuel:11.11 turbo

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it's significantly better to turn hor into fuel using the diluted fuel recipe then turn that into turbofuel using the default turbofuel recipe

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the former is using turbo heavy, the latter is using the default recipe and diluted fuel

rough light
#

oh

snow dove
#

base recipe uses less sulfur per turbofuel too

rough light
#

but then

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what am i gonna do with the residue

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or, i mean

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is it really okay to turn fuel into turbofuel directly

snow dove
#

yeah

rough light
snow dove
rough light
#

which i guess isnt much of an issue but i need to transport a boatload more

snow dove
#

that's almost always how it works

rough light
#

and they were small enough to fit in blueprints each

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i think i could make a neat system out of this oil famr

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so i guess it isnt that much of an issue

tropic hawk
#

In theory, the best use of oil is Crude -> HOR -> Diluted Fuel -> Turbofuel and burn all the extra fuel and turbo for power, and use the poly resin for rubber and plastic.

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best use case in terms of power production at any rate

rough light
#

faster power production is fine, but faster item production is better

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because theres no way im gonna build this whole farm and then whoops, no more oil deposits guess i gotta go to the pink forest ๐Ÿ’€ ๐Ÿ’€ ๐Ÿ’€

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i'm not going back to that ungodly land

raw radish
#

dont like the random uranium spots and giant spiders?

rough light
#

yes.

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i have NO use for uranium yet

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the hard drives in there can wait

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genuinely, not until i nobelisk that entire place

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god.

raw radish
#

yea, i feel you there. beautiful area, but big nope on the wildlife

rough light
#

real.

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i also hate how you can't chop down the melon trees

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they look like theyre gonna pop out something my heart is not going to withstand

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therefore, i chose the oil deposits at the desert beach

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not too far away from the grassy plains

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but there are only 2 pure deposits, kindof a bummer

final heron
#

I forgot when its a decimal like 2.667 is it 66.7, 6.67, or .667?

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oh nvm i got it

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it is 66.7

final heron
#

nay

tropic hawk
#

Yea.

final heron
#

ok

tropic hawk
#

Unless you manually set it. Then it is 66.7% the game can't handle โ…” and so it does rounding

final heron
#

okay thanks for the hlep

tropic hawk
#

My pleasure

wind spade
#

it's 66.6667% ๐Ÿ˜›

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that's the closest you can get to 2/3

rustic patio
#

comparing this here and this here @steep rivet

vast jungle
#

7000 Quartz sounds like PAIN...

rustic patio
#

yep

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i think ill go for the one that doesnt take quartz

opaque oak
#

Using the default alumina solution would give some of that silica.

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Yeah, not enough difference for it to make sense.

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Because the max drops down.

vast jungle
#

in my current playthrough I only used Sloppy Aluminia and Normal Scrap... not that efficient, but very easy to build

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but the Sloppy-Electrode sounds like an interesting choice for the Bauxit (nearly) at the West Coast...

prisma kraken
#

man, on this topic, i just got my U6 aluminum factory back running

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nearly trippled my awesome sink points, lol

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fyi, i'm doing it the hard way of sloppy->electrode->silica

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unfun build, ftr

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building something that eats 3000 silica/min

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all that being said, the recipe chain i used is the max yield one

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what's kind of interesting is that in getting it more or less completed tonight, i'm looking at this build from the lens of having used blueprints for the past 2 months, and um, its really really different

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i mean, all that beltwork was done pre-ceiling mounts

vapid gorge
vapid gorge
vast jungle
vapid gorge
#

doing sloppy electrode

rustic patio
#

you need 978 oil to get max aluminum

cinder silo
#

I probably should have done coke instead of coal since there is plenty enough spare oil.

rustic patio
#

yep, i plan to use coke for all my aluminum stuff and use all the coal to make steel

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then ill use the steel recipes for everything, steel rods, steel coated plates etc

cinder silo
#

Right now The likelihood is high if I swap it would fuck the whole place up and the downstream production.

rustic patio
#

its nice that coal is better for steel than coke and coke is better for aluminum than coal

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makes the choice easy

cinder silo
#

Well the numbers for coupons are nuts.

rustic patio
#

lmao

cinder silo
#

The numbers go insane after a while.

prisma kraken
#

don't underestimate coke steel

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you yield 100 steel per foundry

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the machine count for solid steel is much higher

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@dire knoll the steel coated plate is sorta a dud recipe, in some ways its better to just divert a little iron ore to plate making and do it that way

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i'll use it if i have plastic and rubber on the same belts nearby

rustic patio
opaque oak
rustic patio
#

and there really isnt a use for coal besides steel or power, and i plan to use nuclear for power

prisma kraken
#

don't forget turbofuel

opaque oak
#

That is in the power

prisma kraken
#

yeah

rustic patio
#

i plan to go from my current setup directly to nuclear, so i wouldnt need coal

rustic patio
#
time = 5
stack_size = 500
effective_beltspeed = (time*60-25)*780/(time*60)*2
real_train_capacity = stack_size * 32 / time
print("Effective Belt Speed: ")
print(effective_beltspeed * 2)
print("Train Capacity: ")
print(real_train_capacity)
wind spade
opaque oak
#

It's there as 25 seconds

wind spade
#

it's 27.08s tho

fierce cypress
#

easy fix

opaque oak
#

Got the same number via recording and frame by frame check.

rustic patio
#

u also got 27.08?

opaque oak
#

The .08 is weird.

#

Just rounded to 27 and though I just had something weird, but it was few frames more and very close to 0.08s over 27 seconds.

#

Already deleted the video.

#

First frame with empty space seen on the belt to first frame with something on the belt again.

rustic patio
#

do any of u know desmos? how do i add a conditional to an expression?

#

haha

#

figured it out

#

cant send the link ๐Ÿ˜ฉ

#

want it in dms?

fierce cypress
#

send it without the https:// or whatever at the start

rustic patio
#

S is stack size, it calculates what the max throughput at certain times is. y is time and x is throughput

fierce cypress
#

yup

rustic patio
#

@ocean sluice

fierce cypress
#

@rustic patio does it only account for the loading time of 1 station - because it would have to be __>__2 stations in a RTT

opaque oak
#

No it doesn't

rustic patio
#

wdym?

#

you have 4 belts that get stopped 4 times, so you have to apply the 27.08 seconds only once per belt

fierce cypress
#

there has to be at least 2x 27.08 cycles in a trains RTT

ocean sluice
rustic patio
#

no, because the flow into the thing only gets stopped once, and the flow out only gets stopped once too

#

maximum inflow gets reduced and maximum outflow gets reduced too, by the same amount

fierce cypress
#

yes but its two separate instances, not simultaneous

opaque oak
#

That doesn't matter

fierce cypress
#

meaning that the time is wrong

rustic patio
opaque oak
#

You have flow in, then transport, then flow out. Slowest is the limiter. And the flow in and flow out are identical, with single pause. And the calculation is seeing what the transport requirements are.

fierce cypress
rustic patio
#

if you halve the belt speed at the input and at the output it doesnt quarter your throughput, it only halves it

#

stack size of one doesnt exist

fierce cypress
#

yes it does

snow dove
fierce cypress
#

portable miners for example

#

but it shouldn't matter whether it exists or not

opaque oak
#

And that is right. Because transferring 32 items over two belts doesn't take long

rustic patio
#

i dont see how that makes it wrong

fierce cypress
opaque oak
#

Which is impossible for single train.

rustic patio
#

nvm you mixed it up

#

28 isnt the rtt, its the throughput. 67 is the rtt

fierce cypress
#

and this is the throughput and RTT of a single train and carriage?

bronze silo
#

where should the signals go please?

fierce cypress
#

as you said earlier

wind spade
rustic patio
fierce cypress
#

yes

rustic patio
#

67 seconlds and 28 items

opaque oak
#

So 28 and some items every 68 seconds.

rustic patio
#

no

#

at a round trip time of 68 seconds you owuld have a throughput of 28 items per minute

fierce cypress
#

ah that makes more sense lmfao, yea its 4am i should sleep

bronze silo
#

sweet, thanks

rustic patio
#

make sure to give big blocks before the paths or else itll slow down

wind spade
#

left hand drive is not correct

opaque oak
rustic patio
#

because path is red by default

fierce cypress
rustic patio
#

but really whoever transports so many miners by train that they need a graphing calculator to optimize it...

bronze silo
rustic patio
#

they should see a therapist

fierce cypress
rustic patio
#

:p

fierce cypress
#

my plans also include trying and failing to read desmos at 4am simon_smile so you're not too far off on the therapist mark

rustic patio
#

go sleep! ficsit punishes any inefficiencies committed under sleep deprivation with 6 weeks of reduced pay

fierce cypress
#

simon_smile wait... you guys get paid?

#

anyhow i will sleep, i shall see you all bright and early in two hours jace_smile ๐Ÿ˜›

rustic patio
#

good night

prime horizon
#

If I have 240 ore coming in on this belt, will it eventually evenly distribute using splitters like this?
Hope someone understand what im asking x)

#

As the first one chokes from getting 120, it will keep going to the next etc etc right?

shadow prairieBOT
#
Satisfactory Wiki

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...

prime horizon
#

Oh alright cool, thats what manifolding is. I've heard it in videos

prime horizon
tropic hawk
#

My pleasure.

#

also for the record:

#

!wikisearch balancing

shadow prairieBOT
last saddle
#

i've always been doing something like the orange thing and getting dissatisfied with my designs
after giving it some thought i think it's probably better to do the blue thing?

hazy dune
#

which one should I go for?

last saddle
#

hard 2

hazy dune
#

steel screws?

#

it does take up a lot of my iron work and I do need more steel products

last saddle
#

both others look good but from what i've heard redirecting screw production is very beneficial

hazy dune
#

it is

#

I'd like copper screws at some point

last saddle
#

also steel screws are perfect for computer production

#

(130/min)

#

keep in mind iron:steel is 1:1 assuming defaults
so steel is esssentially Iron For Different Things
the more things you allocate to steel the more you can do with Normal Iron

wind spade
snow vigil
wind spade
snow vigil
#

middle?

wind spade
#

whichever will help you the most

snow vigil
#

oh

#

im genuinely not sure none of these seem useful at all

wind spade
#

there's no "best" or "worst" recipe, each recipe has different advantages and disadvantages

snow vigil
#

i mean its right then i guess because the other two seem useless and add more complexity

wind spade
#

iron wire: makes wire out of iron instead of copper, more ingot per wire cost
iron alloy: makes iron ingots out of mix of iron and copper, less ore per ingot cost
bolted frame: makes frames faster but at more cost per frame

snow vigil
#

Oh

#

Ill go for iron wire

wind spade
#

pick whatever seems useful for you

snow vigil
#

Thanks for the help

wind spade
#

there's never a bad choice

#

(excpet for alternate beacon recipe because that one will most likely be removed in the future)

arctic willow
#

sure there is

#

biocoal is a bad choice ๐Ÿ˜›

wind spade
#

it is not...

#

it is useful in some scenarios ๐Ÿคทโ€โ™‚๏ธ

arctic willow
#

i've found charcoal useful, for sure, but biocoal... nope

wind spade
#

if you don't find it useful, that's fine, don't use it. But that doesn't mean it's bad

tropic hawk
snow vigil
#

Ive got a question, if theres for example, too much material in a buildings intake and it completely fills it up, would that negatively affect efficiency?

#

like, if its clogged up like this

tropic hawk
snow vigil
#

Thank you

#

wait wdym by previous process?

last saddle
# tropic hawk mind elaborating what you mean? (and also what program you used for this?)

i would normally make bulk-processing chains that stacked upwards
this would frequently result in lower levels exceeding belt capacity and requiring some quirky logistic workarounds
this would also involve long lines of constructors or other fabricators that would be inconsistent with each other on the same floor and leave a lot of empty space
however i think that if i instead use many small processing chains that require only the input of infra-primary products (ingots, silica/crystals, etc.) it'll be a bit easier on myself and look better

wind spade
vapid gorge
# snow vigil im genuinely not sure none of these seem useful at all

I find Iron wire often useful.
One way to look at it is especially if you're making a more complicated item from scratch that lower tier item alts give you even more flexibility in what resources you need to make higher tier ones. So iron wire can let you build things that normally need copper for wire in places with no copper. Or maybe to save on the copper that does exist by letting you use iron you don't have a need for

vapid gorge
snow vigil
last saddle
vapid gorge
last saddle
#

uhh let me draw out the blue one more comprehensively

last saddle
# vapid gorge So you you need bigger floors to do multiple processes I guess?

i guess the goal is to streamline the transportation of intermediate products by barely transporting them at all
my previous models involved vertically implementing the production chain on a large scale, which would end up in having to lift products in groups despite being in single lines
the red diagram represents the distribution of machines if i were to widen this chain by a small margin and save an assembler in the process
it would require a few manifolds but i can keep going until i reach 15 frames/min, any further would exceed my current belt capacity of 270 in the screw line (but it may also be frustrating at the threshold since it would require 285 iron per minute)

oblique notch
#

simply because you have far smaller transportation requirements

vapid gorge
last saddle
vapid gorge
last saddle
#

maybe some version of red in order to make more out of the machines, though that isn't entirely necessary

#

red has the same concept as blue it's just not singular

oblique notch
#

My advice is dont over think this kind of modularity

#

By the time you want to expand your production of Frames, for example, you'll probably have at least one alt for one of those parts

#

at that point, your modular set up no longer applies

last saddle
oblique notch
#

which is why most people opt for the alts that remove screws from the equation all together ๐Ÿ˜

#

or if they do use screws, its always produced on site and for short belt lengths to the consumer, and dont ship it via train

last saddle
#

another problem with myself is that i very much prefer sticking to one place
i don't often explore to collect drives, slugs, etc, as much as i should lol
i've already secured two drives for compacted coal and turbofuel

oblique notch
#

generally my thought process is:

Ok. I need Frames in order build lots of Foundries. So i will produce ... mmm 15 frames per minute. Foundries arent that insane for me at this point, once a storage bin fills up I probably wont need more than 15 a min to refil the bin between building sessions.

right, so I make a factory to produce 15 frames per minute.

Frames are used in Heavy Modular frames. But I will completely ignore that original frame factory now. I will rebuild, from the ground up, HMF to produce 25 a minute (because i need them for Blenders, Drone Ports, Every single thing to do with trains and usually about this point most importantly... Fuel gens.)

I wont even consider that 15 Frames/min i already built as part of this. That is there to make sure I always have a full storage bin anytime i return from building a bunch of Foundries.

Likewise this new setup will be the same for HMF. It will be to ensure I always have a full storage bin after building stations and fuel gens and what not.

But it will never be used to feed into producing Fused Modular Frames for example.

#

Once i start needing Manufactureres to produce parts tho its kinda a toss up - do I have this factory only provide for building materials, or do I fill building on priority, and overflow from here is sent off to another factory - accepting that any time I pull from the storage bin it may put a hiccup into another factory. Im ok with that in most situations. Lots of people arent.

#

except for concrete and Iron Plates ive never run a ISC dry in building, and I build some insane stuff. Usually 10-30 a min of any given part is more than enough to replace what you use with building (concrete, Silica, Iron plates are the big exceptions depending on your building style ๐Ÿ˜› Plastic if you really love coated concrete

vapid gorge
dense cave
jolly badge
prisma kraken
prisma kraken
#

i'll kinda toss blenders into the same category, but if you need more than 2-3 of them, its a BIG time-consuming build, lol

#

geothermal too, now that i think about it

wind spade
#

how is that bad?

prisma kraken
#

haha

wind spade
#

it's not a joke tho

prisma kraken
#

why would you ever clog your inventory with them?

wind spade
#

how is that related to "automating portable miners"

prisma kraken
#

like there's really no point in pre-making them when you need them - just carry rods & plates and drop a workshop to build them

#

plus what are you going to do with a storage container full of them?

wind spade
#

I'd personally rather spend 5 minutes automating them rather than 30 minutes of handcrafting

#

you need several 100s for miners mk3 + more for drones

prisma kraken
#

and then the 2 hours traveling to resupply because you didn't have enough cable or rods or plates

wind spade
#

why two hours?

#

also todolist exist

#

as well as online tools

prisma kraken
#

resupplying in a remote build is probably the biggest time sink in the game

wind spade
#

same argument could be made for "you forgot materials for portable miners"

prisma kraken
#

rods & plates?

wind spade
#

(also how remote do you want to build, small build like portable miner automation will most likely be next to your storage)

prisma kraken
#

also, the cost is ridiculous.... engine + 4 pipe more than hand crafting them

wind spade
#

cost of automation ๐Ÿคทโ€โ™‚๏ธ

#

nobody forces you to use it, but the fact that you don't like the recipe doesn't mean it's useless or bad

prisma kraken
#

i actually feel the beacon recipe to be at least useful

wind spade
#

beacon recipe was mentioned because it's gonna be removed in the future

#

so if people want to make factories future-proof, then using that recipe is not ideal

prisma kraken
#

well yeah, the crystal version of it has uses in maxing out uranium power though

wind spade
#

not arguing against that

prisma kraken
#

so happy that they changed rifle ammo to not use beacons

#

in u4/5 that was such a pain to automate

barren quartz
#

at what point is it not worth adding more drones to correct big throughputs? working on nuclear logistics and already sitting with 20 drones just to move sulfur, getting worried about blasting through my 800batteries/min on just flying raw mats

#

for ref, nuclear setup in dune desert, power plants/water all in the water east of swamps and using all local sulfur/2100uranium

prisma kraken
#

sheesh, i thought i was a glutton trying to push 540 aluminum ingot via drone

barren quartz
#

was hoping i could run 2 from normal sulfurs and still even out 600/min total but each one comes at 254 which made me re-think my entire layout lol

#

I have 1500 alclad sheets/800batteries per min to play around but thats just being wasteful i feel

prisma kraken
#

if my math is correct, assuming base nuclear recipes, you should need 450 sulfur per 600 uranium

#

i think that works out to ~1550 sulfur?

barren quartz
#

With full refinement for plutonium i think it edges out to that/a bit more, original math worked out to needing 2 pure and 2 normal lines

prisma kraken
#

*1575 sulfur

barren quartz
#

1550 sounds right for uranium rods. I think thereโ€™s more for the waste refinement iirc

prisma kraken
#

3.5 * 450

#

i'm counting the recycling into pfr's

barren quartz
#

1575 for base recipe route w/ 2100ur? That might be semi-doable with drone spam

prisma kraken
#

you need 450 sulfur for the complete nuclear chain per 600 uranium

#

yeah

#

little more than 2 pure sulfur nodes

barren quartz
#

That might justify my sulfur armada, will have to tinker with my math sheets bc i think i overestimated sulfur then

prisma kraken
#

you didn't count the sulfur waste product in euc production

barren quartz
#

called me out where it hurts

#

completely forgot to add in the recycling

prisma kraken
#

๐Ÿ™‚

#

i just did a 75 gw build in the swamp, so the math is still in my head, lol

barren quartz
#

overcompensating bc my playthrough is with craftable power shards so im capping out far earlier than i hoped

#

saved hella stress for me with that math tho, Ficsit thanks you for the improved efficiency

prisma kraken
#

if you'd like my spreadsheet on the numbers, i'll give it to ya

barren quartz
#

honestly ye if you dont mind, considering doing smaller production chains to not get lost in the mess so that math would be huge

prisma kraken
#

pm incoming

barren quartz
#

<3 much appreciated

prisma kraken
#

btw, running the numbers with a 262.5 gw target (max off of all the uranium), i can tell you that you're looking at some HUGE numbers for a few things

#

1250 quickwire calls out to me, 525 silica, i think you may need more than one nitrogen well, like the only thing i think you have enough of in that region of the world is water, lol

#

the thing that'll kill you is 210 stators/min

oblique notch
#

(I also scatter my power storage everywhere. Every building has a 5 or 6 or more that are used as decoration as well as storage

prisma kraken
#

yeah, dropping them whenever you can is a good idea

#

i generally don't carry stators in my inventory though

oblique notch
#

I do lol. Cause my builds are all about deco

rustic patio
#

hi, i posted a calctulator for train throughput calculator here yesterday but i did it when i was tired and there were a few mistakes, here is the new and correct version

#

R is reload time, leave it at 27.08. S is stacksize, put that to whatever stacksize the item is you wnat to transport

#

itll show you the max throughput at different round trip times

fierce cypress
#

and the RTT minimum is 67.819 seconds correct? @rustic patio

rustic patio
#

technicall an rtt of 27.09 would be able to transfer items, but you're limited by the speed of the trains and the time a train takes at the train station, which is not what i was concerned with

#

my concern was answering what the throughput at a given rtt is, and since you cant achieve a rtt of 27.09 anyway its irrelevant

opaque oak
#

For belt speed calculation, there is just one interruption of single loading/unloading time.
For train round trip time there are two 27.09s stops and the actual travel times.

#

But as the RTT must be measured, it will include the stop times.

rustic patio
#

wdym?

opaque oak
#

I meant the time that it takes for a train to actually do the round has to be measured. To know it ingame.

rustic patio
#

yes, this only shows u what ur throughput is after you measured your rtt

#

or it showsc you what rtt u would need for a certain throughput

#

noone goes "ah yes, i want my train to have a throughput of 23 items per minute"

rustic patio
#

@ocean sluice

ocean sluice
snow vigil
#

hey, is there a website/program that i can use to just draw my factory plans without too much pain (by pain i mean using shit like microsoft paint, not very fun)

#

Im aware of the calculator but i want to do things my way

#

im just drawing things in paint.net atm and its very annoying

wind spade
snow vigil
#

the only thing the calculator gives me is a headache

fierce cypress
rustic patio
snow vigil
#

i tried reorganizing the nodes so that its not as messy it still makes 0 sense, in some places splitter split resources in ways that i just can not imagine

wind spade
snow vigil
#

Ive only tried calculator to plan my factories

#

and it didnt prove useful at all

#

ill try whatever tomato just suggested, see if that works

wind spade
#

there are other calculators, listed in #welcome or here in pins

fierce cypress
snow vigil
#

But i dont want a calculator

#

I just want a way to plan things manually

wind spade
#

there's a great planning tool called Satisfactory ๐Ÿค”

wind spade
#

however SCIM places splitters in very random positions indeed, not a big fan of that

snow vigil
#

its like doing maths with an incredibly advanced calculator

#

no fun at all

frosty owl
#

I agree

cinder silo
wind spade
#

if you want to lay down factories to see how it looks, no tool can do it better than the game itself

frosty owl
snow vigil
#

Well now i know how to achieve the split

#

and the right tool is my brain the only thing im lacking is i cant really imagine blueprints and see the vision or whatever

#

just wanted to draw things and this salt tool is amazing for that i feel like

#

uh its a bit weird though

frosty owl
#

Personally, I still find a big slab of concrete in-game the best layout tool to plan my designs.
I may change idea if SaLT had tools for overlapping belts, but it's still very WIP

snow vigil
#

i can tell that its wip

wind spade
#

what "planning" do you want to do?
do you want to calculate how much you need of which building?
or do you want to plan where each building goes when while already knowing number of buildings needed?

snow vigil
#

the latter

#

i can do the numbers myself thats like half the fun for me

wind spade
#

yeah, then go ingame, that's the best option

snow vigil
#

alright

wind spade
#

(you can make a no-cost, all-unlocked save to plan)

snow vigil
#

oh i havent thought of that

#

thank you very much for the help

cinder silo
frosty owl
# snow vigil oh i havent thought of that

I think it'd be "fair" to use a flying mod to help with the planning too.
The hoverpack CAN be very limiting in that regard (compared to having a top-down view like in online tools)

#

"Fair" as in: non-cheaty (yes, very subjective, but I think you get my point)

cinder silo
#

Hoverpack is definitely limiting, but you can build what could be considered a kind of planning arena ahead of time I guess, similar to what I did to this blueprint designer but bigger:

snow vigil
#

oh that looks amazing

cinder silo
#

The overhead walkways contain power so you can fully 3d float around the whole thing, you could build something bigger specifically for tossing stuff down to see if it works.

frosty owl
#

If anyone has some time to waste on factory planning, I could use some brainstorming...
I'm making this sort of "omni factory" thing, that should produce all items needed for storage plus 90 GW of Uranium power (7.2 UFR) and 1.8 PFRs/min
https://u6.satisfactorytools.com/production?share=kYyUS0Tqtt3M1Kjiv1Qn

#

Atm, these are the parameters I managed to set:

  • All productions involving radioactive items will be in dedicated buildings (one for Uranium, one for Plutonium). Their location in the overall factory is irrelevant as they just need a few belts for inputs, super-easy (I'll try to keep them where radiation doesn't annoy me, thus probably on some sort of big "balcony")
  • Most inputs will come from trucks, some directly from belts, only uranium from Drones.
  • It would be nice having a chance to use trucks to move high-throughput items between far-away parts of the factory, if needed (I don't want to create the need, that's wasteful on logistics)
cinder silo
mystic moon
#

That's worse than my factory that just does everything for storage!!!

#

Why do you want a power plant there as well?

cinder silo
mystic moon
#

Just irradiation it for giggles?

frosty owl
# frosty owl Atm, these are the parameters I managed to set: - All productions involving radi...

What I'm struggling with: I can't decide on a rational way to split up the production into multiple buildings. I could do something like "refining building, assembly building, manufacturing building" and further split them by item-type if they're too big, but I find that would look very boring.
Dividing the production by item-type instead (eg: HMF factory, Computer Factory) would make the inputs for each building very confusing, especially the ores...

Maybe I should aim for a combination of the two...?

Sorry if it's a lot of text, I'm having a hit of a hard time wrapping my head around how to tackle this exactly and can't quite explain it all too easily :/

frosty owl
frosty owl
cinder silo
#

Radiation can be so heavily controlled it's unreal ๐Ÿ˜„

frosty owl
#

Examples of production division I thought of:
I could split (nearly) all production lines between stuff "for storage" (that will leave the factory to reach storage) and stuff needed "locally"..

mystic moon
#

It think the third idea is better actually, and then just transport between buildings with skybridges and trucks
It may also be nice to do multiple similar items per building, ex. comps and supercomputers, frames, etc

#

That way you don't have 33 small buildings but maybe 10 larger ones

frosty owl
#

Ideally, I like multi-product buildings a lot more than single-product ones. I try to avoid the latter, if possible/not too cumbersome

#

Thanks for the feedback, btw. I realize it's a confusing blob of text and ideas that I'm unloading here, but just ||attempting to|| explaining it really helps me out clarifying the situation to myself. Then getting help on top is just that much more welcome snuttstach_smile

cinder silo
#

With the way you build, you could have a self sorting floor underneath or even mixed in with your belt runs between floors for storage at one end.

frosty owl
#

That's a detail that I'd like to figure out after having decided how to divide the production (which affects how I shape the building - > make my floors and logistics)

cinder silo
#

The reason all my stuff ends up in separate buildings is I build , well to be honest, re-build lol, from the top down and actually centred on the storage as my start point.

snow vigil
#

If i split a 5 unit per minute belt into two how do i find out which one has 3 units per minute

#

can i tell just by looking at it?

#

because im not sure

wind spade
mystic moon
#

It's 2.5 per

snow vigil
#

:\

#

alright thanks

prime horizon
#

I cant get the oil flowing, any ideas? I even got a pump

opaque oak
#

Shouldn't need a pump, just some bugged pipe connection

#

Find first pipe segment that isn't full and replace it.

#

Possibly flush the whole piping from segment near the refineries to see that better.

prime horizon
#

I'm getting oil trough, but not nearly fast enough.

opaque oak
#

If the math is correct, it takes some time for the piping and building input buffers to fill.

#

If you have everything on already.

prime horizon
#

okay, yea I do have everything on

opaque oak
#

And the pipes don't fill until all input buffers are full first.

prime horizon
#

Might have been impatient then

cinder silo
#

The oil line looks level enough as well ๐Ÿ˜ฆ

opaque oak
#

You can make that happen faster by disconnecting an outputs from the refineries, so that their outputs fill up and they stop producing.

prime horizon
#

alright

cinder silo
#

Once the thing is full it should produce ok.

prime horizon
#

how level does the pipe need to be? Its slightly upwards

opaque oak
#

The Oil Extractor provides 10m of headlift.

#

So the pipe can go 10m above the oil extractor outlet before you need a separate pump.

tropic hawk
opaque oak
#

The Build menu blurbs on the right show those headlift numbers.

tropic hawk
frosty owl
tropic hawk
# frosty owl Yes and what do you mean?

you are producing nuclear power as part of your 'omni-factory' instead of doing something like "I have access to extra coal and sulfur, im gonna make a compacted coal plant" or "my plastic/rubber production is making unused HOR, i'm gonna convert it to fuel/turbofuel"

tropic hawk
frosty owl
tropic hawk
frosty owl
cinder silo
frosty owl
# tropic hawk every power source needs its own production chain, why specifically Nuclear?

Because it uses the least resources for the most power.
And whole it's true that every power source needs its own production chain, nuclear is the only one that can't run solely as byproduct of other productions.
Eg: have too much fuel? Set up a fuel Gen powerplant. Have too much ECR, oscillators, Sulphur, Quickwire, and Beacons (these especially are used only for nuclear atm)? Add some uranium and setup a nuclear powerplant

tropic hawk
frosty owl
cinder silo
frosty owl
#

I use 90 GW as a unit because that equals 300 Uranium/min via alt recipes

cinder silo
#

I did 133gw on turbofuel, and that took a shit ton to setup including half the maps sulphur.

tropic hawk
frosty owl
#

I'm not sure what you're requesting me to do by "holding" ๐Ÿ˜…
I answer to pings but I don't often "stay" in the chatroom, if this is what you're referring to

frosty owl
#

Whosh

oblique notch
#

I'm curious as well now, but since uranium, while yes you need it for nuclear pasta... isn't really needed once the Space Elevator is complete other than for nuclear power, right? I'm guessing that sways the weighting in a subjective way. (Unless I'm forgetting something? Nuke nobelisks but eh.

tropic hawk
oblique notch
#

Lol. Tells you how often I've done that chain.

frosty owl
#

Funnest one there is. Objective fact

cinder silo
#

I was wondering for a moment, when did they add uranium to nuclear pasta ๐Ÿคฃ

frosty owl
#

I could make sense as an alt recipe thinking_helmet

cinder silo
#

But but I got no uranium!

frosty owl
#

Then no alt pasta for you. You'll starve

#

I wonder what sort of thesis is Nemo writing...

tropic hawk
# frosty owl I think it's pretty natural to conclude that from a game-logic perspective and j...

Coal Power:

Max Power Output: 332520 MW
Resource Intake:
- 6840 Sulfur/min (70376.76 RePo/min)
- 11700 Oil/min (70375.5 RePo/min)
- 30900 Coal/min (70390.2 Repo/min)
- 199512 Water/min (0 RePo/min)
- Resource Points/Min TOTAL: 211142.46 RePo/min
  • 1.575 MW/RePo

Oil Power:

Max Power Output: 546750 MW
Resource Intake:
- 6840 Sulfur/min (70376.76 RePo/min)
- 6840 Coal/min (15581.52 RePo/min)
- 11700 Oil/min (70375.5 RePo/min)
- 31200 Water/min (0 RePo/min)
- Resource Points/min TOTAL: 156333.78 RePo/min
  • 3.736 MW/RePo

Nuclear Power:

Max Power Output: 630000 MW
Resource Intake:
- 2100 Sulfur/min (21606.9 RePo/min)
- 2100 Uranium/min (70379.4 RePo/min)
- 7595.28 Caterium Ore/min (48419.91 RePo/min)
- 1680 Raw Quartz/min (11261.04 RePo/min)
- 2234.4 Copper Ore/min (5449.7016 RePo/min)
- 718.2 Iron Ore/min (718.2 RePo/min)
- 582.12 Oil/min (3501.4518 RePo/min)
- Resource Points/min TOTAL: 161336.6034
  • 3.905 MW/RePo
tropic hawk
oblique notch
#

Did you use the same weighting for resources the wiki does?

tropic hawk
tropic hawk
oblique notch
#

Which I think is the same, yeah

tropic hawk
#

uses world cap of iron as a baseline, and then extrapolates there

oblique notch
#

Yeah

tropic hawk
#

but technically uranium is the most resource efficient, but oil is not far behind.

#

@frosty owl You were correct, sorry for doubting you, but I wanted to run the numbers myself

oblique notch
#

Put together a graph of that calculation at different mw levels?

#

I wonder if that would change anything

#

Like you show max mws possible, but if you're trying to produce 10gw... is it maybe different?

#

(This kind of math is not my strong suit lol)

tropic hawk
oblique notch
#

Yeah I was wondering if it was a linear scale or not. Cool, good luck at the lecture

frosty owl
marsh radish
#

I did a critical literary analysis of Skyrim for school, once, so I'd believe it

frosty owl
frosty owl
tropic hawk
frosty owl
#

Just asking. I don't mean to make fun of your seriousness

tropic hawk
frosty owl
#

I don't think it's worth trying to extend the example out of "max power"... I feel that different power goals would give quite different results

#

... Actually, as long as recipes don't change (which... Why should they, if one wants efficiency?), what I just said might be completely baseless

tropic hawk
tropic hawk
#
frosty owl
tropic hawk
frosty owl
#

I'll take that any day over 2k generators

fierce ruin
#

Me who built both max nuclear and max oil gens

manic fjord
#

Can someone help me with train signals.

#

Currently i have a path signal for EVERY entrance and exit rail. Just for testing.

#

And the train in the train station looks to be waiting for my train to move.

opaque oak
#

Then everything is same block basically

#

The train reserves a path to next block signal, through all the path signals.

manic fjord
opaque oak
#

Base is to use blocks for everything, and use paths in specific places.

barren elm
#

Never use path signals unless you have a specific need for them, which under normal circumstances, you should never have

manic fjord
#

Yeah but i need them here since its a 2 lane railway that splits to a train station

#

i dont want the train coming out of the train station to hit trains coming from the railway

opaque oak
#

And why are all the rails dual-direction?

#

You want one in each direction.

barren elm
#

Yeah you need to pick either LHD or RHD and stick with it

manic fjord
#

I have RHD. And i made it so trains cant go left side without wanting to go the opposite

barren elm
#

You don't have RHD in that screenshot

#

I'd start by making it RHD then

manic fjord
#

RHD as in "Right hand drive" right?

barren elm
#

Actually I'd start by getting rid of the path signals entirely, then putting down RHD block signals

manic fjord
#

Just so we are talking the same langauge

barren elm
#

Yeah

opaque oak
#

You have two signals on each spot of each rail, making them all bi-directional.

barren elm
#

Don't worry about trains crashing, it cannot happen if there's signals

opaque oak
#

You only need single block signal at each point you want a signal for a specific rail.

manic fjord
#

Thanks. <3

#

But now i have a new problem....

#

Train station Train has proceeded, but now my other train waits for like 3 min and then goes out of the crossing...

#

Is that just railway blocks stretching?

barren elm
#

That's the path signals doing their thing

#

And that's why you shouldn't use them

manic fjord
#

So should i just use a stop signal in the crossing?

barren elm
#

Just Block signals

manic fjord
#

๐Ÿ‘

barren elm
#

Contrary to their name, they don't "block" trains, rather they create blocks of tracks for trains that only 1 train can occupy

rustic patio
#

@reef cove

#

lets say you want to transport 1150 items/minute with a train

#

you would need a round trip time between 103.036 and 834.783 seconds

#

at a stacksize of 500

#

however i want to transport rubber, so i adjust the stack size to 200

#

and i can see that i need a round trip time between 103.036 and 333.913

#

the lower bound has not decreased because it is limited by the red line, the belt speed

#

the upper bound has decreased, because it is limited by the train capacity, the purple line

#

does it make sense? @reef cove

meager turret
#

(Spreadsheet with all resource numbers)

tropic hawk
rustic patio
#

@reef cove

tropic hawk
rustic patio
rustic patio
#

S is stack size
R is reload time

#

i use it by adding a line where i want my desired throughput, then i check min and max time to achieve it and i aim for the one in the middle

#

that way if it goes faster than expected or slower i have a little bit of buffer

tropic hawk
rustic patio
#

np!

zinc crater
#

@ocean sluice reply here about constructors for math

prisma kraken
ocean sluice
# rustic patio

i presonally use 600s tbh

also use when freight is full or empty

ocean sluice
zinc crater
# ocean sluice 577.66 x3 screws

setup a 3 to 4 load balancer (or grab a blueprint online for one) then run the belts to the 4 assemblers, and over/unclock them all to ask for whatever the 4 screw lines end up being.

prisma kraken
#

don't grab a bp online, figure out how to do it on your own, learning such things is sort of part of the game

zinc crater
#

Also note (or grab....)

#

2 options presented to their problem.

prisma kraken
#

nod, i'm just advocating that people learn how to solve problems rather than grab a solution, give a man a fish and he'll eat for a day, teach a man to fish, and he'll eat for a lifetime ๐Ÿ™‚

ocean sluice
ocean sluice
zinc crater
prisma kraken
#

me, lol

#

you actually don't need much in the way of proper load balancer constructs in satisfactory, i've put many hours into the game, and truly, i can count on one hand the number of perfect balancers i've needed

#

things like a 3-4 split or 8-6 split i don't really count in that all though, i'm talking things like a 2-5 split

#

i don't think you even ever need a 2-5 split anymore, tbh

#

that was only useful in nuclear pre-U7, now you can just overclock the reactors to do a perfect power-of-two split

prisma kraken
#

i see a lot of people new to satisfactory actually overthink balancing, having come from factorio

zinc crater
#

in what way?

prisma kraken
#

its a mistake i sorta made when i first started with the game too, things just flow on belts when there's not back-pressure

#

like i remember being tripped up by what would happen if i pumped 120 screws into an rotor assembler which only takes 100, and like overthought it

zinc crater
#

oh like that...okay yeah that makes sense

prisma kraken
#

i can't even describe how/why that tripped me up now

wind spade
#

in factorio you balance because of variable input and output

#

and you don't balance for machines in factorio either

zinc crater
#

eventually though there comes a point where you need to make balancers because of scale of build though.
like...600 iron ingots/min coming from 2 freight cars...4-5 balancer feeds 20 machines, 5 groups of 4 balanced with mk4 belts

wind spade
#

you only balance several belts if something

prisma kraken
#

i don't have a lot of experience with factorio

wind spade
prisma kraken
#

so i can't really compare & contrast

wind spade
#

each platform into a set of machines that needs exactly as much as that platform provides. Easy, simple, no balancing needed

zinc crater
#

because the math for the recipe works out for 5 groups of 4 smelters overclocked to 200%

#

not overclocked sorry im thinking of a different thing i did the other day with 200% overclocking..

wind spade
#

there's never a need to balance in satisfactory. The thing that comes closest to "need to balance" is nuclear setup to prevent radiation stacking from manifolds

zinc crater
#

^ that's a 5 group system outputting 3 belts of 200ingots/min

#

but it's fed from the 4 outputs of the freight cars

prisma kraken
#

i don't see a balancer in there

#

i'd call that an injected manifold

zinc crater
#

its under here

wind spade
#

the problem lies in "I have X groups on one side and Y groups on other side". Why not have the group count the same

zinc crater
#

because sometimes you can't get the group count the same because of the recipe you're using or plan to use.

wind spade
#

underclocking exists

#

you can always get any number of groups

prisma kraken
#

as do smart spiltters

wind spade
#

smart splitters are not even needed for that ๐Ÿคทโ€โ™‚๏ธ

prisma kraken
#

oh i know, but for dealing with overflow, the companion problem to underflow

#

you can balance things between two lines by taking the overflow of one and merging it into the other

#

its much more compact to do than a balancer

zinc crater
#

you can do an awful lot of different things in Satisfactory

wind spade
#

or have two lines both go into set of machines exactly as needed by the amount of items on that line

prisma kraken
#

that's not often possible with trains

wind spade
#

it's totally possible

#

train is basically a belt

prisma kraken
#

you're relying on the consumer's exerting back-pressure

wind spade
#

what comes into platform on one end comes out of the platform on the other end

#

(as long as your trains aren't running full)

#

(and if they are, just add more trains or more cars)

prisma kraken
#

yeah, its best not to run train cars at capacity

prisma kraken
wind spade
#

more trains or more cars
๐Ÿค”

prisma kraken
#

doh, lol

wind spade
#

but yeah you just consider train (or truck or drone) the same as belt, it moves stuff from A to B and it has some kind of limit of how much it can transfer. But then you don't care about balancing the lines at all, since you can just use each line separately

prisma kraken
#

train stations and ISC's are a little different though, if you use both outputs from them

#

i've never quite figured out how they prioritize their outputs

arctic willow
#

theories abound

#

some suggest they favour the first output belt built

wind spade
#

it's semi-random

#

there's no official priority

arctic willow
#

good case for a 2x2 balancer ๐Ÿ˜ƒ

wind spade
#

nah

#

never use them as balancers

arctic willow
#

i meant on the output

wind spade
#

same thing

prisma kraken
#

i just output on one belt, run a second one and inject if needed

#

i think i've only really needed to do that ONCE in probably ~2000 hrs since U4

arctic willow
#

i've only recently started messing around with trains, so i built a 2to3 balancer to split the outputs from the source ISC buffer evenly between the three platforms

prisma kraken
#

see, on the production side, things naturally result in numbers that either end up as 450 or 600 for goods to ship via train, and i just pipe each module into a separate car

#

easy peasy

wind spade
#

ISCs have only usage in storage or in buffering before/after train stations

prisma kraken
#

recycled petro is 450, aluminum is 600

#

god knows why you'd do iron via train, and then steel and copper are 600 too

#

sometimes the answer is to build smaller and more modular

arctic willow
#

i had the (probably very stupid) idea of hauling all the caterium ore on the map to a single site to refine it

#

built all 460 refineries but the train stations will be a mess ๐Ÿ˜›

prisma kraken
#

turn caterium into ingots as close to the miners as you can

#

you have a 1-3 or 1-2 (if using the pure recipe) pulldown on it, and the ore and ingots both stack to 100

wind spade
#

satisfactory's approach is generally "build a factory near nodes it needs and ship final product to storage"

prisma kraken
#

i meant 3-1 or 2-1 but i think you understood

#

it seriously isn't difficult to just drop a smelter array near a mine and stick ingots on a train

#

your framerate will also thank you for decentralizing things ๐Ÿ™‚

wind spade
#

stick final product onto train

vapid gorge
prisma kraken
#

um... I'll use trains for stuff like petro and aluminum, as well as things like sulfur and nitrogen, either high volume or long distance

vapid gorge
#

Like if what you want is a central caterium refinery? Go for it. It might not be the simplest solution but it's not unreasonable

oblique notch
#

Factorio also lends itself to balancing because you want to process as fast /efficient as possible... because ore deposits run out. So you're always seeking out new deposits and bringing ore to a central point - only makes sense, no point in rebuilding a factory when ore runs out.

But in SF ore doesn't run out. The absolute only limit to production amount is time. If you wanted you could complete t8 with 1 machine per part produced. It be an age, but it's possible.

But since time is infinite, and resources are infinite, then the very small (in comparison to infinite) start up time to manifolds vers perfect splits is in effect, nothing.

Vs Factorio, where that could mean the difference your power plants starving or not when bringing in ore from a distance. Which would actually set you back. As long as you have enough miners in SF this is never an issue. As long as your production meets or exceeds your consumption, this is never an issue - because it is the same amount over infinite time

prisma kraken
#

i mean i even did quickwire in the same factory, and it was pushing something like 4500 quickwire/min out

wind spade
#

also, factorio has variable input and output

prisma kraken
#

the thing is... what are you going to use that all for?

#

i didn't make use of half of it and it was kind of a waste to build

tropic hawk
prisma kraken
#

yeah, you need gobs of it late-game

#

but belting quickwire around is like belting screws around

#

you need 3-4 belts worth

prisma kraken
#

maybe even 5

#

i find it more efficient to have an ample supply of caterium and copper ingots around

#

and just be able to use them in smaller factories using the fused alts to get to where i need to hit with quickwire/wire production

#

speaking of, tonights project... 25 ECR's/min, ugg

#

all i have to say about that is thank god for blueprints

#

also, just as a quick question... does anyone know of an underground cave in the titan forest near the 6 quartz nodes overlooking the swamp where a water extractor can be placed?

oblique notch
prisma kraken
#

there's water in the canyon water wells and a pool near the wells, but i'm wondering if there's a secret squirrel spot closer

oblique notch
vapid gorge
#

some manufacturer items are low volume

#

I'll be droning in Super Computers and HMF for example

prisma kraken
#

i tend to sushi-belt low volume things

vapid gorge
#

over 5 km and mountains?

oblique notch
#

I tend to use mk1 belts for low amount thinga

#

Because it looks cool to watch items slowly go by.

Becky had the right idea. 778. 779. 780.