#math-and-meta
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getting oil and quartz and of course, bauxite to/from grass fields is sort of painful
that's up to you, but honestly any factory is better than no factory, why not keep it running even if it's inefficient ๐
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?
there's a formula on wiki for trains
i've seen some stuff on youtube, but they oversimplify it all in general
the wiki is missing a lot of important info about drones
there hasnt been a lot of testing
i was trying a few weeks ago to push 540/min alum ingot production via drone
and best i could get was ~450-460/min between two ports
I guess depends on their distance
Drones are not that good for high-throughput transportation
and you can always add more ports
this was central dune desert to titan forest
which isn't a huge distance
the ingot stack size of 100 was the limiting factor with that
did you use one drone or two?
2 got me to 460, i forgot the 1 drone rate, but it was lower, not half of it, but lower
i found it surprising that it was so much lower than the 540 i was making
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
The drone port UI shows how many stacks it can transfer per minute.
With current drones assigned.
And what the trip time is.
the calculations are wrong in the ui for stack count
i've always wondered about that
you can easily stack drone ports on top of each other in a small 4x4 building...
well of course, you can always go wide
its just a matter how many batteries are you willing to spend for the transfer
i just haven't needed that much aluminum
i know it was the wrong solution to get stuff into my base, but i wasn't prepared to do trucks or trains
well, i mean i didn't want to do that
it was more that i had copper where main base is and didn't want to pull the belts for it all yet
and didn't want to use titan forest's copper for aluminum
saving that for pasta-making ๐
I used 3 pure copper nodes (I think) in the titan forest for Pasta...
Youโll need more than that
yeah, they scream to do that with
copper alloy is your friend in making pasta
there's a few good places to set that up
TF & DD are great for that
as is NF if you didn't start there
I use the grass fields because I always start in DD
is there an iron node near the 3 normal coppers there?
I think so? Iโm rarely there to be honest
you mean more than 3 pure copper?
Yes
I used them to fuel 37 "Copper Alloy" Foundries... got 3 Pasta/min from the factory
more than enough... didn't have the second Phase4 factory done before I reached 1000 Pasta
i just checked, there's not a nearby iron node to the 3 pure normal nodes near the void
and man, i just hit a strange blueprint bug
a lift just doesn't want to connect btw two bp's
stuff in bps don't connect to each other
no, i mean connecting the lift after stacking 2 bp's
i think its becase you can stack bp's on top of each other sans-foundation
the two middle splitters just won't connect
new one for me
interestingly, this works:
thing is its kinda hard to figure out manually, and if you leave it going long enough the UI is mostly accurate.
Also, assuming you have enough vehicles to cover the distance in time, your output will average out to be the same as your input
(with trains needing the exception that they can't actually handle 1560/min becuase of lockouts on the stations)
assuming you aren't trying to fit five pounds of stuff into a 3 pound jug ๐
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
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.
tbh, if you're not getting the throughput you need from a train, just add another train
or another freight car, but yep. that is the best way to handle it.
and like the default value is pretty high for a single vehicle - unless your talking like a 15 min route lol\
there's very few items in the game you need that sort of throughput with though
the only two that i've really needed to push like that are quickwire & silica
and there's an easy solution to the quickwire one
what was the problem?
it takes time to get to 100% and even then sometimes the UI display is wrong
97% can be assumed to be 100%
its like 20min pass already
switch beetween 96 and 97
Outputs are empty, inputs ok.
And as said, the efficiency indicator isn't be all, end all.
monitor it, if it never actually stalls then it should be fine
Mainly it would stall because the alumina isn't high enough yet.
Because the alumina piping wasn't allowed to fill and is running on minimum amounts.
it should even out eventually
Yup.
the machine shows less than 100% if the game slows down or if the machine is still recovering from a previous interruption
if it stays at 97%, its likely the former
And if you have hoverpack, it often causes loss in that indicator with the hoverpack grid switching interruptions.
oh wait i cut power wire
and connect it again its 100 now
is this good way to have foundry
why the gaps?
i hate stick them all and half of foundry go on other foundation
so i put gaps so it fit one foundation each
How much of each resource do I need
As McGalleon said, sometimes the calculation is off because of the game being too hard on your hardware
i spent quite a while on alumina in my u6 world trying to get it to go at 100% vs 9x%
it says there ๐ค
I mean like iron etc
what recipes will you use?
depends on recipes, also how much of each per minute you want to produce, etc.
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
the answer its sorta, gobs of wire, gobs of steel, and a bit of plastic and rubber
50024 wire, 2000 beams/8334 pipes, 7800 plastic/5730 rubber
oh, i'll revise, gobs of plastic and rubber, lol
1500 CBs, 2278 stators, 500 mod frames, 3000 copper sheets, 15900 cable, 37127 iron rods 
ok ill stop now
the cable in that all is such a killer ๐
but thats no alts

is all the rubber in that modular engines?
with alts tools recommends this
so guys cant make blueprint from statue
yup
i wish there were a way of selecting in that tool 'no refinery alts'
just disable them 
well, yeah
tell that to the creator tho
but feature suggest on greeny's disc
or just 'hide the recyled plastic and rubber chain'
that's the best one
yeah, it just complicates the display
and i do know how to deal with that, it just takes fiddling
kind of, but if your doing a recycled petro build, its going to be separate from whatever your target is
its kind of a pain when noodling about things like computers or hmf's
still a nice tool though
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?
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?
a single truck can transport like 1560/min over 1 km distance easily
8 stops
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?
only make routes go to stops that have the trucks servicing them.
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.
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?
they'll try to stop at every truckstop that they enter the hitbox of
cost of doing business I believe. I use trains (the superior interfactory logistics imho) so I am not as experienced with vehicles so I could be wrong.
but why would you want to spend less time in a game you play?
i'm not sure if it is possible to prevent it
just generally, having more hours in the game than i care to admit... sometimes i want to work on a specific problem
and just want to build out the bare minimum as quickly as i can to get to the problem i wish to solve
fair enough
im currently in the planning phase for a mega-base that would utilize half the nodes in Dune Desert for building construction materials
like i mean, how often do you really say 'man i want to build ANOTHER coal power plant' ?
and the floor plan sketching is less than enjoyable
I am not looking forward to a 466 one I will be building soon...
466?
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
I'd do 2 4 car trains, one for each item
I would plan on having 6 cars (2 engines) and have each car be the equivalent to one belt. If they are not meeting it as expected, build another train and have that deliver the others
256 Coal Gens, 210 Compacted Coal gens
which takes care of the sulfur and most of the coal in Dune Desert (the rest I use for steel)
always seems like a waste of sulfur to me
i did actually do a few weeks ago a 96 gen straight coal plant with blueprints
Oh I want to get to trains soon, but I figured that since I'm nearly through tier 4 of tech I should build a proper mall and localized factory so tractors it is for now lol
honestly you don't really need to use sulfur for anything except power and drones, (technically nobelisks, but if you go through enough that you need more than one node, you have a problem)
trust me, you still have plenty to unlock.
its needed for mag field generators (batteries)
and for nuclear, which is optional
is there a way to make it so that the trains always arrive at a certain time? say, train one arrives at t=0, leaves at t=30, trains 2 arrives at t = 2:30 and leaves at t= 3, even if train 2 had nothing to pick up?
no
the best solution I have figured is to have two trains going in a loop, scheduled to only depart when full, and no 2 stops fills the same cart
i factored that in power, since turbofuel too
you can fiddle with the train's config to say 'wait until full' or something like that
i think its good to leave at least one sulfur normal node for batteries, and have another around for use in alt recipes
imho though, its just a pain to build a CC plant in an area where you have coal + sulfur
i can really only think of 3 locations where that's possible
well, arguably 4...
no, there is a 5th
you can do so in grass fields
what if I have three trains. 1 loop, three areas to change direction. one train for each stop
when i embrace the use of trains in a world, i usually end up with about 7-8 trains
then still schedule them to stay until full/empty and keep sending them on loops. if rates are too low, add more on the same loop
it ends up that i'll have a sulfur train, a plastic/rubber train, silica/quartz, copper, and caterium train
possibly a nitrogen one as well
that can be done via drone however
I still just pipe nitrogen, it's just so easy.
yep, sounds good. I might do two trains, one with the first batch and one with second and third. since sulphur is just 480
yeah, but i like the empties management with the trains ๐
oh, i forgot, an aluminum train as well
good luck!
can't forget that one
how i'll build out a train network is really a series of intersecting loops around my main base
thanks (:
hopefully the fluid isnt much more difficult...
man, i wish that max belt length were 4 meters longer
Weld those belts!
I have 1800/min oil that I either have to package or use fluid containers for it...
Why not just use it?
because I dont want to ๐
๐คทโโ๏ธ
really trains sorta suck for transporting fluids
You made your own problem then.
their car capacity just isn't that big
absolutley.
thats why I might try to make it into packaged fuel
once I have my trains sorted, im set
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
fun challenge tho
those tools sometimes can be misleading
tools had no play in how this was built
like for the 300->900 petro build, how to lay it out with splitters and mergers so its self-starting isn't shown
I used my brain, my calculator, and the wikipedia page
if you are talking about satisfactory tools, they don't show you how to build things (because that's up to the player themselves), they only show you how many buildings you need
satisfactorytools also does some strange stuff like tells you to send the residual rubber straight into the output in the 300->900 petro builds
it does flat out weird stuff when recycled recipes are factored in, hence why I do that part manually
I assume it is going to be worked on in the newer version greeny is working on, and I'm crossing my fingers
it just gives you the logistic numbers, it doesn't tell you how to route resources
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
which I do like. I think some of the item flow suggestions could be better, but its a free tool that does exactly what it should 90% of the time and saves me 95% of my time. So I take it without ad blockers and use it to the hilt
changing topic, does anyone know if 10 smelters underclocked is cheaper on power than 8 smelters at 100% ?
I think so, not entirely sure though
it'll save me 15 setting it up
im assuming both are equivalent in ECS
15 minutes time i mean
yes it should be
it doesn't have ads ๐ค
the problem with the "flow suggestions" is that there is basically no logic behind it because it's designed to work with any dataset. So I don't really feel like giving it hardcoded info like "if it's residual rubber, always hook it to recycled loop"
it doesn't have ads
Well, time to scour my device for viruses again... and I just wiped it three days ago too...
maybe you are confusing it with SCIM?
the problem with... loop"
Fair enough, I did chat with someone who just manually started their loop
or HELL NO. I use SCIM exclusively for the map, and that's it.
which is also an option, another reason why I don't want to "force" build style to players
29.8 mw vs 32
ah, it's not on the new tools, but the old ones had the info
I am working on this project in my free time and I will keep it free and without ads forever
you can disable this by removing some of the recipes (ie uncheck residual rubber)
hey guys, does anyone know blueprints that would efficiently produce: oil, rubber and plastic for a x2 oil extractor setup?
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.
oh alright
wouldnt matter too much to me if it were, i havent even unlocked blueprints yet for some reason
actually let me go do that right now
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 โค๏ธ
Not really what blueprints are intended for. And refineries being as big as they are, would be a real tight squeeze.
if you want just how many machines of each, then check out u6.satisfactorytools.com
thanks
i was just thinking about how the heck im gonna bring it all back
sadly nowhere near unlocking fuel generators, but thanks for the values they really give me a good idea on what im supposed to do
depends on extraction rate
Yeah, I do my refineries in two blueprints
i do mine in 1 bp per building, because... yeah. lol.
im crazy and mine are all about deco
so a total of 240 oil/min?
sorry, I was trying to recall without pulling up SCIM
it should be 480 right
so 480 oil/ minute you want to turn into plastic and rubber, correct?
yes
yes
do you have any alts? if so, what? do you want to do a proportion other than 1:1 for plastic to rubber?
i dont have any alts as i spent both my harddrives on the turbofuel research
also i think a 1:1 is fine
but if a 1:2 is efficient id like to try that
Do you have any desired uses for the HOR run-off?
uuum
what is that?
this is kinda my first playthrough so im not big on the terms especially not in this phase since i only just unlocked it
You're all good. HOR is shorthand for Heavy Oil Residue, a byproduct from the plastic/rubber production using the default recipe
no, that would be a byproduct of fuel production
ah
oh right that is what makes plastic
well i'm not sure what i can do with the residue
i didnt know that was even a thing
maybe i'll just split it off into all available uses
once you hit oil is when you get byproducts to processes.
since im producing a whole 480p/m
i think i should be able to make a little of all
even if it is slow
would come in handy for maybe MAM research or something
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)
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?
worse power for coal, your burn more Petrol. Coke/min than coal/min. but you can burn it for power
@rough light just let me know and I can give you a flow chart with the suggested blueprints
i want to mass store it
Alright, one sec
You really dont
why not?
Why yes?
for starters:
i havent unlocked a plethora of things in the hub
and i'd like to have it so i can craft whatever needed materials myself
UNTIL i unlock those extra things in the hub
what else am i gonna do with the HOR?
The stuff you can make from it isn't used in handcrafting
Just turn to coke and burn
one question, what's coke
Coal substitute
a coal alternate that burns quicker (less efficient)
so it was a nickname
Coke is shorthand for Petroleum Coke
is it more efficient if i turn it into turbofuel?
A lot more, turbofuel burns at a rate of 4.5 units/min wheras fuel burns at 12 units/min. I would recommend it.
so do i make coke and turn it into turbofuel? or is that not how it works
uses sulfur which is needed for nuclear
oh
well, i'm not really at nuclear just yet, give it another 100 hours or so
Coke is an ingredient in one of the recipes for TF. and while yes, sulfur is used for nuclear, when you are at that phase, you can just turn off the turbofuel plant
these are the recipes
got it i'll do that then
compacted coal is coal and sulfur btw
thanks i know cause i spent 2 harddrives getting both the MAM researches
i am in pain
yo what the heck is a blender
that sounds awesome, but also like something i dont need since i unlocked the mam
you unlock it once you get to aluminum, you are not close to that.
I can factor in you want to turn the HOR into turbofuel, how much sulfur and coal do you want to input?
yep. also i think i wanna put the HOR into turbo heavy fuel
the 3rd row on this graph
sounds like something i'd do
alright, once I get the coal and sulfur numbers, I will give you the chart
thanks, i'll try it out tomorrow cause it's hella late for me rn
just ping me once you have them
๐
5hor:4turbo
5hor:13.33fuel:11.11 turbo
it's significantly better to turn hor into fuel using the diluted fuel recipe then turn that into turbofuel using the default turbofuel recipe
the former is using turbo heavy, the latter is using the default recipe and diluted fuel
oh
base recipe uses less sulfur per turbofuel too
but then
what am i gonna do with the residue
or, i mean
is it really okay to turn fuel into turbofuel directly
yeah
based off this i can tell it's going to use ALOT more space
that's the tradeoff, complexity for resource efficiency
which i guess isnt much of an issue but i need to transport a boatload more
that's almost always how it works
well in my homebase i built simple dual smelt -> constructors systems that were perfectly efficient
and they were small enough to fit in blueprints each
i think i could make a neat system out of this oil famr
so i guess it isnt that much of an issue
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.
best use case in terms of power production at any rate
faster power production is fine, but faster item production is better
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 ๐ ๐ ๐
i'm not going back to that ungodly land
dont like the random uranium spots and giant spiders?
yes.
i have NO use for uranium yet
the hard drives in there can wait
genuinely, not until i nobelisk that entire place
god.
yea, i feel you there. beautiful area, but big nope on the wildlife
real.
i also hate how you can't chop down the melon trees
they look like theyre gonna pop out something my heart is not going to withstand
therefore, i chose the oil deposits at the desert beach
not too far away from the grassy plains
but there are only 2 pure deposits, kindof a bummer
I forgot when its a decimal like 2.667 is it 66.7, 6.67, or .667?
oh nvm i got it
it is 66.7
It's 66.667
nay
Yea.
ok
Unless you manually set it. Then it is 66.7% the game can't handle โ and so it does rounding
okay thanks for the hlep
My pleasure
comparing this here and this here @steep rivet
7000 Quartz sounds like PAIN...
Using the default alumina solution would give some of that silica.
Yeah, not enough difference for it to make sense.
Because the max drops down.
in my current playthrough I only used Sloppy Aluminia and Normal Scrap... not that efficient, but very easy to build
but the Sloppy-Electrode sounds like an interesting choice for the Bauxit (nearly) at the West Coast...
man, on this topic, i just got my U6 aluminum factory back running
nearly trippled my awesome sink points, lol
fyi, i'm doing it the hard way of sloppy->electrode->silica
unfun build, ftr
building something that eats 3000 silica/min
all that being said, the recipe chain i used is the max yield one
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
i mean, all that beltwork was done pre-ceiling mounts
Thatโs why I think most people aim to get the pure recipe
Itโs pretty convenient in that if you have the right oil alts you need very little oil for processing instead of thousands of coal
I need more Aluminium for my Thermal Propulsion Rocket project... (if I ever get it started)
so sounds like a good idea to test it
Well I think you only need 980~ oil for a world max Bauxite refinery so it can be very compact delivery
doing sloppy electrode
you need 978 oil to get max aluminum
I probably should have done coke instead of coal since there is plenty enough spare oil.
yep, i plan to use coke for all my aluminum stuff and use all the coal to make steel
then ill use the steel recipes for everything, steel rods, steel coated plates etc
Right now The likelihood is high if I swap it would fuck the whole place up and the downstream production.
its nice that coal is better for steel than coke and coke is better for aluminum than coal
makes the choice easy
Well the numbers for coupons are nuts.
lmao
The numbers go insane after a while.
don't underestimate coke steel
you yield 100 steel per foundry
the machine count for solid steel is much higher
@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
i'll use it if i have plastic and rubber on the same belts nearby
its faster but solid steel has higher ratio
For those with extra coke.
and there really isnt a use for coal besides steel or power, and i plan to use nuclear for power
don't forget turbofuel
That is in the power
yeah
i plan to go from my current setup directly to nuclear, so i wouldnt need coal
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)
that doesn't have the 27s pause factored in
It's there as 25 seconds
it's 27.08s tho
easy fix
Got the same number via recording and frame by frame check.
u also got 27.08?
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.
do any of u know desmos? how do i add a conditional to an expression?
haha
figured it out
cant send the link ๐ฉ
want it in dms?
send it without the https:// or whatever at the start
S is stack size, it calculates what the max throughput at certain times is. y is time and x is throughput
yup
@ocean sluice
@rustic patio does it only account for the loading time of 1 station - because it would have to be __>__2 stations in a RTT
No it doesn't
wdym?
you have 4 belts that get stopped 4 times, so you have to apply the 27.08 seconds only once per belt
there has to be at least 2x 27.08 cycles in a trains RTT
alr ty
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
yes but its two separate instances, not simultaneous
That doesn't matter
meaning that the time is wrong
the buffers account for that
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.
if you say enter a stack size of 1, the RTT is 28.311 seconds - which is physically impossible
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
yes it does
equipment
And that is right. Because transferring 32 items over two belts doesn't take long
well, 28.311 would be the optimal rtt
i dont see how that makes it wrong
1.231 seconds apparently 
im probably just tired lol
Which is impossible for single train.
and this is the throughput and RTT of a single train and carriage?
where should the signals go please?
no, x (67) is the throughput - y (28) is the RTT
as you said earlier
path on entrances, block on exits
no, vertical is throughput horizontal is time
67 seconlds and 28 items
So 28 and some items every 68 seconds.
no
at a round trip time of 68 seconds you owuld have a throughput of 28 items per minute
ah that makes more sense lmfao, yea its 4am i should sleep
correct for left hand drive?
sweet, thanks
make sure to give big blocks before the paths or else itll slow down
left hand drive is not correct
Sorry, very badly written line from me.
because path is red by default
technicalities 
but really whoever transports so many miners by train that they need a graphing calculator to optimize it...
lmao
they should see a therapist
my plans are beyond your comprehension
:p
my plans also include trying and failing to read desmos at 4am
so you're not too far off on the therapist mark
go sleep! ficsit punishes any inefficiencies committed under sleep deprivation with 6 weeks of reduced pay
wait... you guys get paid?
anyhow i will sleep, i shall see you all bright and early in two hours
๐
good night
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?
Yep.
!wikisearch manifold
Manifold, a.k.a. in-line splitting / merging refers to a type of building style where splitters or mergers are aligned in series (that is, one after another), usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion. It is the opposite fill method to the balancer. Due to the mechanisms of Spli...
Oh alright cool, thats what manifolding is. I've heard it in videos
Thank you for answering
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?
im going to copy this when i rebuild for phase 2
which one should I go for?
hard 2
both others look good but from what i've heard redirecting screw production is very beneficial
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
whichever will help you the most
?
same answer as above
middle?
whichever will help you the most
there's no "best" or "worst" recipe, each recipe has different advantages and disadvantages
i mean its right then i guess because the other two seem useless and add more complexity
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
pick whatever seems useful for you
Thanks for the help
there's never a bad choice
(excpet for alternate beacon recipe because that one will most likely be removed in the future)
i've found charcoal useful, for sure, but biocoal... nope
if you don't find it useful, that's fine, don't use it. But that doesn't mean it's bad
mind elaborating what you mean? (and also what program you used for this?)
and biocoal
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
so long as it can still produce, and it doesn't clog the output of the extraction/previous process, no
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
see above
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
I don't really see the difference between the blue and orange tbh
thats what i picked yeah it seemed pretty ambitious
it's like instead of taking an entire floor of products upwards until the most advanced one, the advanced products are made one by one from localized chains
that way the only logistical challenge is getting the most basic products in
So you you need bigger floors to do multiple processes I guess?
uhh let me draw out the blue one more comprehensively
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)
youre on the right track, but its better to produce further down the chain close to the ore nodes, and ship intermediate/advanced prodcts where needed
simply because you have far smaller transportation requirements
did you swap the colours? cause that looks the opposite of w hat was in the previous pic
the colors aren't relevant to the previous pic, sorry if that was misleading
so you said yo uwere swapping to blue before , is this still the case in this pic?
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
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
you do make a point
i think i've always been misled by how screws are multiplicative instead of 1:1 or divisive
which is why most people opt for the alts that remove screws from the equation all together ๐
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
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
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 ๐ Plastic if you really love coated concrete
yeah modularity in this fashion means less flexibility. If I'm not making a dedicated permanent factory I'll make an iron node entirely into rods, or plates or whatever , then connect it as needed to the next production line
I would avoid doing blue, it just becomes chaos ๐ฆ
other than charcoal, all my homies hate charcoal
portable miner, lol
two exceptions i find to this are massive refinery builds and power storage - both can kinda bleed your storage dry (engines for refineries & modular frames & stators for power storage)
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
it allows you to automate portable miners
how is that bad?
haha
it's not a joke tho
why would you ever clog your inventory with them?
how is that related to "automating portable miners"
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?
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
and then the 2 hours traveling to resupply because you didn't have enough cable or rods or plates
resupplying in a remote build is probably the biggest time sink in the game
same argument could be made for "you forgot materials for portable miners"
rods & plates?
that's why you have construction vehicles/trains
(also how remote do you want to build, small build like portable miner automation will most likely be next to your storage)
also, the cost is ridiculous.... engine + 4 pipe more than hand crafting them
cost of automation ๐คทโโ๏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
i actually feel the beacon recipe to be at least useful
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
well yeah, the crystal version of it has uses in maxing out uranium power though
not arguing against that
so happy that they changed rifle ammo to not use beacons
in u4/5 that was such a pain to automate
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
sheesh, i thought i was a glutton trying to push 540 aluminum ingot via drone
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
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?
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
*1575 sulfur
1550 sounds right for uranium rods. I think thereโs more for the waste refinement iirc
1575 for base recipe route w/ 2100ur? That might be semi-doable with drone spam
you need 450 sulfur for the complete nuclear chain per 600 uranium
yeah
little more than 2 pure sulfur nodes
That might justify my sulfur armada, will have to tinker with my math sheets bc i think i overestimated sulfur then
you didn't count the sulfur waste product in euc production
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
if you'd like my spreadsheet on the numbers, i'll give it to ya
honestly ye if you dont mind, considering doing smaller production chains to not get lost in the mess so that math would be huge
pm incoming
<3 much appreciated
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
Fair enough... I also don't build hundreds of machines at a time. But if you know you're going to, then plan accordingly and produce more ๐
(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
yeah, dropping them whenever you can is a good idea
i generally don't carry stators in my inventory though
I do lol. Cause my builds are all about deco
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
and the RTT minimum is 67.819 seconds correct? @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
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.
wdym?
I meant the time that it takes for a train to actually do the round has to be measured. To know it ingame.
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"
Mb I thought it was 3 plastic for steel one
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
what do you want different from what the calculator gives you?
i think you can use this - i haven't used it myself though
Looks great to me
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
have you tried any other tools?
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
there's a great planning tool called Satisfactory ๐ค
splitters will split 50-50 unless one output is backed up, so if you see some uneven split, that means one side will fill and then it'll work
however SCIM places splitters in very random positions indeed, not a big fan of that
well thats really good to know but its such an easy way out
its like doing maths with an incredibly advanced calculator
no fun at all
||Totally not just critizicing the competition 
||
I agree
I wonder what this great planning tool is ๐ j/k , man your work is way appreciated I assure you.
I meant the game itself
if you want to lay down factories to see how it looks, no tool can do it better than the game itself
To be fair, if you can't even imagine how to achieve the split, isn't an "advanced calculator" the right tool for the job? 
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
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
i can tell that its wip
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?
yeah, then go ingame, that's the best option
alright
(you can make a no-cost, all-unlocked save to plan)
I have thrown ficsit foundations around to use them to plan with, now I just paint the floor since knowing machine dimensions helps a lot, and the factory hazard markings look cool after the fact.
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)
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:
oh that looks amazing
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.
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)
Fucking hell that is overwhelming.
That's worse than my factory that just does everything for storage!!!
Why do you want a power plant there as well?
I have this ahead still, so basic but I want the SE shit re-automated: https://u6.satisfactorytools.com/production?share=C6IwmTgBJmztrM8lSAFE
Just irradiation it for giggles?
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 :/
Yes 
||I wanna make a factory that can support me building megafsctories and Nuclear is one of my favorite production processes to deal with, so... :) ||
No, I'll actually load-balance and stuff, so radiation will be very controlled and limited to some specific areas
Radiation can be so heavily controlled it's unreal ๐
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"..
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
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 
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.
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)
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.
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
none. Both have 2.5/min until one side backs up
It's 2.5 per
I cant get the oil flowing, any ideas? I even got a pump
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.
I'm getting oil trough, but not nearly fast enough.
If the math is correct, it takes some time for the piping and building input buffers to fill.
If you have everything on already.
okay, yea I do have everything on
And the pipes don't fill until all input buffers are full first.
Might have been impatient then
The oil line looks level enough as well ๐ฆ
You can make that happen faster by disconnecting an outputs from the refineries, so that their outputs fill up and they stop producing.
alright
Once the thing is full it should produce ok.
how level does the pipe need to be? Its slightly upwards
The Oil Extractor provides 10m of headlift.
So the pipe can go 10m above the oil extractor outlet before you need a separate pump.
i assume you mean radioactive items. and why do you have primary production for power?
tysm
Yes and what do you mean?
The Build menu blurbs on the right show those headlift numbers.
do all purification/fluid based processes in one building, production in another, final production in the final building and for your usecase, nuclear production in two buildings far away.
What do you put into the "production" and "final production" categories? 
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"
final production is when a product is put into a machine for the last time, production is everything else
I don't want to use any other power source than Uranium power, which "needs" it's own production chain as I don't like to have it depend on other productions (I may do the other way around; eg: excess allu from plut. processing used to make spare batteries)
every power source needs its own production chain, why specifically Nuclear?
Got it ๐
Thank you, I'll consider it
I might end up doing a mix of very different "solutions"
Plutonium is an option, I saw you don't go full ham on uranium so you could get away with outputting the waste to a separate tomb that wouldn't be full even after 5000 hours of play.
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
Where did you get the analysis that concluded Nuclear power was the most resource efficient power source?
I don't plan on using Plutonium for power at all.
If I will, it will be after I maxed Uranium power and still need more GW for some reason (extreme overclock?)
Speaking of overclock, it's probably worth running the reactors at 200% now they will actually be dead on 200% so you can build more compact without them trying to do 200.10004% or some stupid shit like they used to.
I think it's pretty natural to conclude that from a game-logic perspective and just getting familiar with recipes, but setting up any comparison with SFTools can make the situation quite clear.
Example: 90 GW of Uranium power can be obtained using ~1k of various ores and ~100 oil/min
90 GW of Diluted Fuel power take "a lot more" oil (can't recall how many hundreds)
I use 90 GW as a unit because that equals 300 Uranium/min via alt recipes
I did 133gw on turbofuel, and that took a shit ton to setup including half the maps sulphur.
right, let me do the resource analysis in MW/resource point. Hold please
I'm not sure what you're requesting me to do by "holding" ๐
I answer to pings but I don't often "stay" in the chatroom, if this is what you're referring to
it was a reference to LGIO
Whosh
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.
Nuclear Pasta is made with PCCs and copper. no uranium
Lol. Tells you how often I've done that chain.
Funnest one there is. Objective fact
I was wondering for a moment, when did they add uranium to nuclear pasta ๐คฃ
I could make sense as an alt recipe 
But but I got no uranium!
Then no alt pasta for you. You'll starve
I wonder what sort of thesis is Nemo writing...
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
I actually am working on a college research paper on what the most resource/MW chain is for wasteless nuclear
Did you use the same weighting for resources the wiki does?
Some disclaimers: all resource weights were rounded to the thousands place, and nuclear power is only uranium fuel rods and not accounting for waste processing
I used the same one that SFTools does
Which I think is the same, yeah
uses world cap of iron as a baseline, and then extrapolates there
Yeah
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
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)
not really. I did the max capacity, which would scale with MW draw so if you wanted a different MW, the resources would shrink accordingly (or maybe doing RePo/MW might show a different result, but I have to go to a MicroEc lecture rn, maybe later i will run those numbers)
Yeah I was wondering if it was a linear scale or not. Cool, good luck at the lecture
My sarcasm check is failing over this statement 
I did a critical literary analysis of Skyrim for school, once, so I'd believe it
That can be a bit of a misleading point though. While the MW/RePo value isn't too far off, Oil power consumes ALL oil and Sulphur, Nuclear consumes "only" a portion of a lot of ores, not exhausting any of them
In other words: Nuclear leaves more leeway to add more production chains with the leftover ores/fluids
I'm not saying it's impossible to believe, I just don't know wether to actually take it seriously or not xD
I am actually serious about that
Just asking. I don't mean to make fun of your seriousness
that is for maximum draw however, though I am working on a back analysys of RePo/MW to see if that changes the general picture
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
RePo/MW Numbers
Coal
0.635 RePo/MW
Oil
0.286 RePo/MW
Nuclear
0.256 RePo/MW
yeah, looks like Nuclear still wins in terms of resources spent per MW generated
also for the record, Max oil power would be over 2k generators
Links to all the Layouts of max power generated
Coal: https://beta.satisfactorytools.com/production?share=mZPYrkPOldAmmIq2LqTA
Oil: https://beta.satisfactorytools.com/production?share=lAqFsfl5M7iJMSXsThU0
Nuclear: https://beta.satisfactorytools.com/production?share=NHOA4aucEwqYSAXfii17
A collection of powerful tools for planning and building the perfect base. Calculate your production or consumption, browse items, buildings, and schematics and share your builds with others!
A collection of powerful tools for planning and building the perfect base. Calculate your production or consumption, browse items, buildings, and schematics and share your builds with others!
Totally not one of the reasons why I prefer nuclear that I think is so obvious I often tend to just forget about 
nuclear is 252 reactors, which will take quite some time to place
I'll take that any day over 2k generators
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.
Then everything is same block basically
The train reserves a path to next block signal, through all the path signals.
Base is to use blocks for everything, and use paths in specific places.
Never use path signals unless you have a specific need for them, which under normal circumstances, you should never have
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
Yeah you need to pick either LHD or RHD and stick with it
I have RHD. And i made it so trains cant go left side without wanting to go the opposite
RHD as in "Right hand drive" right?
Actually I'd start by getting rid of the path signals entirely, then putting down RHD block signals
Just so we are talking the same langauge
Yeah
You have two signals on each spot of each rail, making them all bi-directional.
Don't worry about trains crashing, it cannot happen if there's signals
You only need single block signal at each point you want a signal for a specific rail.
That was the problem
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?
So should i just use a stop signal in the crossing?
Just Block signals
๐
Contrary to their name, they don't "block" trains, rather they create blocks of tracks for trains that only 1 train can occupy
@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
i know i know probably everbody has something like this already but if not feel free to use it
(Spreadsheet with all resource numbers)
Honestly online calculators have a lot better UI/UX than most spreadsheets
@reef cove
You have an equation for this?
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
Ty
np!
@ocean sluice reply here about constructors for math
Sweet, you figured it out!
i presonally use 600s tbh
also use when freight is full or empty
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.
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
So is the blueprint designer and ability to share them?
Also note (or grab....)
2 options presented to their problem.
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 ๐
this is what i came up with
its a overflow load balancer with 3 inputs
that was my plan.. (don't trust sussy websites)
SO who eats the fish you catch while teaching them how to fish?
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
balancers ๐คข
i see a lot of people new to satisfactory actually overthink balancing, having come from factorio
in what way?
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
oh like that...okay yeah that makes sense
i can't even describe how/why that tripped me up now
in factorio you balance because of variable input and output
and you don't balance for machines in factorio either
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
you only balance several belts if something
i don't have a lot of experience with factorio
why would you need balancers for that?
so i can't really compare & contrast
each platform into a set of machines that needs exactly as much as that platform provides. Easy, simple, no balancing needed
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..
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
^ that's a 5 group system outputting 3 belts of 200ingots/min
but it's fed from the 4 outputs of the freight cars
its under here
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
because sometimes you can't get the group count the same because of the recipe you're using or plan to use.
as do smart spiltters
smart splitters are not even needed for that ๐คทโโ๏ธ
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
you can do an awful lot of different things in Satisfactory
or have two lines both go into set of machines exactly as needed by the amount of items on that line
that's not often possible with trains
you're relying on the consumer's exerting back-pressure
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)
yeah, its best not to run train cars at capacity
or trains
more trains or more cars
๐ค
doh, lol
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
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
good case for a 2x2 balancer ๐
i meant on the output
same thing
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
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
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
ISCs have only usage in storage or in buffering before/after train stations
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
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 ๐
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
satisfactory's approach is generally "build a factory near nodes it needs and ship final product to storage"
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 ๐
stick final product onto train
eh - it's not stupid, it just requires more train cars. And depending on your computer and what else you're doing on location might put a strain on resources.
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
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
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
I've done so before, and its not a mistake to do
i mean i even did quickwire in the same factory, and it was pushing something like 4500 quickwire/min out
also, factorio has variable input and output
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
Using what? quickwire?
yeah, you need gobs of it late-game
but belting quickwire around is like belting screws around
you need 3-4 belts worth
Sometimes.
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?
That too.
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
Why belt anything not made in a manufacturer any further than to thr building next door or the next floor up?
some manufacturer items are low volume
I'll be droning in Super Computers and HMF for example
i tend to sushi-belt low volume things
over 5 km and mountains?