#math-and-meta
1 messages · Page 53 of 1
Also you say it is working but I see yellow lights.
?
doesnt it become yellow when it stops producing?
Why would it ever stop producing?
And you didn't have a plan for what happens when the chest fills?
If you're doing that, then it should never stop producing.
Meaning no yellow lights.
its manual
i activate the sink whenever i want
and its off now
and the chest is full
Oh. This routes back to you playing this game like it is a different game and not like it is Satisfactory.
Got it 👍
Why does everyone assume I am their bro?
sorry man
i'm trying not to be bad but maybe my bad english is leading to misunderstandings isnt it?
Nah he's just being needlessly aggressive because you aren't playing your game. The way he thinks you should
^^^
cause you’re very approachable?
sev isn’t aggressive, just overly neutral at all times
Ooh damn, machines idling, I take it you've just started the production line?
I need to work on that. 😉
What do you mean?
I was pretty clear ... I mean :: Ooh damn, machines idling, I take it you've just started the production line?
My save is now 150 hours and it’s the only one I ever did. I don’t understand what’s wrong with getting materials for later production, but I guess I’m still a noob and I respect my master’s words
At 150 hours my only real suggestion is experiment, a lot.
Don't play for other people, sure grab ideas and suggestions but in the end it is your world.
And in fact I’m doing it
I think the idea behind not building for future needs, is that you'll have better belts and miners when it comes time to use that future need.
Building for the future, means you have already planned the space usage. Sure, some machines might not run 100% or at all, but thats fixed once the later tech is used.
This is just for factory builds and using trains, I'm attempting to understand how to set them up to look clean and be efficient but I dont understand how people like kibitz or other creators make everything flow together perfectly. Do they just build from one point on the map and painfully only route from that location or do they do something else that allows the factories to flow together without having to build from one location? I also sort of have a question about the vehicles and other automatic transport systems other than conveyors but I'll hold that for now
Most multi site builds utilize input and output balancing. So you have a motor factory, and it needs wire. Your wire factory at another location outputs the needed amount to its station for the train to deliver to the motor factory station. Simple.
It works the same for vehicles as well.
well yeah but the whole base building is confusing for me when you have 2 different factories on different foundations and you have to join them up like butter but I cant figure out how to do that
or atleast make it look like its on the same foundation line
Why join them up?
Oh, if you want to do that (reliably) you need to "snap" the foundations to the world grid. By default, press CTRL when placing a foundation, and it will lock to the X/Y coordinates in single foundation increments. Just be careful to place your first foundation in an area using a 2m or 4m foundation, as they center vertically along the midline of the foundation, so a 1m foundation will be vertically offset by 0.5m.
Snapping foundations to a common grid like this can be aesthetically pleasing, for sure, but don't be afraid to break away from the grid if a particular geographic are looks like it would be more "fun" to build a little more freeform.
Join like butter?
I mean... rails curve so joining them to outposts is incredibly simple.
soooo if I already built things without using the ctrl thing then does that mean I need to rebuild the entire factory so I don't have offset conveyor roads? have a pretty good example that I can send, idk if I'm explaining it right or something, is an early game save though.
Depending on how much it bothers you, you could always just snap a piece of foundation nearby, get your "output" conveyors snapped onto it in turn, and then aligned with whatever other destination foundations they're bound for.
It's almost entirely an aesthetic issue, so it's up to you.
The only time WG matters is if you plan to have long ass lines of foundations that connect all of your outposts purely on a foundation grid level.
And if you're choosing to do that........
Ultimately you've likely got a lot of building and rebuilding ahead of you yet, and a looooot of uncovered ground on which to build it. If your current setup bothers you, of course feel free to knock it down and rebuild it however you see fit. But I wouldn't recommend focusing on it too terribly much in the early game. If you're building on foundations at all, you're already ahead of the curve.
Thats sort of how I've been holding off from running 5 miles to get a few stacks of something early on, when vehicles become an option I dont really know how to implement them into the factory cleanly because of how I built it at the time
Depending on the distances involved, it might be easier to focus on unlocking Blade Runners instead; you can more quickly traverse the ground (and outrun virtually all fauna) until such time as you rebuild or relocate in order to better accommodate (or even need) vehicles.
I've got little sub-factories all over the place, and I just use a combination of Blade Runners, Hypertubes and Zipline (whatever that little guy is called) to get around.
There are natural roads that lead almost everywhere. Truck routes basically are already built for you by the map team.
Train rails curve, as I said. So you can build those pretty much however you want to, but you don't have to have continuous foundations under them. Having a "support" every so often works and looks totally fine.
Yeah, the "natural road" point is a good one. The entire map is just riddled with bespoke routes that will get you through most areas with relative ease, even if it's not the most direct route. Some paths may become available only after you blast some boulders with Nobelisk explosives or are able to traverse poison gas, but the vast majority of the paths out there are already traveler friendly (just be wary of local wildlife).
Slightly indirect natural road also won't affect throughput at all 🤷♂️
You have no need to make everything the absolute shortest path possible.
Yeah, once a route is set up - whether it's conveyors or trucks or drones - the throughput is the same.
The goal is just to automate it somehow.
Well, and to have fun.
wait how is it the same output regardless?
about the support - I place mine on every track joint with segments being 12 foundations long, that makes for 11-foundation gaps between each, and it looks just right
the actual throughput is limited by the belts connected to the station, even if the vehicle throughput is higher
Imagine a bucket brigade from your front yard to your back yard that cuts through your house, and another that wraps aaaaaaaall the way around the neighborhood first.
As long as you're producing 5 buckets/min to pass from the first man to the next, the last one is going to receive 5 buckets/min. It'll take longer to receive the first bucket, but from there the rate is the same.
Throughput is throughput.
Which is a factor over time.
So as long as the amount delivered over time is proportional to the time it takes to deliver, it's irrelevant.
1560/min is going to be 1560/min no matter what the specifics are as long as the math reduces to 1560/min.
Right. Even the method of transit doesn't matter as long as the capacity is sufficient.
If you're outputting 60 ingots/min and you send them via a 100 mile long conveyor, the container on the other end receives 60 ingots/min.
If you send a truck instead and it takes 10min to make a round trip, it's going to pick up 600 ingots and deliver them every 10min - or, again, 60 ingots/min on average.
even the /min values in machines are averages
you can't make "half a fuel rod in a minute", but you can on average
hmm, does it matter what vehicle you use for any situation or is there pros and cons to each? like trains sounds like super distance transport but at that point I dont really get the point of drones or trucks
Trucks and tractors aren't beholden to a set infrastructure - you can "offroad" with them. But they require fuel and have limited capacity.
Trains require infrastructure but draw power from your grid and have potentially enormous capacity.
trains = high capacity, harder setup
drones = low capacity, easy setup, hard-reachable places, needs batteries
trucks = medium capacity, easy setup
(low capacity does not necessarily mean bad though, for lategame items you hardly need large capacity)
Oh, and train rails also conduct power, but you can only tap into them with wires by connecting to a station first.
I'd think the opposite but I havent really toyed around with nuclear stuff or other things that seem like a head ache to make
last thing I've automated was the modular frame that has to do with nitrate, forgot the name
fused modular frames is the last one
I'd argue trains are easier to set up than trucks, because tracks can be reused, so extending the railway network only means reaching the nearest existing track
well by setup I mean from start 🙂
obviously things change if infrastructure exists on at least part of the route
but that's hard to cover in a generic question/answer
But I'm also the person to cover my map in tracks and not build a single truck station, so could be biased from my preferences
Once you put down a conveyor stack pole, you can reuse that as well. Maybe not as easy as trains, but any structure for transporting that exist, is easier then none.
That depends on the train network, as there is limits to how many trains can go through one section. Not to mention, travel time on existing network might be longer then making a new one.
properly designed, a large train network can support over 20 trains w/o much congestion
try building that sorta throughput with belts
20 trains, is a low amount, for a map wide setup.
there's only about 36 goods you'd possibly want to transport
Trains vs Belts, depends on what you want to spend time and space on: The highway or the factory. Trains need more work around the factory, while belts need more work on the highway.
and more resources to build, mind you
ever take a look at the cost of a 50 m section of rail?
Build cost is irrelevant. Resources over time is unlimited, its just resources per minute thats limited.
hey, run all the long distance belts you want to, i'll use a train
Taking build cost into account, means you never use a refinery over a smelter, regardless of how good the recipe is.
that's a falacious argument
If you need 1 belt worth of resources, but use a train to send it, its far more expensive then running the belt. Hence why looking at only build cost, is stupid.
one, while smelters are cheap as dirt, the number you need to create the volume you need exceeds in infrastructure costs the resources you save
on top of that, rail cost is amortized over every line that shares a segment
Then it gets downgraded, as each train on the line, delays the next one.
this stuff is all sort of academic until you're building world-spanning factories
and upgraded again when you add new cars to a train
Then downgraded again, when you find that you need even more trains or wagons, to keep the per minute up.
i am just really starting my rail expansion, and have 5-6 trains going all the time
the amount of time they wait for each other is marginal
Lets face it, trains is the only transport method where you need to take traffic into account. Vehicles dont really count, given how rare they are used.
like it adds about 10 seconds of variance per round trip
you seem to think that a straight section of rail needs to be a single block
Multiple blocks, only help, if there is nothing else that slows down the traffic. Like trains merging in or slowing down to get into a station.
well if you design your rails badly, that's on you, lol
I say its more a flaw with the train network to begin with. If going through a station is shorter, the trains will use it. Meaning you need to design tracks going to stations, to be longer overall, then going around the factory.
i've not noticed that, my trains bypass the stations on slightly longer paths
Might have changed with recent patches, but trains perfer shortest path from my experience.
they will follow shorest path, but my experience is they will take going through a station as longer path
Guess I will give it a try on the new bus world. Having the trains deliver to the main bus, might be helpful.
that is what i more or less do
Worst case, I still need the foundations for the belt highway.
i really find trains the best way to move volumes of stuff
Its more the "get enough throughput", thats the extra stage with trains. Then again, we do have the per minute on the station now...
something i've recently taken to doing after my last save is actually using small train push-pull systems instead of intermediate length belting
in my last save, i did a stanalone U600 build in the swamp, and i was really unhappy with the belt system i had to bring items from the southern swamp oil/caterium/iron/copper to where the reactors, fuel and recycling were being done
i felt that a small train circuit or closed push-pull line would have been a better choice
in that save though, i did not use trains to force myself to give vehicles another try
the result of my experiments with that all was that getting to drone tech didn't happen quick enough
North sea foundation length, is about enough for 96x 6 wide factorys. Should cover just about every item in the game, with more then enough room for a wide bus design.
No multi usage factorys, so steel gets iron ingots from another partition.
hey, if that's how you want to do it, have fun
Its a combind stress test of the new rig and the game at the same time.
i personally like megabase & bus designs, but think much more vertically
Give its 6 wide by 20 long, you need height on quite a few. I expect the iron refinery tower to go past the space elevator.
no idea why you'd need so much iron
i think i'm currently smelting something like 240 ingots across my world, and that may be too many
steel otoh, yeah, i make tons of steel
Steel from iron ingots...
Its probably a floor or 2 with refinerys, just for a few machines with Turbo Motors, depending on recipe.
i will end up using solid steel at some point when i need more hmf's but i've got a pretty good supply from compacted steel & coke steel atm
Coke steel is good, but Oil has more usage then Coal.
i'm actually finding that coal is one of my main problems atm, between steel & power i'm using a lot of it
almost time to get nuclear going
that's always depend on the recipes you'll use on your game 🙂
Been doing that quite a lot myself
Some people do these giant belt busses for medium range, but I prefer just a single bi-directional train line with a couple carts
i'm liking them for that purpose, of course it does use a fair bit of power
really does clean up the beltstacks though 🙂
Each station counts as "extremely long rails"
People, I have 25k MW energy right now, but I still need to set up Aluminum stuff and 7k is basically always working.
Will I make it to nuclear? Or should I expand my production?
Go big and find out later
if you just let your factories fill up containers and go to sleep mode after you'll probably be ok.
Also remember you can charge up a bunch of power storage to kick start your nuclear with far more power than what your generators make
I have a 15,000mw power storage system just to reboot my tf station if need be that gets charged off a geothermal
I have currently 19k MW with storage
enough to boot a modest nuclear statiopn
But I’m a noob and the whole electric circuit it’s connect everywhere so idk how to turn off a single factory
ah xD well letting your machines fill up seems like a good idea then.
Learn from the experience and set up your nuclear station with dedicated power lines
Too many trains and station then
I should’ve done way less
I’ll do from now on
well you could do a whole nuclear set up in 1 spot if you really want. make that easier for yourself
Can u name the basic material to get started with that? I found a uranium pit but I haven’t unlocked nuclear yet
So I can immediately tell if it is actually possible
from uranium to plutonium processing? You need pretty much every resource type
and you can. The East Swamp has everything you need within 400m
I’m in the top left
Is it top middle?
East middle
setting up power far away is generally a good idea anyway - use nearby resources for material goods
so you could do this and then make a plan for plutonium rods in the swamp https://www.satisfactorytools.com/production?share=5wQGzaSb7btKMDbSmTXx
so nuclear power stations produce uranium waste
Also with my brain that wants to maximize everything it’s gonna be real pain
your options are either store tons of waste forever with huge storage
or make plutonium rods and sink those
and if you didn't know about plutonium rods I highly recomend doing your homework on this first xD
Still need my 2100 aluminum per min
but yeah you have all the resources you need for a decent nuclear set up right in the east swamp
probably can drone in more Uranium and Sulfur for a bigger set up too I'd imagine
Well I'm pretty sure it's MORE than enough for the 600 uranium on location
Fine but explain drones
Bruh I built so many railways
railways are great
Damn it, I’m a complete fool
Drones are better for long distance low throughput items
Oh
Uranium is often in an awkward spot and it has overall low throughput so drones are pretty good for them
Plus you don't get Radiation Death trains
Can easily get 300/m throughput cross map, with 2 drones. So not really that low throughput.
My stupidity is incredible though, they where right there in the HUB and still missed them
That’s right!
Can’t wait to get started
Imma find someone that can help me with 2100/min Alu or it will melt my brain
Well, most of my stuff is in the 10s of thousands, so I avoid the whole thing with making it really local
in what way?
I already have blueprints for the machine, gotta do belt work and storage stuff and then decorate everything
Using Sloppy alumina solution and Pure alu ingots
so you have the technical stuff sorted? 90% done then
good combo
Just saying, 300/m product, is enough for quite a big product chain.
Going Electrode Scrap?
Yup but it took real shit of time
What’s that?
oh yeah I do end products with drones.
alt recipe that uses Petro Coke instead of Coal.
Very useful in some situations
Already got that
And slightly higher output of aluminium than coal recipe
The thing is, can’t get sulfur
what for?
Too far, too lazy to build trains and change bp’s
Than which coal recipe?
the only one that matters 😛
Gotta work on it! Cya!!
Instant and Electrode+Sloppy are EQUAL.
You know this.
So don't say one has higher 🙃
ah that's 'the coal and sulfur recipe' 😛
That's the only one that matters that uses coal.
the convenience value of Electrode is unbeatable though 😉
I only use Sloppy + Pure to eliminate the silica (the nearby quartz goes to oscillators)
I get less aluminium but that's the price I pay.
Pure isn't....
Why...
People stop mixing your apples and pomegranates...
Sloppy does not connect to Pure.
I have no idea if Taro did that on purpose or not but I lvoe it
It half does, as the base recipe gives you Silica, to deal with.
Scrap is it's own, completely separate, completely isolated comparison.
Sloppy + Electrode vs. Instant.
After you choose your Scrap method. You have another completely separate, completely isolated decision as far as Ingots. Being base vs. Pure.
yeah but it always annoys Sev when you link them directly like that xD and he is right, there is a whole step in between that probably matters more than the ingot choice
I suspect very few people actually use the base ingot recipe for the sheer unbridled convenience of the alt
Base is less efficent on the solution, but it gives you Silica for the ingot stage. So that depends on what you value most, Silica or Bauxite.
yeah but the annoying thing is not enough for the ingot stage. Very rude.
though I'm sure enough people have made use of having 'waste' silica for other things on location
but bed times! gn
Well since you're being pedantic, my chain is Sloppy > default (the one with the coal) >> Pure 🤷♂️ , but tbh I'll just assume you knew that.
Why do you cause me pain? 😭
Your choice to be in pain at that point, I didn't feel like another 8+ kilometre setup to move quartz for silica.
Sloppy+Default is the pain aspect 😭
Ahh that bit. loads of coal nearby and cba to convert oil and move it long distance to the bauxite plant, remember I had the not so clever idea of building bauxite refining on the east coast.
Changing the thing at this late stage even if I do exploit the blue crater for more oil would disturb the output and I already produce slightly too much aluminium now 😦
I like sloppy > default > pure most of the time too. The ratios are nice and i can't be bothered to make petroleum coke
If I hadn't built my refinery in such a stupid spot I would have gone with electrode, I'm not changing that now, the place is too big and I don't need another monster demolition project.
As long as you know you're sacrificing output in favor of ratios 🤷♂️
obviously i know that. again, i just can't be bothered
I knew from the start I'd lose output, since I don't use all of the output it worked out ok.
if i'm in a spot where it makes sense i'll switch it occasionally but not usually
Soo, a lot of sushi manifolds vs regular manifolds, is the performance worse?
Because it has to calculate the conditions on each smart splitter?
There is no reliable data on that that I know of 
I don't think smarts have any noticeable impact on the game compared to normal splitters.
To expand on that...
We can spend time and find a way to compare two systems and see which uses less belt segments and splitters/mergers/smart splitters, but we have no idea about wether the possible "extra cost" (on performance) that smart splitters might have would make the sushi setup worth the less logistics or not (again, performance-wise)
If we were to simplify and assume that smart/programmable splitters "cost" as much as normal splitters, sushi manifolds (or just "using less belts", in whichever way) are probably the best bet, if throughput allows it
Would be interesting to test it on a massive scale
Like 5000 regular splitters as 100 manifolds of 50 splitters in one area.
And then the same thing with smart splitters.
Easier said than done...
Making a couple big factories? Relatively easy.
Agreeing with everyone that the logistics you built are equivalent (both the "minimum" one can do with that belting method) and make for a fair comparison, on the other hand...
Same number of regular and smart splitters. Maybe in a loop configuration, so they're always splitting items
I guess that'd still be useful for something... Maybe like finding the breakpoint between using less hardware due to less belts and using more due to splitter logic
(Assuming that's a thing, ofc)
Good afternoon
One question. I don't know if it's a bug or I'm just super short sighted or plain ignorant
But does power poles have...their own energy?
?
you can connect a generator to a machine without a power pole directly too
the amount of power poles doesn't matter
I don't understand your problem
I didn't bring any power to power up the generator the first time. Maybe I'v this misunderstood.
There are 6 other power cables coming off that one pole. Where do they lead?
To 6 coal generators
interact with each generator and check if it has the same power graph
I'm under the assumtion that the coal generators need a powerstart to start operating
they need both coal and water
you need to kickstart the system with biomass power to pump some water
That's what I tought
They need coal and water to run. The machines that put those in will need power.
Ok
So once they're filled with water and coal
They don't need energy to be turned on?
Correct. You just need to provide them with their "fuel" first. You can hand feed coal initially, but water must come from a pipe.
When people talk about kickstarting with bioburner, they typically mean powering a coal miner and water extractor to get the process started. Then switch those machines over to coal power.
You may also want to consider dedicating a coal generator or two to your extractors and miner, and not connect them to the main grid. If you blow a fuse on the main grid later, these will at least keep providing coal and water uninterrupted.
Makes it easier to start back up.
Thanks ^^
Anyone know why Satisfactory Tools rounds weird sometimes?
because computers are crap at doing decimals 😛
I followed the math on my last fuel setup, but changed the layout of it and now my power graph is very bumpy.
I think it's the result of consolidating everything instead of building it as a multiple of a simpler module. Maybe also has something to do with the byproduct stream, but pipe/fluid shenanigans seem more likely.
Learning that 0.1 + 0.2 != 0.3 hurt my soul in programming.
Yup. Especially with fluid systems the more unnecessary connections you have the more points of failure and the more ways back flow can cause perpetual issues.
Tldr: I'm going back to subdividing my fluid applications like I originally tried, instead of unified headers for ALL of the HOR/fuel/etc.
2 refineries + 4 packagers + 1 H2O extractor + 10 fuel gens (for each 120 DPF being processed) copied over until I reach capacity.
I found out that the search bar that pops up when you press n lets you evaluate simple expressions and i am going to be using that so much lol
It's pretty useful for finding best-fit clock speeds, etc.
who out here sets all their machines at like 89% speed instead of doing 50 machines at 100 and one at 10%?
gotta squeeze in that tiny bit of energy efficiency XD
if greeny's calculator could do that extra little bit of math for me it would sure be nice
just take the amount of machines and divide it by amount of machines rounded up
e.g. in the screenshot ten messages back, you'd divide 54.333/55 and get 0.9878, so 98.78%
If you aren’t setting every machine to 0.0001% are you even efficienting bro?
i already know how to do it. my point is i want you to do it for me XD
Isn’t that called floating point rounding or something
Can any of you recommend a planning tool that helps you figure out an optimal distribution of items?
I have never gotten beyond the Oil phase and I am just overwhelmed by the many different production chains that can be done.
Ideally, i would like to just tell the tool what nodes/input amounts I have access to, and what combination of items i would like to have as output, and the tool then suggesting an array of machines.
So far, all the tools i tried are requiring me to tell them how much output i want for each, but i just want to get a quick idea of what relationships exist between chains
🙂
Also, none of them seem optimized for mobile devices
Well you should be planning by how much you want
Because that's the info you have, number of nodes is not much relevant
Tools lets you choose exactly how much of what you're inputting, does it not @wind spade ?
You can find a different place with more nodes if you don't have enough
They do, but it's still more optimal to plan from the end product
I agree, but for what they were asking, it does that.
Well I'm just saying they may be asking wrong question 😛
Well, i just want a smooth operation that I don't have to demolish and readjust every other Tier.
So for me it would be helpful to know, how many different items (and how many /min) i can produce with X Copper/Iron/Coal as input
That's easy, you don't rebuild or readjust, you only build new factories
Maybe I'm also using the tools wrong. That is a possibility I will not deny 
Set a goal for how many/min of whatever item(s) you want, and set tools up with that, add in what you have access to as resources currently, and it'll tell you all of what you're missing.
What you are asking is only possible if you have the whole game planned until last tier
Yeah, you may be right. I don't even know what more items it will throw at me next tier
That's why I'd recommend only building what you need now and if you need more later, you make a separate factory for it
So basically pack up the hub and the escalator, move around the map and just add more nodes and at some point rotate and overhaul long abandoned factories?
what is this called?
just satisfactory tools?
No, have one central storage with hub and elevator, factories all over map and transport products to storage
Yes
The image shows how the layout is for the screws into the 2 assemblers. One requires 74 and the other requires 24 screws per minute. Below I am producing 96 screws per minute via 2 constructors producing 40 screws and one producing 16. Any idea on why one of the assemblers is struggling whereas the other has a perfect 500? And it isn't improving
I guesss the left one?
All 3 are good.
If you believe you will use the left one the most in the coming hours, pick the left one.
74 + 24 is more than 96 ^^
pick whatever you like the most
Meant 72 and 24
That's a bit harder to diagnose then. It's hard to tell from the pictures, but are the screws backing up inside any of the constructors?
One of the constructors keep going down because of a backup. Not sure why though
Backup of what?
"lower area"?
Do the constructors back up on input or output? Which is piling up in them?
This means that only a part of the screws output/min can reach the Assemblers. There is an issue in the logistics between the constructors and the assemblers
What should I look for?
It's likely a belt segments of low MK somewhere
I already found an issue before this where I accidentally used mk1 instead of mk2 conveyers somewhere
Oh wait I know
I suggest cleaning the setup (remove screws from all machines' inputs and outputs) and watching the system restart, looking out for where the screws pile up
I know where I’m using mk1 instead of mk2. I’ll make the change and see if I’m still having the issues
it is rare, but sometimes a manifold doesn't 'converge' properly
when that happens, one tool i use is to use a smart splitter to change the manifold into a 'smart manifold'
by favoring sending all output to one machine and the overflow to the other
in your case, however, there's a more elegant solution of doing a 4 way split followed by a 3-way merger to that that 1:3 ratio
(this is actually something you need to do in nuclear recycling if you don't want your entire play to become very radioactive)
and its relatively compact to do
Is a smart splitter the image or an actual thing you unlock?
Smart Splitters are unlocked in the MAM, Caterium tree.
You can acquire them in T1-2.
smart splitter is a piece of tech you unlock in the caterium research tree in the mam
very useful thing to unlock
Ah ok
And I got it to work
Just forgot to make the conveyor going to the assembler that requires 72 to be mk2 instead of mk1
Also what tier do I get nuclear power in?
T7 or 8
it's in T8, but you only need aluminum processing in T7 to unlock it, so you can actually get it not long after the elevator delivery
yes, its the recycling of the waste that is T8
most painful milestone in the game to unlock, lol
I'm actually heading right now to upgrade my two. Reaching its max power
yeah, i usually end up with 10+ gw of coal power through the progression of the game
i probably do more coal power than most, but that's because i really dislike fuel & turbofuel power
i find fuel much easier. just need a lizard doggo farm for slugs and patience
Might as well take advantage of the bugged slug spawns in the dunes near the nitrogen well, you get respawned slugs every reload.
that seems more an exploit and would require me to be the session owner ^^
that also might explain my dunes playthrough. I don't know what slugs but i had a base up there and always found slugs and i kept thinking i collected them already
Two that I know of respawn every reload, not very practical for me to go for often because my game takes four and a half minutes to load.
preplanning. do it early game 😛
mine isn't even to aluminium yet
If you're going to do that might as well just use SCIM add some slugs or power shards to your inventory. Cut out the reload times
No thanks, that involves messing with the save internals, I don't do that.
🤷 your call. Not like it's dangerous it's just serialized data structures.
I did that to add nuke bombs because trees and boredom so much fun to chuck then around
But you do you. You wanna spend the time and such then by all means. It's your playground
Can someone explain this to me, I'm not able to find any explainers online, probably my fault. But, what do the different numbers mean for recipes? In the image I attached for the recipe for high-speed connectors, it says it needs 60 quickwire 90 times per minute. So is it saying I need 5,000 quickwire a minute? I'm seeing online layouts that contradict this number but not sure why.
It says it needs 60 to make 2 connectors. And a total of 90 per minute to operate at 100%
You need 60 per cycle.
Cycle time is 40 seconds.
60/40 = 1.5 (per second) * 60s = 90 (per minute)
Cycle numbers
it says it needs
60 per cycle
or
90 per minute
I mean it clearly states the per minute values.. why you would assume it's lying..idk
Thx
Maybe an odd question, but can U-jelly landing pads help in combat by slowing down enemies?
Dont see how. Even if they offer a speed change, thats a lot of effort needed.. building the pads and powering them.
If I can set it up in advance maybe I can use it to trap a creature for just long enough to reload my rebar gun
Stun Rebar.
Or just bomb it and be done
The ai is not that complex either. Hogs: wait for them to charge then jump.or side step. Either way turn toward them and smack em with your weapon there.
Spitters: run at them till they shoot then either parry it (swing and hit the fire ball) or strafe to the side and continue forward. Take the next hit and swing away.
Alpha variants? Get a gun.
TIL you can parry the fire balls.
The flying crabs, run straight at the bulb and smack it till dead..if your fast enough they may not even get off the crabs. If they do just finish off the other bulbs then either run away a bit and make em come at you in a straight line or circle till you see one come at you and smack it.
Skitters... f'em with nukes. Only way to be sure (heh, seriously tho walk backwards to get them all in front of you then smack em when they jump at you)
And alpha variants, again. Gun. Stun rebar if you're confident in your aim, homing ammo if you're not.
Use spare tickets to buy it.
If combat makes you jittery, just turn it off. If you can't or won't, then force yourself to go hunting. Kill like 30 of each, you'll be a lot less jittery after that.
i mean, might as well nuke everything and cosplay kim jong un
Same. I had no clue.
Those alpha stingers can jump so high... i think i was at least 20 meters up on a catwalk and one jumped clear up and landed on me. 😆
You can also throw bombs at them and they’ll stick to the fireball
The skitters are the worst lol. The cat's make it worse for me, but the skitters give me the shivers every time lol
Waste product is 10 per minute per nuke reactor right?
Depends which waste, which fuel and which clock speed
I'm aware, but we're talking baseline here.
What is baseline?
A generator running at normal speed on normal fuel.
!wikisearch Nuclear+Power+Plant
The Nuclear Power Plant is a power generator building that generates power by burning Uranium Fuel Rods or Plutonium Fuel Rods, producing Uranium Waste or Plutonium Waste respectively. One Nuclear Power Plant produces 2,500 MW at 100% clock speed. At 100% clock speed, one Nuclear Power Plant consumes 240 m3 Water/min, no matter which type of...
Check wiki page
I can't look at the wiki right now.
?
you don't have access to the internet?
Can. Can we please just answer the question? Pretty please?
I have no idea.
Teach a man how to fish or whatever
Ondar provided a link
Yes, 10 U waste per min per 100% generator
like literally there is a link right there
Yes thank you.
Please check the wiki for such questions next time though
I can't look at the wiki right now.
Why not?
There's limited access on this hospital wifi, I already tried.
Ah, right, fair
Ask CHATGPT to check the wiki
Or check any of the online tools
Maybe the issue is Fandom loading 3 video ads before the content
Maybe you should drop it as people keep suggesting xD
Sorry, but Discord is about all I got and I'm bored and thinking about making a nuke station. I'm just the ride home when things are done 😛
WHAT?
Yes. You can whack spitter projectiles out of the air with the basher or shoot them with any gun.
Another reason Turbo Ammo is amazing 😄
I need to try that.
Ad. Nukes:
If you are a foliage enthusiast and want to preserve things, you can still nuke things, then use a mod to regrow trees.
Is there a mod that resets the foliage? Hmmm...
How much Quartz you really need in this game?
I have 2 normal nodes next to each other, but it's worth putting 2 mk2 at 250% OC for it?
In the end you will have ocd mk3s on everything. There is never enough.. 🙂
what you need wqquartz for tho?
A lot...
Is an OCD Miner one that aligns to grid? 
Not even counting structures
aluminum and oscillators used for radio control units among other things
Thanks Ondar ^^
At this point i use quartz for silicon circuits, crystal oscillators, and building lots and lots of signs...
Kinda new to Satisfactory, and have a question. I'm trying to to a three tall stack of screw constructors, and am doing weird stuff with splitters and conveyor lifts.
Sorry if this is a stupid question.
Will it split equally if I have:
On the right output, goes into a lift.
On the front output, goes into another splitter.
On the next splitter, it goes into another lift on the right.
Front output of this one goes into a constructor.
With my 30 input coming in, will it split evenly into 10?
Yes
You don't have to balance
Overfed machines will eventually back up, so they won't be able to take more what they need
As long as you're not unevenly splitting between a machine and storage or Awesome sink, it'll work out
(if you are, MAM Caterium/Smart Splitter/overflow)
SCIM can even reset foilage.
is there a way to see throughput? I'm having trouble understanding trucks and I'm trying to deliver rubber, limestone, and heavy mod frames but if I just use a single smart splitter, the amount of limestone thats transfered into one truck overloads it and would render it useless, but then if I still seperate the 3 materials then if I dont know how to edit throughput then the rubber might overload so the heavy frames dont go through to one machine, then also the other machine that needs limestone will have rubber and heavy frames put into it clogging it even if I seperate them. Do I just have to use multiple different trucks for each and every resource or is there a way to not have things clog up with one truck?
typically yes it is better to have each item have it's own truck stop if you have high amounts of one and low of the other. otherwise you would have to do some very precise load balancing before inputting into the truck station.
now if it were for 10 HMF/m and say 10 CPU/m, you wouldn't have a problem mixing them
damn alright thanks for the info
why not just drones then?
With the awesome sink, you can make it work, but you will every now and then not have full machines because stacks where different in that around of truck delvierys.
well I just set up 3 trucks for the 3 resources I needed to be transported and now I'm dealing with a new problem I didnt know existed, deadlocks
I dont understand how you're supposed to use natural roads if the path constantly gets dead locked
Need to give the trucks enough width to play with. They need about 1.5 to 2 foundations each, so 3-4 foundation worth of way.
The tractors, needs a little less, at around 1 foundation each. Explorer something closer to trucks.
everywhere constantly?
Everywhere they can meet yeah.
so only at truck stations
Natural roads are more meant for 1 truck, most of the time. Not really for a whole bunch of them, at least not without some work.
I'm about to go insane man
Remove some trees, expand the road in some areas, making cliffs less steep and so on.
I've been attempting to make trucks work for like 8 hours straight, I'll try that I guess
Disagree. Emphatically.
Depends on the road... 🤔 had a Truck (not a sugar cube) sitting facing another coming from.coal to the waterfall overlooking the swamp. That "road" was not even really wide enough for the Truck.
Tho I guess their all getting a pass in u8 to make them more useful
A lot of the perceived uselessness comes from misuse in most of the cases I read about.
Or just not understanding the power of multiple truck stops.
Trying to work out the best way to make packaged fuel from 300 oil so I don’t get anything backlog? Any help
there's two ways
one is to use the rubber & plastic recipes to make HOR, and use DPF or residual fuel to process the fuel, the other is to use the HOR alt to make lots of HOR and convert it into DPF, and either sink the resin by-product or convert it into some combo of plastic/rubber/fabric
the latter makes more fuel, the former makes more plastic and rubber
as for the numbers, 5 refineries for rubber & 5 for plastic gives you 150 HOR, which can be fed into 5 DPF refineries, yielding 300 fuel
for the HOR route, its 10 hor refineries yielding 400 HOR, that need to be input into 13.3333 refineries for dpf
that yields 800 fuel if i'm calculating correctly
Sounds about right.
you can figure out what to do with the resin byproduct yourself 😛
(i was doing the math on that in my head, i may be mistaken w/o double-checking)
i don't generally do a lot of fuel power
Well. 600 crude makes 1600 fuel via HOR and DPF so, i know that route is correct.
anyway, the choice as to which recipe chain to use really depends on whether the power or plastic and rubber are more important to you
the intro petro i do uses the other route, converting the hor into coke instead of fuel
i don't use that hor for power generation, instead, i oversubscribe it for making jetpack fuel, coke and smokeless powder
(coke steel is too good mid-game)
DPF?
i currently have 5 plastic 5 rubber making 150 Heavy Oil into 3 refinery making residual fuel -> 8.3 fuel gens
but i have another 300 oil i want to make just packaged fuel from, just trying to figure out a good way of doing it
diluted packaged fuel it is an alt recipe
Diluted packaged fuel.
An alt of fuel that turns HOR + Packaged Water into packaged fuel it has the same yield as the later diluted fuel. But DPF is all refineries, where DF requires blenders which are later game
i dont have many alt recipes
with no alt recipes i just want to make a decent amount of packaged fuel, but wanted too see if anyone had any tips before i went in and tried to figure it out my self
Alts have a trade off. DF and DPF trade complexity for higher yield.
you may have your reasons, but 300 oil -> packaged fuel, no matter how you make it is a lot of packaged fuel
...are you sure you need that much packaged fuel?
probably not
but i do want to run trucks etc
just want to figure out a way currently to make packaged fuel and not have my oil back up etc.
really for the jetpack and some automated vehicles, just making like 60 packaged fuel is usually adequate unless you're doing a huge trucking infrastructure
here's what you do
instead of running 8.333 generators
run 8, pipe the excess into a packager underclocked (i'll get you the number in a minute) and have that output into a storage contained, and overflow into a sink
my 8th gen doesn't run that well anyway, keeps sputtering and i dont know why cause the math is correct
run the packager at 10% for 4 packaged fuel/min
yeah, did you underclock any of the generators?
should be 33.33333, but that wouldn't be the problem
it should be 33.3333 but it kept sputtering so i just put it on 30% but its just not filling fast enough.
i put it down to 80% and no red light
you're dealing with several problems

one, you need to make sure the plastic and rubber outputs never stall
if they do, you're going to run dry on fuel
when i checked over it seems good, all plastic + rubber has an overflow into sink
two, you need to fill that pipe to the generators completely before turning them on
plus fluid buffers just in case of build up
buffers in this case cause the problems to be greater
they're rarely ever a good idea
remove buffer?
i would
they mask problems, tbh
they do exist in the game to solve some problems, but they don't solve yours and probably are complicating issues
yeah working better already, cheers
after almost 200hours in this game i still dont know what im doing have the time 
fluids are tricky AF
if i run 7.5 gens i can do a packager at 33% i believe
have fun lol
currently at an issue the pipe going into the packager has fuel inside but its not flowing in the packager?
power?
Needed a pump apparently
Would not flow with out it
Even tho it was like a 2m lift
And the pipe had fuel inside
probably connection issue
But it was singleplayer
was it from a buffer? buffers have variable lift
No it’s joined to the end of my fuel gens
wait, how are you feeding fuel from generators?
Some form of mobius loop piping inside the generators I guess 😬
feeding a manifold of fuel gens, that then ends in a packager for the excess fuel they’re producing, which has a 2m pipe from the terminating junction to the packager
that’s what i think their setup is
I hope that setup has an inverted U bend at the end before the packager so it'll prio the generators.
or at least 2m vertical change in that last pipe
probably what the vertical height increase is for
turbo ammo vs homing?
I personally use homing, fewer shots due to individual rounds doing more damage, actually less annoying to make (no liquid setup)
true, and I already have a good factory for high speed connectors
I actually have a dedicated manufacturer upstairs in my bullet plant for the connecters intended for homing rounds.
Homing is really nice
for weapons, you can afford to use off-meta recipes like heavy turbofuel or quickwire cable
Turbo 4 Life
I just made the Computer factory, but the HMF factory seems a liitle bit to much. Any suggestions on how you did it please?
Same way you do every other factory?
Pick your target production amount, solve what that needs, find an area that meets those needs, start plopping buildings down and adjust as necessary until you're happy with layout.
Then connect belts/pipes.
Then connect power.
Prefeed the system, turn power on.
start with picking a number for HMF, like 10/min
do a rough calculation to see how big the factory for that would be (machine number, items/min, power..)
decide if thats too much or not enough, then adjust the number
lastly, set your plan into motion
||11.25||
13.3333 😈
which one do I choose
whichever seems best to you and your factory
All 3 have merit.
It is your decision.
got refineries? ok with pipes? need more copper sheets? pick 1
excess iron and need more copper ingots? pick 2
want compact assembler layout for reinforced plates and ok with screws? pick 3
Thanks ^^
hi, if the mk5 conveyor belt is 780 items per minute, how can I exploit the full potential of the miner mk3 on a pure node ?
you cannot
old design choice, they figured out what to do with that now, but we dont know yet what that new solution will be
Here's hoping for something simple, like a Miner with multiple outputs.
this would be cool
miner mk 4 and 5
never 
fuel gens are such a pain to build. to get any real power, you gotta build like hundreds
definitely looks cool, but so tedious
thats why you push for nuclear once you feel like you need hundreds of fuel gens
because that pain just aint worth it
yeh, with all that time and effort could make a decent nuclear facility
and get way more power
6 nukes vs 100 fuel generators
each plant churns out 2.5 GW?
ye
not bad
hence the recommendation to go nuclear before you decide to build 100 fuel gens.
Pain averted
and the setup for 10 nuclear power plants is easy too
a lot smaller than anything needed for 100 fuel gens
i've already built 200+ gen setup, hence my venting lol
i guess i'll get nuclear setup, but won't hook up to the grid yet, until I need the extra juice
This is why I OC my Fuel Gens.
Cuts down on the number needed by 2.5x
yeh, need lotta shards tho
i just built 400 fuel gens lol
Yeah I have a few fuel generators thanks to chasing power in the past.
Oops. Lol. I built about 160 on my first fuel generator setup.
note to self: add CanadianFH to my list of people who built more than 100 fuel gens
In Update 5 I built a 1000 fuel gen power plant... Then I unlocked the HOR recipe 🤦♂️
I feel like I'm doing something wrong. This many launchers are needed to go a distance of 800m
fps cap?
Infinite
Crouch slide jump into that bad boi and let us know
the higher the fps, the less effective the cannon is
the entrances are too close together, and the tube segments are too short
Oh
I just followed this guide https://www.youtube.com/watch?v=iAxP3gIuSp0
Satisfactory - Hypertube Cannon Quick Build Guide and Full In-Depth Breakdown
In this guide, you'll find information and tutorials regarding the legendary hypertube cannon, which you can abuse to be able to effectively travel and across the world.
Intro: 00:00
Quick Build Guide: 00:32
Regular Hypertubes: 02:42
The Finer Details: 03:28
Resource...
well the guide is wrong then lol
a foundation is 8m long, place a support every 4m (foundation edge and center)
then extend a 2m tube from each, and dismantle the supports placed from the new tubes, so that the tubes are open-ended
then place the entrances
Is 1m one snap distance?
I think so
Eww the vid shows the compact version of a cannon, loses loads of power doing it like that.
The only issue is my cannon lands me on the mountain right in front of the factory
Point the last, extended segment more up
Like the one you come out of? It’s already on a 45 degree angle
Gotta build the cannon elsewhere then
You'll usually go really high up above terrain if you don't hit anything on the way up
Disable base rotors
ah ok, trying to get used to this tool
It prefers resource efficiency, enabling an alt puts it in consideration, doesn't mean the tool will use it
You can force it by disabling all the other options
im using both to do it in reality
one iron factory one steal factory but it just to get an idea of whats needed
im almost there...
If you can't get it to do what you want, make a new tab that only makes the intermediate item (rotors)
Then add it as an input manually, so the production of it isn't shown
almost finished building my steel factory 25 motors + 25 encased steel beams
after than its my iron factory and get the smart plating done
Quite a lot of motors, good job
thanks to the solid steel ingots & steel rotors ive managed to pull it off
I’m hitting it at the very end. Just before the factory
this is the smart plating for the modular engines
Might need more velocity, to overshoot the mountain, but then you might also have to "walk back" to your factory.
Just build a wall shaped like basebal glove.
If you make it funnel you into single foundation with jelly pad, you take no damage
That’ll be pretty ugly though
But ig I gotta makedue with what I got until I get the jetpack next phase
Luckily I’m getting close as I just finished both tiers and am starting the factory on the last 2 parts
You could always build an enclosed hyperloop.... and double or thriple the cannon power.
So now I’m conflicted, I need to add another 30k MW to my grid just to support the automation of all things nuclear. Have been planning a fuel gen build to take about 2700 fuel, I already have a handful of fuel plants but I’m only pushing 37GW, and don’t have the freedom to turn large factories off because they are all automating my end game stuff. Any advice? Lmfao
power storages can be enough to kickstart nuclear
start one nuclear reactor > it provides power > eventually they all run
12 reactors in total
to get 30 GW
I personally use all the geo power to sustain a small factor 'guaranted power' nuclear manufacturing. It powers the couple machines and railway to deliver rods for 2 nuclear reactors (@200% oc). These two reactors power my regular grid from which I draw power for rest of manufacturing.
i'm kinda new but can i get on the list? I got a 120 double OC turbo fuel generator plant 😄
I must be a masochist.
I just built 150 refineries, and that's just the first phase of my "Turbo Insanity" project.
The 800 generators are really going to drive me nuts...
Yeah, at that point go nuclear
are fluid trains viable or should i just import items to where-ever the oil is?
both is possible to do, though moving fluids is usually pain and some people (including me) wouldn't recommend it
consider processing oil to solid products and transporting those
if the product is fuel, burn it where it is made
What the others said. Moving fluids is fine as long as you look into the methods for reliable throughput
Long pipelines are more viable imo
just like in real life. why do complicated train and ship thingies? pipe is good lol
pick based on what you need
they all have their use
and you can find all recipes if you set out to hunt all drives
I don't need anything this specific, just a general "what's best"
there is no"best"
no absolute best at least
need fuel? then pick the middle one
need more iron? pick first
project parts is a big "eeeh" but have their use too
how a recipe is good or bad depends on what you want to use it for 🤷♂️ there's no generic answer to what would be best for you
yea depends on the location where you are in, so if you have not so much iron there but water, then you pick the first one
also depends on what you want to optimise for, what you prefer, etc.
ofc there is a generic answer. If I'm not using anything and Heavy Encased Frame and Pure Copper Ingot showed up, there's a clear answer. Just wanted to know among those 3 if there's an specific preference ^^
there's never a clear answer
Lots of times people ask the very same question and it's pretty unanimous on an specific answer. So ofc lots of times there's a clear answer ^^
that's a matter of preference, not "being best"
best is subjective
No, there's clearly some best recipes than others. Maybe if ytou're invested in doing something specific one can come more in handy than other one...but clearly there are betters and worse recipes
how do you compare which recipe is better if they both use different resources?
only way a recipe could be better if it was same recipe as default, except for better yield or speed
It’s all dependant on your factory and what you need for alt recipes
is cost of 2 iron better than one copper?
Pure Copper Ingot +17.25% -3.41% -2.53% -9.14% +2.08% -11.49%
Heavy Encased Frame -7.22% -11.62% -12.60% -9.33% -12.01% -3.92%
what are those numbers?
Power Items Buildings Resources Buildings Resources
how do you compare one iron to one copper?
how do you compare buildings if they differ based on other recipes you pick?
Some recipes overall need more energy to produce less material
where is complexity of build, usage of product, pairing with other recipes, etc.?
you can't compare based on a few variables and call it objective, you didn't (and can't) include everything
how good a recipe is always depends on the player and their preferences. So while that one player can have their own "best" recipes, it's not objectively/generally best
So if you see a recipe that says this one needs less buildings, less resources, less energy for a better output, and one that needs more energy, buildings and resources for a worse output...you think those are "equally good depending on the circumstances"?
No, no, they're generally/objectivly best. Like I said, maybe unless you're doing a very specific thing than specificlly requires you this "worse" overall recipe...
again, how do you compare different resources?
But yeah, ther'es even a tier for that ^^
is one copper better than one iron?
is one copper better than one coal?
what about 2.7 iron vs one copper?
if a recipe uses 1000 sulfur and other one uses 1001 iron, is the sulfur one better?
Depends on the overall ^^
overall what?
Energy, buildings, resources and output
is saving one MW better than saving one iron?
Maybe
depends on player, and their status in the game
do they have extra power or extra iron?
Is needing less resources and energy for a better output worse than needing more energy and roesources for a worse output?
again, you haven't said how you compare two different resources
unless the recipes use exactly the same thing, then you can't just sum resources together
Agains answering without answering :P
well you can't say "it's better" without clarifying how you define better
I did like 5 times already
you didn't
You're just evading answering a simple question
because it's not a simple question
Solid steel ingot gives more yield for more power consumption
It's a very simple question
Imo it’s good but wouldn’t say better as you need a bigger power supply
I've been working with satisfactory's recipes for several years. I've been analysing them mathematically in multiple ways. I've made tools to do that for me. There's no single way to tell if a recipe si better or worse.
"Do you think a recipe that gives more output for less building/resource/energy is equally good than a recipe that gives less output for more building/resource/energy? yes or no"
how do you define "less resources". I've asked that. Do you just sum raw resources?
I've also asked how do you compare "uses 1 MW less" and "uses 1 iron less"
Can you answer? ._.
can you?
because you said a recipe gives more of everything
even though it's not true
Okay, you're right ^^ Thanks for th enlightment :P
what are the numbers based on even? which recipe path?
or are you comparing just the recipes in vacuum?
The answer is not to look at recipes alone
but recipe combos
which is why there is no single best recipes.
You can argue on recipe combos however
Aluminum for example. Is Sloppy Alumina the best recipe? Heck no
(and even those are usually "best" just based on single property, e.g. "most plastic out of oil")
there's rarely a recipe combo that is best in everything (including complexity)
Every recipe offers updsides and downsides
If you are willing to disregard some downsides, thats subjective
And makes the recipe not objectively best
and then you have cast screw which is just all-around better than default lol
and also kinda mid considering no-screw recipes exist too
so its all a mixed bag
steel screw is technically even better, but it needs steel beams, which is a bit of an effort
it shines early game as an upgrade to your inevitable screw production, and then becomes easy to ignore
is it though? that's just comparing two different recipes in vacuum, again not including other recipes and paths in comparison
do you want extra speed? steel screws
do you want extra savings? steel rod -> base screw
the steel rod recipe in particular is exactly why cast screw is not "all around better"
because by skipping a step, you also skip recipes that can improve that step's yield
i was comparing it to default 🤷
well yeah, but what if I use default and steel rod
u pay for complexity of steel prod
and you gain resource efficiency
no? you have one advantage and one disadvantage, you pick which one matters to you
you keep on bringing in other alts when i'm not trying to so idk what ur going on about anymore
you can't compare recipes in vacuum
you have to take other recipes and possible recipe paths into account
early on you dont have a lot of fancy choices so it works as a perfect upgrade
Any determination of "best" recipe in SF will start with at least one subjective prefference choice.
was even mentioned above
later on then all those choices are actually available
then your approach makes sense
early on even better upgrade is stitched plates which saves same things as cast screws but also resources
(and gets rid of screws requirement)
I love the combos of pure iron, pure copper, pure caterium, fused wire and stitched plate. Lol
Im using a tiny ammount of caterium and copper to produce quite a lot of RIPs.
well early on you're gonna be making screws one way or another lol
Of course. Cast screw is great for early game.
you only need like ~3k to finish everything you can ever need screws on
you can gather a lot near crash sites, rest can be done with one constructor
wasting a drive onto that setup seems weird
(and yes, this is subjective opinion, but it just shows you can't call it objectively best)
yeah it's weird to you because you avoid screws at all costs
Well. I dont care for any of the steel paths to screws because they all trade iron for coal or coke. When i would rather either use more iron via cast screw, or avoid screws all together via alts.
it's actually 2k
that's 50 minutes of one constructor
Concrete ain't even a problem with the wet concrete recipe.
I setup a 1440/m concrete plant last night
Using 2 pure and 1 normal nodes
You can collect like 4k for free around drop pods 🙂
yeah 😛
goes drive hunting with a couple of stacks of wires and screws, realizes mistake 2 drop pods in
Question about drones: are they worth going for small amounts of stuff like computers and other? I mean, is the production, transportation and consumption of batteries worth their travel?
Also to me it looks kinda weird that they aren’t made with batteries but consumes them as a fuel, instead of actually being a component. (As I expected)
I'm kind of surprised there isn't a "Charged Battery" and "Depleted Battery" similar to packaged liquids. Have the drones "consume" a Charged Battery and output a Depleted Battery, which can then be recharged in some kind of machine using only power from the grid (and real estate).
Yeah same
A “recharge station” for battery should be a thing
sounds like the ideal use case
Or just make batteries a component and recharge them when the drone leaves/arrives
see, the benefit of drones is trivial setup, their cost is having to supply batteries on one end
What’s the consumption for like 1km of travel?
1 battery 😂
4 batteries are the base cost
to this day I don't know if that's per trip or per round trip
but it usually works out to around 10/min per drone line
Oh well that’s different
Are batteries easy to make? Haven’t seen the recipe yet
I have tons of nitrogen gas nearby and also sulfuric acid is raining basically
yeah I'd say they're fairly easy
I had a 520 battery / m factory in my other save
... that's a good question. If it's per trip, then providing batteries at both ends would be quite inefficient
the titan forest is the ideal spot for them with both bauxite and sulfur nearby
Was using the classic alt
Currently finishing 2000 alu casing per min
So that will be next
Oh wait they need casing?!
Damn it
it's currently bugged, but feeding on both sides doesn't mean double consumption
I meant that if the cost is "4 base + 1 per km", for a 3 km line, does the drone take 4+3, 4+3+3, or 4+4+3+3
It should be 4+(number of KM minus X)
... I think. I can't recall where I'm pulling that from
so 4+3?
I'll test it when I get to rewriting the drone wiki page
or if you could test it, it'd be greatly appreciated, we really need more people on board with editing
I mean at least you already have experience with building these
make an outpost, make new casings and alumina solution in the outpost
What else do I need batteries for?
space elevator parts
You can use them for trucks
I’m using alternate recipe
yeah, all vehicles can use them as fuel, and it's the best non-radioactive one
Honestly I dont like drones so i never built a single battery production line
So I’m producing 2000 alclad or casing basically
I use the sulfur for ammo and nuclear
Smart splitter, overflows when casing is full
So if I’m using cases for more important stuff, when that’s done it will produce batteries
use a drone to import the casings 😛
just prime it before the drone is set up
drones really simplify the logistics
Transporting isn’t the problem, it’s just I had some huge problems making ALU stuff and don’t wanna build that again
How much can drones actually load?
9 stacks
You know the residue of water that is created when you produce Alu scraps?
That’s the problem
9 stacks. How many inputs does a drone station have?
but you can have 2 drones between each pair of drone ports, or really an unlimited amount of drones arriving at the same destination port
1, max throughput is thus 780/min
Yeah but they have to wait
No.
why not?
Cause loading time
Just feed wastewater in to a coal generator if you don't want to deal with wastewater loops.
I assume it works similarily to trains
nope, drones do NOT block the connected belts
The thing is that I tried putting that water into the Alu solution refineries and it went horribly
It took me 4 hours to fix it
And now I’m still not sure if it will work consistently
Ah ok then theoretically you can get 780/min. Would still use trains or belts
also the capacity of the drone port is 18 per direction, double that of the drone, so it does its own buffering without having to use a storage container
My loops were a disaster (caused by valves oops) so the wastewater now feeds 64 coal generators.
If you want 780/min capacity of the port doesnt matter as long as its >9 stacks
I think mine works now, haven’t got any coal nearby so…
Valves helped a lot
Maybe my design was bad but I guess I will rebuild everything
Feed it back to the other production steps
Valves actually broke mine, wet concrete to sink is another alternative.
As I said, it was a disaster
Rip. I understand your pain.
I burned off water from aluminum in coke-fed coal generators
I’m using coal for Alu scraps…
I haven't done coke, HOR was too valuable to burn in that manner.
Alt recipe
I'll use drones to transport HMF
So next time I’ll do the generators if more coal is near
Anyways i have to pack my stuff together. Train arrives its destination in ten minutes at the station. You guys have fun. Oh and drones are not good, just use belts. You have to lay out wires anyways. So just dont commit to the hassle of having to do a whole production line just to transport stuff to another production line
still on my oil factory from the start of tier 5, so it's producing 900 coke/min
about 2/3 of it is used, some for electrode scrap, some for waste water, some for turbo blend fuel
it feels strange actually using that much coke
Idk. My factory for HMFs (encased alt) sure needs a lot of concrete. 😆 like... ≈940 just for the HMF(enc), and ≈2133 for all the EIB(pipe)... lol. So over 3000 concrete for 128 HMF/min
And even more steel
WAY more steel. Lol
What happens with wastewater and just how much you get depends on the size of the aluminium scrap output, here's mine.
128 HMF(enc)s takes ≈1536 Steel Pipes, and the EIBs take ≈2987 Steel Pipes so 4523 steel pipes... 😆
Im going to probably set lower goals for all components above HMFs and Computers for a while... 😆
The EIBs are the real steel killers
Yeah. Next HMF factory i build, i will probably try out Flexible alt. Already made one with the default.
Thats why i use instant scrap. lowest water output of all recipes
I'm using encased alt, but my target is 45 HMFs
Instant crap uses sulphur that I don't have to spare.
Avoid instant. Sulfur is at a premium
use less turbo 😛
Nah fam, batteries and nuclear already take a good chunk of sulfur from the map
well that really depends, not everyone intends to use up all of the sulfur on the map
that's one of the issues with weighted resource cost, it doesn't factor in local availability
using expensive resources is fine if you don't it in large quantities
Yeah. Ive already built most of what i need for 128 HMFs using the encased alt... lol. Just need to expand concrete and double check steel pipes. I had a side line of "steeled" alt standard Modular Frames, if i shutter that and expand the default frames line, then thst might be enough steel pipe. Put ill probably just import more EIBs so theblocal concrete and pipe can go direct.
and leave enough for instant
i did the math
i know well enough what you can and cant do with sulfur
So I'm not hamstringing myself by upscaling my turbo blend until I have a nice whole number of refineries and blenders and generators?
our circuit board factory for app. 180/min
depends entirely on the number. turbofuel is one of the only things that can 100% use up all the sulfur and leave nothing over for other production lines
Imma say my opinion (don’t kill me pls)
The limited resources nodes of the pre-built map inevitably Leeds to cut in the production line, that is something I really don’t like.
I would have made so that late in the game you’ll be able to extract even more resources form a single node.
It’s the side of the game which I hate the most, to cut a production because the map literally runs out of materials.
Turbo blend fuel whole ratios led me to use 1920/min sulfur. Plenty left for the rest, I figure. I'm not committed to max nuclear.
Ish? A bit more?
Using the nodes between craters and NF, plus the pure node at North DD. Reserving the rest. And I'm not maxing the nodes I've tapped.
6840 is max sulfur
After it's running I'll split some off for ammo things, but I shouldn't really need much of that overall.
Yep.
to my knowledge max nuclear uses around one third
But I'm using almost all the NS oil 😂
sooo if you dont do max, you likely have enough for other stuff
... like instant scrap lol
That Coal usage though ;-;
That's the only thing keeping me from it, as I like to overuse Steel
That's 3 Oil (Electrode) Vs 20 Coal every 60 Scraps
Coke Steel ftw.
Still not worth it
Also if you want to reduce Coal usage in Steel--- use Compacted 🙂
And that's yet another reason not to use Instant for me :P
The numbers are satisfying but the scale is intimidating. Oh well, full speed ahead!
just go nuclear 😛
This was made by someone who couldn't be bothered to rerun the calculations with a manageable amount of machines.
Inventory slots? Yeah, it's the option that populates when there are no other alternate recipes available at your tier/phase level.
That's how I usually know to stop gathering/researching HDs until I unlock some more products.
I don't think so, I still have lots of alternative recipes to unlock
You can only unlock alternates for products that you can currently produce. Are you sure you haven't unlocked everything up to your current tech level?
but not many recipes in recipe pool
Working on the math for my first oil refinery setup
No, because I'm hunting for the Heavy Encased Frame
And hasn't showed up yet
I could be mistaken; the inventory slots might be part of the "Standard" alternates available, and I simply exhausted mine already, which is why I haven't seen any more.
i always pick the inventory expansion
2 normal nodes(240 oil/min) go into 8 refineries(4 plastic/4 rubber) producing 120 heavy oil residue/min. That HOR goes into 3 more refineries to make 360 petroleum coke/min. Which is enough to run 14.4 coal generators?
"Your contract legally compels you to pick the inventory expansion." "Comply."
Bump it to 300 and the numbers are cleaner.
how much coke does 1 gen take
25/min
25 coke/min
360/25=?
which means I could run 14 gens and sink the leftover coke, or 15 gens and run the 15th at 40%
no reason not to do the latter
300 Oil
5 Rubber Refineries @ 100%
5 Plastic Refineries @ 100%
Byproduct HOR routed to
4 Coke Refineries @ 93.75%
Feeds 18 Coal Gens with no waste.
If I overclock the 2 refineries to 150/min, then that's 10 refineries making rubber/plastic, 150 HOR going into 4 refineries(1 at 75%) to make 450 coke/min. Which is enough to evenly run 18 coal generators.
Takes ~600 MW to jumpstart but produces 1350 MW when you're online, so it is net power INCREASE.
Or what you just typed out.
Typed? I have that saved to my clipboard given the amount of people I ship it to when they need the basic first setup 😉
That, train throughput equations, the storage list, and how many Parts you need to finish the game are all just a copy/paste away.
Sev is prepared for any possibility
I used to have 1 more thing copied but Ben made me delete it 😭
What's the storage list?

