#math-and-meta
1 messages · Page 62 of 1
Yeah, that's nicer. You could even take out the 'likely' as we know for sure that it does use more energy, as you pointed out. :)
what is the picture from? what website/tool is that?
no website, no tool. It's a planned look of new wiki (or separate tool) regarding recipe "analysis"
Quartz is scarce?
My only other gripe is that I genuinely consider "space" to be an important metric.
Which I'm assuming is what you meant by "complexity", but if there was a way to make that more clear I would appreciate you 💛
space is basically covered under "product efficiency"
ah it actually isn't that much 🤔
I'm trying to remember what we decided upon, but iirc it was to either use space or power, but not both 🤔
I mean they're not neccesarily the same right? The pure/wet recipes immediately come to mind, since many of them are very fast but need refineries so increase power while decreasing space
I guess specifically if the machines changes, they might not match
main problem with these comparisons is that you can only compare the recipe itself, not the ingredients' space/power requirements (due to alt recipes and stuff), so it becomes kinda pointless for pretty much anything other than ingots or simple products
There's no real avoiding that at some point, the reader HAS to achieve the understanding that the value of any given item is relative. And dynamic. And variable. And that because of that, the relative value of a recipe is variable. 🙃
That's the whole reason there's any kind of debate on which information is the most salient information to provide to the reader regarding recipes, in regards to comparisons.
If we had the guarantee that every potential reader already understood the above before opening the wiki page (very unlikely), then it would be 100% safe and efficient to simply compare each recipe to its fellow alts and be done with it.
+33% Resource A consumption
-50% Resource B consumption
+25% building space in cubic meters required
-20% power used per item.
The reason for that just comes down to they would already automatically be making the correct types of comparisons in their head and the actual numerical data would be all they need.
But if the reader is NOT that person, then they will need context, and the context is the part that is hard to write about.
is there math for how much a train can pull at a fast acceleration?
exactly this.
If we would have standartized way of showing things and we'd have guarantee that people would understand that, it'll be great
but very often we get things like "X recipe saves power over default one", then the player uses recipe X and it uses more power, because the original claim doesn't factor in all the power needed to make things for recipe X
that's one of many reasons I've said that we should avoid direct comparisons as much as possible (with the exception of when it's super clear from the difference, like in the above example cost of ECRs and production of UFRs)
all the "power savings" and "space savings" would most likely go into the "recipe combos" section
Even when planning forward, starting with resource efficiency, you kind of need to consider each step of the production chain. Ideally, even forward building players know to keep track of their inputs/outputs/requirements/availability of space in the location for the factory, so that they can anticipate the needs of each new building step.
This person could also benefit from the 'just numbers' comparison, but only because they have already calculated everything else going in. And we aren't likely to have either of the two people being described be the majority of users.
in the end the best we can do seems to be "recipe is often used for X and can also do Y when combined with Z" kind of analysis and try to avoid exact numbers and percentages as much as possible
(most of the numbers can be generated from diff between the two recipes anyway)
[if we even want to show the two recipes and not just the one we're talking about]
most of the number-related comparisons are easier and better to do on some online tools anyway, as they are very dynamic based on tons of other stuffs
Copper runs contrary to this.
Pure Copper takes more space but has the highest return.
Copper Alloy has less of a return but saves a metric fuckton of space.
Also believe pure quartz does too, just didn't feel like looking up which was which, that's why I left it vague lol
Yeah check the wiki page for the locomotive
I'm excited to start using the linked train network blueprint but before I fully commit I'm looking for ideas on how to best integrate the existing train stations into my intended playstyle. This blueprint comes with multiple mini train stations (1 station for 6 freight cars) and 5 train yards scattered around (~12 stacked mini train stations).
My goal is to make distributed sub-factories which make mid game products where those are shipped to a final assembly factory for all the end game items. My current plan is to break most of the single 6 freight car stations into two sets of 3 freight cars trains. The sub factories, such as a heavy frame factory, would have 1-2 ingredients brought by train and the rest sourced from local mines. Then a station there would distribute the final product to the rail network.
The downside is two-fold, first separating the 6 freight car stations requires the track be pulled up and elongated to fit another train station. Not all the train station breakouts will have space for this.... Second, it seems most sub-factories will require more than two sets of trains by the time you look at the needed inputs and set aside one for output. Perhaps converting to three sets of 2 freight car trains would be the better choice?
Any other thoughts on how to best utilize this train network?
personally I'd build train network based on my needs rather than trying to implement my needs into existing network
Look at this gorgeous train track...even if i had to rebuild all the train stations that would be multiple times easier than creating a whole network from the ground up. I did that on my first playthrough but NEVER AGAIN
is this your train track?
creating "whole network" is definitely easier, as it will be tailored to your needs
it may take more time to build, but it'll save you time in the end
See the linked blueprint I'm using
yes - I wasn't sure if you had uploaded it to the blueprints
I seem to recall someone fiddling with basically this exact junction a while back
there's a lot of extrenuous aspects to it
could remove the entire roundabout and compress it with just a few more ramps
also yeah, roundabouts are meh
also it's not clear that trains going straight ahead wouldn't also use the roundabout
it kinda looks like the roundabout might be longer and less preferable but not clear cut
Once i unlock trains I'll let you know
if you want efficient and simple
I found this by the same guy as yours - I think it's a turbine, just fancy looking
I do stacked rail though so mine look a little different
So what I'm hearing is I should scrap the whole thing rather than reworking the train stations?
build the network you want, not refit existing one 🤷♂️
(obviously do whatever you want, but it's a recommendation)
It also largely depends what you have and what you need - which we don't know.
Maybe half of the old one can still be useful?
the way I think about a train network that has to have many stations the 'best' way to do it is to have a main line that goes through or near most of the points you need serviced and connect them as needed, or make small extentions branching off if they are a bit out of the way
maybe get an image of the World Map, put dots where your factories are or will be on it, then trace a line you think is convenient for a train?
But that's me - you could want to do things differently ofc 😄 Nothing wrong with that, just depends what your end goal is. Which we don't know
Well the nice thing about the exisiting one is there's a train station branch near all the main node clusters.
Ah yeah. I used to have that idea. I then scrapped it
this was mine, fewer train lines but some large beltways that connected to it and under the rail too
Dang that's some good stuff
the pink were belt segments like this , some of them under the rail here
Doing a very dif thing now. Making factories local for hte most part
And my very rudimentary train is quite far behind some of these huge networks 🤣
does it service your needs? it's a good train then.
I'm going to have so few trains even on my massive map
Hell right now 2 of the 3 trains I have set up are purely aesthetic
You can pretty much see the entire rail system in this panning show as the train leaves aluminium production and heads back to the rooftop bauxite refinery.
sounds like it does it's job xD
right now I have to convince myself after I build nuclear power to not swap my end goal to 1500 HMF pm
I do hope to see the beacon recipe get a change so I can actually use it with confidence without a post patch chaos failure.
as in beacons are kept?
Or swapped for another ingredient, point is I have no clue and another large scale nuclear plant would be pointless using it if the entire thing got broken, it is a first class pita shutting down and redoing a nuclear setup along with the issues of suddenly having no power.
Well, if beacons being removed is what gets you to load up a mod maybe it'll be worth it 😉
I still wouldn't mod, the potential change is the whole reason I'm not using that alt.
given that you can control when you swap to U8, you can just build the new setup in U7, then change to U8 and just swap the two setups 😄
ah thought you were already using it. Not sure what you mean by 'another large scale nuclear plant' would be pointless?
Still a pain shutting nuclear plants down to rearrange, I'd sooner avoid the issue, though when I do finally put more time in on my other save, the change might have gone through and I can build with confidence.
I have more than just the huge save 😛 , a new nuclear plant is bound to go up there, just without the monstrous turbofuel power station.
disable your plutonium rod sinking setup and instead store plutonium rods
then with U8 route plutonium rods in your nuclear plants and change the setup in meantime 😄
My plutonium could fuel 50 reactors, but I'm still in a position to be able to run the entire show with the old turbofuel fortunately, redesigning the setup would probably take me as long as it took to build in the first place, large enough to cause a procrastination issue.
I would think the best way to reset a nuke plant would be to shut down the mines and let the system slowly clean itself out.
I have a setup just for that, throw the switch and all four mines turn off, it is the only place where I have a mine shutdown button.
Makes sense.
Faster to just scim delete it 🙂
hey guys i got a question about nuclear reactors should i over clock it for more power if i did that it consume so much water it cant keep up what should i do?
I believe that nuclear reactors clocked at 250% these days consume exactly 600 - so 1 mk2 pipe would do it
as in 1 single mk2 pipe can feed a fully overclocked reactor
oh that is amazing to know thank u so much
have you checked out the wiki?
not for this matter no all i check is for other things like recipes
helpful for all the buildings and all that too 🙂
nuclear reactors are one of hte reasons I'd say it's fair to use the save editor to spawn power shards. Overclockign water extractors and generators is a life saver
You don't need that many reactors in the first place though.
sorry but my factory is so big rn i need more power
'need' is highly subjective.
No, I mean that it only takes about 475 shards to fully shard out full nuclear and the pumps.
Or about 160 for just the plants.
really? so max nuclear is like 252 reactors and 2.5 extractors per
Let me check.
I think you're landing closer to 900 shards for full max uranium rod system
Oh, I screwed up the math.
Max Uranium is about 50 rods/minute.
Which is 100 sharded reactors.
Forgot to divide by the burn rate.
No thanks.
On the wiki, read the Locomotive Page on Forces and also the Freight Car page on weight. That should give you an idea
One one hand, the recipe saves space by outputting more rods and saving on ECRs.
On the other hand it needs Oscillators and Beacons. But, especially with the alt for Oscillators, one manufacturer feeds about 3.123 Fuel Unit manufacturers. And the Beacon recipe feeds at least 6.25 Fuel unit manufacturers. Im not really sure how to properly, realistically show off space usage here
"Saves space by" searches for any mention of building count or size, as those are space metrics, instead finds... the name of another item??
This is relatively speaking. Needs less materials = needs less buildings for said material
Also outputs more material = need less machines for this material
But im not comfortable putting either of those inti the benefits
as it might be negated by the increased cost and the building footprints those demand
Aaaaaand i dont wanna show conflicting or confusing info
My opinion/expectation:
Something like Bolted Plate needs to say that it's tradeoff outright is just "costs more materials per RIP but saves space by using the least amount of buildings"
Because it's literally 3x less of a footprint than base.
Well for Fuel unit alt then i guess the extra output and decreased demand for ECR per rod counts as a space saver then
I mean the other thing to consider is actually just that one point in the chain.
Ill just add a note to complexity downside then
Like if you're shipping materials in, the space requirements just for that one step can be relevant.
I.E. Crystal Comp vs. Any Other.
The fact you're using Assmeblers instead of Manufacturers is a consideration.
You made a similar point about Heavy Turbo a long time ago.
I did? Was it along the line of "no 60000 refineries and blenders, thus it saves space"?
Indeed.
Like most things, the trade is space for resource conversion.
More you have of one, less you have of the other.
Hm i guess
Which I mentioned to Ondar
Might be worth putting that as a blanket statement at the beginning if you don't want to reiterate that specific trade in every relevant recipe.
Like "general principles"
-mention space vs. resource
-mention how some things bring in a new resource to reduce the cost of all other things (sulfur's primary trade in a lot of things)
-etc
And then after stating the generalized principles get into the more specific stuff like what you have shown.
But the purpose of that general section is to really cement to the reader that everything is about trade-offs and deciding what metrics you personally care about.
i mean if Uranium Fuel unit saves resources and is a bit faster...
i expect it to not save space
But i guess it depends on complexity in that case
"Faster"?
0.6 rods/min instead of 0.4
Its just more efficient
Because it makes an extra rod
Why would you say faster is NOT space-saving?
When that's... how things save space.
Bolted Plate saves 3x the space because it is faster.
Which is why I say speed is an irrelevant metric and what is actually saved is space.
Because you can match speed with any recipe by just adding machines.
For bolted the comparison is easy because it costs same resources. Here it costs different resources and that can't easily say if you'll save space overall or not. You will need less manufacturers making UFR, yes, but overall space depends
Right I need a hand figuring out how to recycle and sink the waste from 64 uranium reactors, so I know it's 640 waste p/m but was wondering if anyone had an easy way to figure out how many plutonium fuel cells I can make to sink them
This site is a godsend for planning https://u6.satisfactorytools.com/production
yeah think I have that sorted now
👍
the only nice numbers in that entire process are putting in 640 and coming out with 100 plutonium cells
Embrace decimals
yep, just going to have to suck it up
My 1050 uranium waste per minute nets me 5.25 plutonium fuel rods for sink 🙂 [edit] cleaned up discription mistake, fuel rods not cells.
I went to try crunching the numbers for you from that and my brain just went to clay, hence linking tools, I haven't had enough coffee since getting up.
yeah hang on then something is wrong with what I've made getting 100 cells p/m
Cleaned up a mistake, I meant fuel rods, not cells.
Definitely not enough coffee this morning 🙂
haha
Plutonium is a lot of work indeed, but gives you tons of extra power
guess it's time to start designing the factory and planning the build space
well in this case I'm actually not interested in the power, I'm doing this purely to not have to worry about the waste
My plutonium processing is a whole facility of its own sitting directly under my uranium fuel rod plant.
That is also a huge benefit so it makes sense that it's expensive 😛
(But also waste is much less of a problem than most people make it)
yeah , I could just make a mega storage using blueprints but I spend so long building I know for a fact it will fill up quicker than I think, especially with me sitting idle way too often
A few blueprints full of containers will fill up in several hundreds/thousands of hours
hmmmmmm, maybe I could do a storage center to get the plant up and running and then work on the recycling as a new project
plan was to stick the processing somewhere on the backside of this but maybe I'll see what happens with the storage first
I mean nothing stops you from making the processing now 😉
well I think the maths for 1 large storage container gives me 37.5 minutes per container which means I can probably get 600 minutes per blueprint if I can squeeze 16 containers in that space
so potentially 10 hours per blueprint
Sorry I've been a bit slow, producing videos on the fly isn't my specialty, this is my plutonium processing facility : https://youtu.be/RvH2myCJoXo , takes in 1050 uranium waste per minute, you can see a rough idea of the scale ahead.
Quick and dirty unprocessed video showing the plutonium production chain in satisfactory, this one handles 1050 uranium waste per minute.
yeah so lots of work ahead, I'm not even close to done with the exterior of what I have built already
My entire nuclear chain took me about six weeks to build, and a further week or so to troubleshoot since it was the very first time I ever built in to nuclear at all.
but this isn't so bad, might just use round number inputs and have smart splitters to make a suhi belt of waste for a sink
yeah, this has taken me months but thats just because I'm on and off the game and did a lot exterior stuff first
My partitcle accelerators are running at 175% to conserve space because I built at the bottom of the grasslands waterfall, cliffs either side were my space restrictions.
yeah, I was thinking there were very few accelerators for how much waste you deal with
thankfully out in the desert space isn't an issue
1050 waste zooming past on two belts does have a way of looking intimidating 🤣
dude just the thought of my one belt scares me, this is my first nuclear excursion too so I'm really crossing my fingers
Save before power on, that's pretty much how I did it, run a lot of soft-power-ups to check the system before truly committing.
This is an overhead of most of the uranium support facilities, the plutonium is below it in the waterfall area and the main power station is in the distance on top of that waterfall.
yeah, that's what all of this is for, plan on trying to fill the manifolds 1 by 1 and then give it a save before I let the fuel go
The clip got modestly borked because someone pinged my discord while I was capturing 🤣 , but I was too lazy to edit it.
haha well atleast you can get clips up, I have to chuck all of mine through adobe media encoder to nuke the file size
Obs studio to capture and davinci resolve to edit, both you can use free of charge.
yeah, for quick clips I just use shadow play and I get the entire adobe suite for £60 a year at uni
I do downscale to 1080p though, because my native res would net sickening sized files that most people wouldn't benefit from.
yeah, I'm playing at 3440x1440 so discord is a pain in the ass to shrink for
I started using clips instead of stills because one clip way beats multiple pics and can get way more accross.
3840x2160 here, not sure discord would like that.
yeah it definitely helps fill in the gaps a bit
and no, discord would get a bit cranky at that
When my clips are below 100mb I can drop them right in to discord which is very convenient, above that like the plutonium processing above I need to toss on to youtube first then link.
yeah, since I'm not using nirto I have to work some magic to just drag and drop clips in here
the 5.25 plutonium rods I have going in to the sink at the end there if I really needed I could use to power another 50 reactors.
No nitro here either.
hang on did they change discords upload limit then
The videos have let me drop 100mb files for ages, but actual files were still limited to 8mb, recently it seems I can drop larger files because my save fits in now and that is 27mb.
huh, weird
According to some that file size limit went up in april? , not totally sure but it happened without fanfare, I had no idea.
yeah I remember it going from 5mb to 8mb
I've been trying to compress short guides in to the 100mb clip size, such as how to have a wall socket on a floor or how I build double doors.
Still so much editing needed but the raw files help people enough.
yeah they would do, shame there aren't easier ways to find out about building tips like those
Some folks have youtube guides up, I've been far too busy to get mine finished and uploaded, here is the raw double door footage:
It's a 90mb file but contains enough detail even without proper editing.
that's such a cool looking bridge for the belt
@prisma kraken this is what tools show, isn't that what you want?
no, it would instead be 3x smelter at 91.666667
ah, so you don't want to get rid of weird numbers, you want them equal 😄
its just a calculation i do quite often
that's basically implemented already in the old tools, but given that I'm working on new ones, I don't think it'll be added to the old ones
no prob, i'm just mentioning it as a possible feature i'd find useful
dont you mean "implememted in new tools already"?
there's a very big delta between getting the numbers from your tool and turning that into an actual factory design
which isn't a criticism, if it did all of that for you, things would be a lot less fun
my bringing it up is that i was just doing that calculation for the 1000th time and decided to write a bit of code to do it, and wanted to mention it to you as something that would be useful
as I said, it's pretty much finished in old tools, but without UI settings 🤷♂️ and will be a thing in new tools, once those come out
🙂
Liquid waste when? 😆
probably never
If you could have it in liquid form, you could just flush it.
Jeez that's a LOT of power, barely even turning profit
They could disable flushing 😳
Just like you cant sink it...
😆
what happens if you dismantle the pipe
I think making an exception for pipe flushing based on content (which pipes already keep track of) would be about as hard as making sinks not accept some radioactive items (if not easier)
If i had the time, inclination, and knowledge, i would make the worst mod ever... everything i want to do with a mod would make the game harder. 😆
it would be harder
Worst mod would be a mod where conveyor belts need insane amounts of power.

Surely the worst would be excess power blows your fuses, necessitating precisely tuned power setups topped with geothermal + power storages to remain stable (or separate grids tuned to 1:1 consumption/production)
or one that means factory parts wear out
hey all
i'm planning out my endgame factory. i'm currently calculating using nuclear plants for 1 plutonium per minute.
when i look through the graph it shows this part:...
but doesn't that mean that these reactors will produce power as well?
like, i need them to produce nuclear waste for the accelerator, which is then used to power other reactors with plutonium?
the planner says i need 5GW for the whole chain - do you reckon that includes the power from these 20 reactors (50 GW)?
What do you mean exactly?
like
the plan calls for 21GW of power. thats doable with 1 plutonium fuel rod.
but to produce that rod i need uranium waste.
which needs power plants to produce. those plants also produce power. even more than i would get from the plutonium
so... whats the point of plutonium?
More power
Also a means to have a waste free world a plut fuel rods can be sunk in the awesome sink
uranium cant?
It can by why would you do that?
Wasting power to make uranium fuel rods for nothing
yeah no of course
so it's more like using the waste product for something useful (making more power from it)
and not so much only using it in order to produce plut to use that for power
Depends. If you use plut as power you still end up with waste
If not it gets turned into coupons
hmm but then again, why would you use plut rods for power then
Because you might need that power, and people like doing max power setups
Plut rods also produce less waste, and you make less plut rods out of the waste than uranium rods used to make the waste
It's like a 20x reduction by default
Less if you use plut alts
It’s also much more radioactive but the radiation argument is worthless in my opinion as it will take literal decades of playtime to radiate your world
Also does the increased radiation outpace how much less waste you make? I've never seen anyone do that math
Plutonium waste is 20 times more radioactive
Ah, so it's the same by default, and worse if you use the alts
(Uranium waste has an item decay value of 10, plut waste is 200)
But again, in my opinion the no waste argument is just as invalid as resource cost arguments
First photo, pure ingot recipe (seems fine)
2nd photo, basic hmf without any alternative recipe
3rd photo, basic hmf with pure iron ingot alternative
both 2nd and 3rd photos have the same output which corresponds to my max coal allocation to this production line
the problem here is, the iron ore use dosn't add up mathematically with pure iron ingot use
or my brain is melted and i'm doing the wrong calculations since 2 hours
if someone can explain me what is going on that would be really nice tbh
even with just the base recipe, how can total iron ingot can be lower than total iron ore usage
it just dosnt really add up
You get the contents in your inventory ofc.
yeah nvm, greeny fixed my stupid mistake
i forgot to include solid steel ingot
3 wasted hours
idk how i forgot this basic issue
Worst mod idea: Add weather with storms where every tall building gets zapped occasionally, blowing the fuse to connected machines. Also zzaps power lines.
Would introduce a grounding rod that can protect from lightning or act as infinite consumption if you want to manually blow fuse 😉.
Oh, and totally hits you for 99 dmg if you happen to be the tallest thing around or close to building it hits 😂
each belt would need a pioneer to stand there and turn a crank in order for it to move
Tier 2 milestone: hamster wheels! (for hogs)
the only way to make vehicles more useful than conveyors would be that
but it would be not that fun though
you'd still need conveyors to output from vehicle station 😛
technically speaking, you could in theory say that conveyors are getting powered through the machines own power
it wouldnt be bad to implement something similar to trains where the machines use more power when they first start
but who cares, that wouldnt chagne anything
yeah, i meant long distance conveyors
i strictly use conveyors for short distances
What about conveyors not attached to a machine? 😛
They would require a machine that rolls them ofcourse, something that connects to them and requires electricity connection maybe?
But as i said this would add complciation for no reason, i see it being useful for "hardcore" game but i doubt css will ever bring something like that
Not really, I still have like 300gw free.
How much is it maximum for one machine
I'll need a couple of minutes to laod up and check, no exaggeration 😛 , bear with me.
I'm not gonna judge your for your massive world, tho a few minutes on 64 gb ram and a 12900k, Is still mind boggling
It's only getting slower (still loading btw) because I have two more installations under construction.
Finally loaded in, omw to the processing plant.
It's 1576.6 at most, not even one reactor, there are six particle accelerators taking in the waste from a hundred reactors.
So barely even turning a profit is a colossal exaggeration 😛
To be fair. I can definitely find out exactly how much power conveyors do take IRL.
BUT step one for this "hard mode" mod would be a 3-phase powergrid, including various voltages for transmission and machines etc.
😆
One day they will add a satis-modded channel for these discussions 😭
Do we need transformers?
For my crazy assed ideas... yes.
Lol.
1: use SatisfactoryTools.
2: yes the power plants generate power, hence the name. for just 20 reactors, i think 55 GW is around right, not too sure
SatisfactoryTools can't create a graph for plutonium because it doesn't generate the intermediate power plants for the required nuclear waste
You create a plan for the power, and then you add the waste as an input for plut
use the beta
I thought I did actually?
Or wait, is the UP6 version something different?
Yeh I was using that
You have to add the waste as input.
SatisfactoryCalculator generates the graph including them directly
yep, the beta site is beta.satisfactorytools.com
Aaaah right ok
same tho
only caluclates plut rods when uranium waste is marked as input
Just use regular tools and input the waste. Takes 2 seconds
i know. i was just saying it's something the calculator can do but the tools can't
nothing more
Have you enabled nuclear plant in "power"?
😮
great stuff!
now the only thing missing is that the power from those plants is subtracted from the overall power requirements i think?
Yeah, it's called beta for a reason 😛
oh sorry 😄 i didnt want to impose X)
it shows up as byproduct tho
so almost there 🙂 thanks for the great work!!
maybe one last question; the beta shows update 5, is this relevant? im not up to potential changes that affect the production
Yeah beta is on U5. Current status is that I'm making new tools from scratch, so both beta and cureent tools are not getting updates
i see, great. thanks for all the work 🙂
Calculator added to vanilla game would be so nice, with a feature where you can link the whole diagaram, tree list to a board too
It would be really cool to have it ingame 😁
That's actually a mod worth having I'd say. If that ever gets made, I'd consider modding the game even prior to 1.0.
ok i have a question about fluid packaging
is it a good idea to package fluids and transport them on train cars as items rather than in fluid cars? a friend suggested it and im not sure if it would be beneficial since the power cost seems astronomical
both are pretty much equal, fluid car vs packaged fluid in solid cars
Fluid cars have limited space, while solid cars are larger but need a second car to transport the empty canisters back to the packaging site
Only exception: Gas. Always package that. Very space efficient
how so?
one bottle fits 4 m³ of gas
instead of the usual 1 m³ per canister / bottle
while fluid cars still only hold the same amount as with other liquids
would it still hold up for longish journeys?
sure. as long as you dont need 1560/min of packaged gas
i mean i might but not for just one factory
then you just need second set of freight cars and you now have double the throughput
if a small train is not enough > get a bigger train
i was just thinking of having multiple trains pull from one resource well
if you split the gas up over all trains, then im sure you wont have throughput issues
but at that point, if demand is very low, consider drones
they can hold 900 bottles per flight
so 3600 m³ of gas
more than a fluid freight car
currently drones arent feasible for where we are production wise
no batteries?
definitely consider them once you do have batteries
what Id also love is an ingame production display similar to factorio where you can see like how much per min of everything you are making/consuming. Would be very useful for planning and stuff since stuff can be so spread out
Also just got drones going. the alt battery recipe helps a LOT
not sure how it would be useful for planning, as in Factorio you don't use it for planning either
because knowing you have say 1000 iron ingots being made per minute but only use 740 means you know you have a surplus you can use
in factorio its just a flex/check thing I just mean that view as the example
I mean you know that you have those numbers right? because you planned to make/consume that much
I mean you know I said that knowing that right?
(not to mention that I don't see why would you build 1000 if you need 740 🤔 )
It doesnt change the fact that it would be a useful pane of glass imo.
Ok I will half apologize as I forgot I was in the math and meta channel so yea.. fair enough. it was more of a general thing imo
6 to 18months ago i did. I have since forgotten what i am making, where, and for why. 😆
that's what signs are for 😛
Yeah... i use signs a lot more now...
I wish signs were a bit more dynamic in our options for formatting, layout etc. But thats a whole other thing.
Why would make 1000 if you needed only 740? 🤔
Because I lost count after 690.
It's kind of fun also to try to find inventive ways to use stuff you are making. Some "technically not inefficient" additions to the plan.
I'd like to see some of the math-hard players take over a save that is already producing massive quantities of base materials like ingots and see what happens. (besides quitting and refusing the challenge)
If I took over a save that was producing massive quantities of things for no reason the very first thing I would do is trim everything down to be producing what is needed for specific reasons.
That's fair! Answers my main question which would be 'How would the player approach the problem?'.
Just wondering, can I reliably use drones to transport ores potentially 2km one way? Is a possible answer just more drones?
Can we ask why you're transporting ore?
It's a pretty bad idea considering ore has small stacks and you produce a crapton of it.
I like to do all my refining/smelting in one place instead of shipping ingots. Just kinda the way I’ve always played, on my train network I move the ore instead of ingots then begin the production chain at the receiving location
I mean...the viability is dependent upon what you need at the destination site. 2-3 drones can share a destination port from 2km away without interfering with one another overmuch but the takeoff and landing animations might necessitate extra drone port destinations.
Your limitation is how much battery you want to supply to the logistics effort.
I like to do all my refining/smelting in one place instead of shipping ingots.
If you're smelting it all in one place, are you not still shipping ingots from that one place to other places?
Have you considered just using a node that's closer?
Nope I’m not, I should rephrase that to something along the lines of “for each project”, I just process ingots at the destination then put them straight into the next production line
Would it not be better to locate each project in a place where you don't really have to ship things to it?
I’m not super stressed about batteries, I have 450/min build with only three active drones in the save
I can dig it. Compartmentalizing each production node regardless of outside factors. A worthy challenge at least to pull off logistically.
I mean, it probably would but that’s just not how I play the game ya know?
Self-inflicted issues, got it. 👍
I think you can do better than the team of drones here for elegant logistics but you have what you need already for the drone ports and can afford to spam them to cover throughput deficiencies.

Hahah you could say that but i think of it more like, I want to build something here (picks location based on landscape appeal) then figure out how to get what I want or need there
You'll get respect for that in #design-and-architecture 😛
Currently haven’t prospected any nodes specifically, just don’t feel like building more trains hahaha
Thanks for the input everyone, this will take much consideration
Drones can do ore easy enough, but personally the only ore I drone is coal, sulfur and uranium
It’s not hard to build very local factories though 😦
So I remember we spoke about this not too long ago, and I went and referenced that conversation just now but I'm having a hard time figuring out how much nuclear waste I'm going to be producing, struggling to wrap my brain around the numbers. I want to have 25 nuclear gens at 200%. So far I've planned for 10 uranium fuel rods per minute, first off is that going to be enough, and second, when the generator is OC, that also increases the amount of waste produced, correct?
https://satisfactory.fandom.com/wiki/Nuclear_Power_Plant
all info is here
also overclocking increases both fuel usage and power/waste production proportionally. So 200% clocked gen behaves the same as two 100% clocked gens
Thanks for that link I appreciate it, I was going off the codex on sftools and didn't realize there was also a slider. But that helps knowing it's the same amount of waste
I have trouble remembering that part
Calc it by number of rods pm you burn. It’s 50 waster pm per rod
its 50 waste per rod.
the per minute value is 10/min
sorry yeah brain is a bit fuzzy
Btw @cinder silo, remember when we (mostly) brushed off the reduction of splitters'/mergers' internal buffers as "won't even notice"...?
Well
... my new sushi now has to be modified to account for that
Silly me for trying to ignore that part, I guess...
Edit: I moved this from #satisfactory to here, more pertinent
yeah we don't even notice. 😛
I've been messing with fluid buffers because community wisdom is "they literally have no function" (just fluid train storage buffer so you can run the train station's supplier continuously instead of starting/stopping production at a higher clock speed)
Preliminary observations are showing that they drastically increase backflow problems in systems that aren't prefilled or which have bottom fed machines, but given that fill percentage of 5 versus fill percentage of 400 is a factor of 80 (!!!) units of water in the buffer for 1 unit of water in a short pipe segment, the effects of backflow to the manifold behind the buffer are never felt in the feed pipe on the other side of the buffer.
And since that is the actual issue with bottom feeding machines, the result is that the bottom fed machine is continuously supplied.
The idea that it isn't doing anything comes from what it does when you don't prefill, and if you are going to spend time prefilling and you can engineer the system without the fluid buffer to begin with, you will just do that. I think the buffer has thoroughly slipped through the cracks and is not well understood.
Needs more testing. I'll have screenshots and math tonight for what I'm testing if anyone is interested in seeing if the buffers do indeed only mask problems or if they can be used to solve backflow.
What is your opinion of using a buffer for temporary aid while a feedback loop is being set up?
I don't really have one. I haven't used buffers much because like everyone else, I haven't found them to be actually USEFUL for something that I couldn't engineer around anyway.
I don't do that with dry storage either - I just leave the miner on while building the smelters or refineries and let the system fill itself and begin working while I'm still building. If I need what I'm automating in small quantities first I'll just batch it from a handful of hand fed machines.
If you want smooth flow, then you use buffers in an equalizer build and add pumps before and after that build
that IS a valid use of buffers
👍 Yeah, I agree. I didn't mention that because it's one of the things you can engineer out and only rarely will you encounter a system that the alternative solutions don't work for, if ever.
I wanted to ask about that bit. The manual makes the pumps sound optional on the flow equalizers. Why would you need them beyond any normal headlift needs?
on the other hand, if you REALLY want some odd flow, then you add a secret build called an Oscillator
imma share a drawing of that when i get home
Want. I want weird stuff.
pumps seperate pressure dependancy
aaaand prevent backflow
so now the head lift doesnt depend on the buffer anymore
like, if you want full flow, you usually would have to fill the buffer a lot
and any kind of verticality demands you to fill the buffer even more
trouble is that the buffer cant do the nice smoothening anymore if that happens
if you have a pump on a pipe, you no longer depend on the segment leading into the pump to be full in order to apply head lift to the pipes afterwards
Ah. Well i usually already had pumps further back that provided all the lift. And the buffers dont reset the headlift because the middle pipe carries the previous lift level past the buffers.
thats only partially true
due to the whole feedback loop thing
the pipes can feel that there is capacity that they can fill: the buffer
so anything that needs headlift ultimately depends on the buffer
unless you have a pump on the exit side
The head lift IS reset on the segments in front of the buffer and the lift direction (if it became applicable) would be from in front of the buffers, not through them. A junction in the middle of the segment connected to the output side of the buffer would receive lift from the path that travels around the buffers and would fill only from those lines
unless it fills up to 8m from the buffer side.
Ah. The empty portion of the buffer acts like a lower u fulled pipe. You have the lift but it doesnt kick in until the buffer is filled. Something like that?
Uhhhhhh... I'll defer to McGalleon here but my understanding is that it is exactly like a pipe segment which is 8m instead of 1.3m (1.2?) tall. If it's filled to the top, it applies up to 8m of lift beyond it like a pipe segment that rises up to that level then goes horizontal again.
Well. We are talking about things ive built from his manual. So...
I'll be doing a buttload of tests later though and will @ you if I find anything neat (if you like).
hey guys how can i zipline sprint?
Hold shift.
it doesnt work for me for some reason
We are refering to the flow devices from the manual that have a bypass pipe that is parallel to the buffer.
Does this not work if you have the "sprint toggle" on?
It's not overly fast if you don't also have blade runners equipped. They're what really give the zipline sprint the speed difference.
I don't use toggle keybinds for sprint or crouch in games, so no idea.
i have every suit in the game so
yeah i have blade runners but it doesnt run regardless is that a bug?
Yeah, understood. 👍 If McGalleon doesn't contradict it, I'm pretty sure that there will be >8m head lift in a vertical segment beyond the fluid buffer, but that that pipe segment will NOT be fed from the fluid buffer (possibly fed up to 8m, but as head lift does not stack, I do not think it will use the buffer's 8m transference but rather the pump's applied head lift that is traveling around the buffers)
This is the only game ive ever used toggle bind for sprint. 😆
yup. buffers apply proportional head lift
half full buffer means you get half of the height in head lift
6 m for industrial, 4 m for normal
You don't run on ziplines lol. You zip on them.
if the buffer is full, any pump head lift is passed on
yeah like u want to move faster with them is all
if a buffer is full, then the pump head lift is used.
Yes. I was getting at when the bypass pipe is present. Then would any lift bypass the buffer. But the empty portion of the buffer would act like a lower empty pipe that needs filled, so it would need to be filled anyways...
it cannot bypass the buffer because the pressure is split between pipe and buffer
and the junctions know that and actively redirects flow
i see ty guys
The speed gain is basically cumulative. The more lines you move along and chain in the path of travel, the faster you start going.
We did tests a few months ago, and a zipline with bladerunners is only just slower max speed than an explorer(90k/h max speed); once you start chaining the speed gain.
Item clumps now can easily throw off balancers with full belts leading to a merger handling such clumps. Setups that could once be a 1m belt segment of the correct MK now need several meters of higher MK + correct MK for chocking just to have the buffering necessary to achieve the same result
🙂
Interested in updates. I've always felt buffers were misunderstood but never bothered enough with pipe-testing to be able to say more than "I feel like..."
It would be nice if there was a way to use buffers instead of loops, since loops aren't always convenient to make
the reason loops help is because they move flow away from pipes to other pipes that usually never have as much flow to begin with
the buffer cannot do this. it just fills up and then shoots a bunch of fluid through a pipe that usually already has a lot flowing through it
what you can do is incorporate the buffer into the loop pipe
that turns the loop into a giant, complex Equalizer. It may not actually behave like an equalizer, but conceptually....
But is it more useful than a plain loop?
I think loop may not be needed with top feeding 🤔 or maybe I misremember
hard to say
I used that system a few times for aluminum water
just for a bit of safety
I've gotten away with no loops in my recent run with: below feed at 240/m, 3:8 coal fed both ends and in the middle, and a fuel setup fed with 96/m fuel
Not sure if that means anything besides low flow is more stable, and double feed does the same thing as loops anyway
hey yall i got these after scanning in the mam but i dont really know which one i should take since i dont need any of them that much
not sure what to choose
Steel screw is nice for direct machine to machine screws, don't know use cases for the other two
pick one at random then and move on 🤷♂️
all recipes are situational and if you don't need any, you just pick one of them at random 🙂 you can get all recipes anyway
but i have enough screw going everywhere xD
yeah was just thinking on which i am going with since i have enough from all of them
hey guys i got another question the scannable drivers that u scan for alt recipe are they random or each recipe in different drivers?
how do you cope with wasting time on choosing best/optimal resource node while planning your next factory?
in terms of which one to pick
i realised i waste hours while trying to decide on that
when you scan a drive, you'll get random recipes from a pool of unlocked ones (each alt recipe has to be unlocked to be in the pool, usually together with the base recipe)
I don't really think about it tbh, I choose a location that both has the variety of resourcea I need and that I think will be fun to build in, then pull from the most pure and closest first then less pure and further away next as needed, favoring distance over purity unless they're basically in the same location
Choosing the specifically best node doesn't matter as much as just having access to the amount of throughput and variety of resources you need
i see so everything is random which means my luck is bad thank u lol
You can cheese it by reloading before you started scanning the drive to reroll it, but then you have to wait 10 minutes again so it's not worth it over just getting another drive with one less recipe in the pool
this is a good idea actually thank u
at that point I'd rather go find another drive than waste 10 minutes
yeah true
I find scanning while hard drive hunting is fast enough, maybe put on a podcast to pass the time while you do it
I usually only have 1-3 left to scan by the time I make it back to base
yeah i was thinking of doing that i think i used to do that before but i just skipped it and i would rather finish my unfinished project
Good times to go hard drive hunting are once you set up copper ore -> cable and iron ore -> reinforced iron plate with 400 units of solid biofuel in your HUB burners and then again as soon as you finish your first 120/min (or 240/270 if you rush Mk3 logistics before setting up coal; I endorse this actually) coal generator array.
You'll also probably unlock oscillators somewhere in between if you give that any priority and the explorer just makes HDD hunting so much more pleasant.
^ In My Opinion ^
Yeah. I have a small stack of HDs. I dont start unlocking again until i realize i need an alt i could get. I need to do another HD hunt as soon as i unlock aluminum. Im sure ill want more than the 2 or 3 i have ready.
eventually you will get everything, but if you unlock most of early tier stuff then unlock your next tier, it becomes much easier to get that tiers good recipes
Small caveat: it does depend on where you are. Like dune desert has lots of crash sites near it that want motors, while grasslands has pretty accessible crash sites with lower level items
that's the only good side of grasslands tbh, setting up a good logistics is pita there
oh and the looks
Also for new players it has some good ground for building without foundations, but so does rocky desert
I like GF becaus its good enough for the early stuff but leaves better areas untampered with for later on.
What is the non-alt recipe for this??
my goal is to not have to take in additional raw uranium, is that possible when making encased plut cells? Sorry I'm just not understanding what the wiki link means because I have Non fissile selected in the calculator but when I remove Fertile Uranium it says it can't calculate
oic
You're asking for too many rods then for the waste you have
Use max, note the number, then switch back to per minute
FYI: You can sink Uranium and all following products up to Fuel Rods
Exactly - we don’t notice 😉
if you're goal is to dispose of the waste, you want the default pfr chain of plutonium pellet + encased plut cell + PFR. you can yield a few more PFR's with the instant PFR recipe at the expense of bauxite, the choice in that is whether bauxite or coupons are more valuable to you
is my math wrong, 10 plastic 10 rubber, 600 crude input, creates 400 heavy reside
400 residue i can make a bit more than 264 fuel (400/60x40=266.6667), which runs 22 fuel gens at 12/min (400/60x40/12=22.2222), had to change to x instead of *
sorry, 10 refineries making plastic, 10 making rubber
20 total x 20 heavy residue/min = 400 heavy residue
my power is fluctuating
(7 refineries making fuel 60 HOR to 40 fuel, last one runs at about 2/3rds capacity)
6 fuel gens are not running
Plastic makes half the HOR that rubber does, so you only have 300 iirc.
Should be 10 and 20?
Oh i must have misread that
good catch
so it should be 16 fuel gens
which is what i see fully running
300/60x40 is 200 hor, which runs 16 fuel gens, with .667 extra, so just petroleum coke the rest, and 4.8 refineries are needed to make the fuel
for 16 fuel gens
(1 packaged fuel maker to soak extra till it's ful, then coupons)
ok, let's say i have every fuel recipe including turbo and alts, what's the best power (pre nuclear). in a previous i did alt turbo fuel, and was told that it was a waste of sulfur
i'm on tier 7/8
Turbo fuel is superior to fuel but simply HOR -> diluted fuel (blender) -> fuel gens feels very powerful (pun intended). Math aside, a meta answer would be: if you want the turbo fuel for the logistics challenge and to have Done It™️ - GREAT! Otherwise just dilute until you can radically pollute. :)
It doesn't take that much crude to produce a lot of power, basically.
And most of the construction for either fuel type is generators, not the processing portion.
You need to make a generator for every 150 MW regardless.
Using Heavy oil residue and diluted fuel you can gross 10GW for every 300 crude oil.
if you want to squeeze any more power out of oil then that, you will need to make turbofuel AFTER the HOR+DF combo, which will require sulfur and possibly coal depending on which version.
20GW if you use turbo (normal recipe) as well 😉
what is the most efficient way to sink a ton of tickets
sink stuff to gain tickets....
Then depends on what do you mean by "efficient"
what is a resource to sink that is worth creating for the only purpose to sink
Any resource
The only reason you produce things in this game is either for personal storage (with overflow to sink) or for sink directly
yea okay but you not gonna setup an iron plate farm just to sink it since it gives you almost no points
its not worth the power and effort
"Worth" depends on you
okay let me rephrase it, what do other people use to get alot of tickets
Again, pretty much anything
Like the only thing I can do is point you to wiki to check how much points you get from which resource
And then you have to decide what you want to make
More advanced items give more sink points but also have more complex production lines
Also depends on what resources you have available, which recipes, what tier you are, etc.
Overflow
Pretty much all manufacturer parts get overflown to the sink
I don't specifically make parts to sink
yea thing i got with that is like almost everything i build i calculate to not have overflow xD
Storage overflow
only overflow i got is when i have a byproduct i dont use
yea storage overflow would be the only thing but i dont have much of that
Generally: the more high tech the product, the more points
you just gotta find one you are comfortable building and sinking a lot of
One generally cheap yet decent recipe/item i know are Silicon Circuit boards
Much better point value than you would get for either silica or copper sheets, and also decently fast
But that wont last long until the points per coupon increases a lot
what is the difference between the fuel rod and the plut rod?
Which fuel rod?
Plutonium Fuel Rod or Uranium Fuel Rod?
Ingredients/production process and burning time/energy content
One rod is made from the waste of the other rod
both
what is the difference between them
Burn time (which in turn means "how much power they produce") and what type of waste is generated as byproduct for burning them.
Uranium Waste can be recycled. Plutonium Waste is permanent.
i see
technically not burn time, but energy value 😛
Isn't it lovely to feel ignored 
Literally burn time.
If you read this you're ignored 😉
burn time depends on energy value and machine speed 🤷♂️

Is the energy value what is assigned to it in-game and the times are derived from that?
Or is the burn time assigned to it and energy is derived?
items have energy value, burn time is derived by game
😮
Learn something new every day.
(would be problematic the other way - what if you can burn it in different places?)
e.g. tractor + truck + biomass burner (different burn time in each)
As you can
There is not one kind of fuel that can be used exclusively with one machine
Same concept as clock speeds.
Set your base time for like... Tractor.
Then say Explorer is Tractor @ 125% or whatever.
fair, but then it just gets super complicated compared to simple "item has energy value, building has power production"
Both methods have merit.
Nice to know how it works though.
I think they briefly thought about making burn time and machine speed be nonlinear with a previous update. It was a bad idea and would have disrupted this clean behavior
I actually liked it, burning fuel fast should be less efficient
Power generators' clock speed (thus production speed/fuel consumption etc...) used to scale non-linearly prior to U5(?)
200% clocked gen would use e.g. 210% fuel to produce 200% power
Oh wait, they actually considered breaking the fuel-value/power-extracted ratio? :O
idk if they considered it but it was something I was suggesting for a long time
Harsh on OC
would bring cloking of gens to the same level as clocking of machines, you lose power to gain space
That's a fair point. But all the work to make power easier (including its clocking) would go down the drain ahah
majority of the problem was the broken UI that didn't tell people what is actually happening
If they did that I'd have to retune 100 nuclear reactors (again!) , the goal was to use 105% fuel to keep the 1-100 load balancer working, not get 5% more power.
I wouldn't call it a majority of the problem, as it still hides exact values behind rounding, but it certainly was a big (and annoying) factor
clocking of machines is fine even with non-linear, because UI says what you get
so people are aware (well, at least those that look at UI)
In the case of power it kind of lied, I had to do 106.5% to get the 105% I actually wanted before.
dick
Anyone know enough about the game physics to tell me if two staggered 45 degree turns are better or worse than one 90 degree turn? I know from a practical standpoint the former is probably better since you cut the corner, but I'm still curious.
Sorry, trains.
45° turns vs 90° turns only makes a difference if the radius is bigger for the 45° one
i guess the only benefit is that its a "technically" bigger curve
so you spend less time on a curved segment
but you should make the 45° curve bigger than the 90° one to get the full effect
hey guys how many fuel gens i should use at least ? is 10 enough?
or i should add 20 at least?
that depends on how much power you want
define should. whats your use case?
okay so i have 3 bases okay and one with the fuel gens has 2000 mw but its not enough
i want anything just to keep stuff running
well then how much oil do you have to spare and what recipes do you have?
i have the best recipe to use for the fuel
yeah i know
do you also have HOR?
but for me this is the best i can offer since it gives 100 per min
hor?
Heavy Oil Residue
!wikisearch acronyms
yeah i use it for rubber and plastic
let me clarify: Do you have the HOR alt recipe that produces HOR primarily and P. Resin as a by product?
yeah
that crossed with DF is arguably the best chain to fuel.
Next question, do you have any spare sulfur?
i have tons of it why?
let me clarify: any spare nodes
for the sulfur? yeah
do you plan on using them in the forseeable future for this save?
i use mk 3 miner with mk5 belt with fuel fuses
i guess but not really
do you plan on doing Nuclear power at all?
i have one already lol
you are asking about fuel infrastructure but you already have nuclear? why don't you expand your nuclear facility?
i mean i am doing that but no space plus the stuff needed to make the fuel rods
and above all of that i have alot of waste
its not that its a bad idea, its like asking how to cut down a tree with an ax when you have a chainsaw.
first off, unlock plutonium processing ASAP, then sink the rods to dispose of the waste.
yeah i know i just if i put the 2 factory together the power wont hold that much
its unlocked
mind sending an image of the save on SCIM so I can see what you are working with?
how do i do that?
i can just send u a pic of each factory for the power
its a mess so i hope u understand something lol
okay side of the factory at least
you can hide those funny grid lines by pressing the mouse wheel
tbh you have lots of wasted space here
https://satisfactory-calculator.com/en/interactive-map go to the right side where it says to click/drop save, put your save file in it, and then take a screenshot of the new map
i guess
good thing space is pretty much infinite
how do i do that? i didnt get it sorry
If you have all the alts unlocked (which it sounds like you do) and you make a factory for producing Plutonium rods, and you run the final building at 100% clockspeed, which is 0.5 Plutonium rods/minute, (consuming 18.75 UrWaste/min) the excess power from the chain would be 3.219 GW, or 3219 MW, which is quite a lot of power, and that scales, so if you were doing 10 Plut Rods/min, it would be producing 64.38 GW of power
go to the link i posted. on the right side of the screen there is an area listed as "CLICK/DROP YOUR SAVE HERE". When you mouse over it, it shows you the directory to the game saves you have. when you click on it you will get a file explorer pop up, and follow it to the saves, pick the latest save, then click open. this makes the map display your save and all your buildings in it
okay i did it
but it doesnt show everything i have
should i send u the link?
here @tropic hawk
that just shows the map, without your save 😛
hmmm.... weird sorry
use the screenshot
you cannot share the uploaded save in SCIM without sharing the file (don't upload it here per #rules though)
well, I found your problem. If it is space you need, expand north until you hit the coast. should should have around 1.5 km until you hit the world border to play with and it gets you all the space you could ever need, and if you expand west, thats another 2 km. plenty of space to work with
its just cliff so many of them and i dont know how to duel with it
Keep going past the cliffs, there is a vast ocean for you to build over
okay i will do that thank u
Or go up above all the terrain.
ok so um... as one is moving from tier 5&6-7&8 how much "basic resources" as ppm should I be cpm?
(parts per minute = ppm, crafting per min cpm)
like basic up to steel
You are the only one who can make that decision.
like how much should you be handcrafting going from T5/6 to T7/8?
ideally you shouldn't be handcrafting anything by T7/8 except maybe ammo or some parts you use very sparingly like stators
anything you're making too slowly of to keep up with building demands, increase the ppm until you can go to your storage and not worry about it being empty
can't really give a number because everyone builds differently
Stators go into motors and control rods, you should definitely automate those.
You might since they're used for Power Storage.
it was just an example
I know, it just wasn't a good example.
considering the only building you can make with them is power storage I don't think it's worth automating stators by themselves
I still handcraft stators at t7/8
I don't know what the initial question is. I'm pretty drowsy.
plates and rods
Do you have an ISC of each? Do you think you'll actually use an ISC worth by the time your next building project is done?
I honestly wouldn't worry about those.
industrial storage container
ah
RIPs - 100/min specifically just for storage, not including RIPs used for other lines.
Plates/Rods - 200/min of each specifically just for storage, not including Plates/Rods used for other lines.
that's a lot of production of parts that aren't used much
Constructors, splitters, mergers...yeah they're used quite a lot.
Going in to phase 4, I had going to storage per minute: 30 iron rods, 40 iron plates, 20 RIPs, 10 modular frame, 10 heavy modular frame, 40 steel beam, 35 steel pipe, and 20(30[35]) encased beams. My overflow for steel beams and pipes connected to the overflow for my concrete and made extra EIBs and sank the concrete left over from that, along with all overflow EIBs themselves of course.
I thought that was rather clever, personally.
'cause why not get more SINK points if you have extra energy, amirite?
yeah, i do the same in places
generally though, the way my world is structured is that my factories funnel through central storage on the way to the production of space elevator parts, and those eat the excess on the way to the sink
there's of course parts like concrete not used directly in space elevator stuff
but i'll do stuff like suck up quickwire and sheet to make ai limiters
Yeah. Limestone is onsite almost everywhere I build.
anyway, getting back to the original idea... i'm making exactly 40 rips/min into storage, because that's how many are needed for 80 smart plate/min
internally to factories, of course i'm making loads of rips, but they're all going to h/mf's or to a tiny iron-only oscillator factory
i also have an iron goods bp that i've dropped a few places around the world that just deposits something into a local mini-storage-mall
iron only oscillator?
oh ok, I was wondering how I missed a recipe to subsitute iron for quartz lol
you use iron wire + stitched plate and you can make oscillators with just iron and quartz
its not very high yield, but for a motor plant, it doesn't need to be
i just have that bp'd as factory-in-a-box
seems straightforward
related, ever tried to use insulated oscillators?
they've never appealed to me cause it's already a pita part, why complicate it further?
it is much higher yield per raw quartz
true, but quartz isn't doing too much so 🤷
and a bit denser
like it's footprint is denser? cause adding rubber and AI limiters surely undoes any gains at the oscillator step
i've accounted for most of the quartz in the world... i need about 300 oscillators & 240 HSC's
if you aren't trying to build as big as i am, i think the normal oscillator recipe is a bit better than the insulated one
the reason for that is that there's a lot more choice in what recipes you use for rips & cable than there is with ai limiters & rubber
meh I don't mind building bigger, not like gigantic but I tend to hit power limits even without much overclocking
like I'll see people get into T7 on <5GW and I don't get it lol
the normal recipe will get you 120 oscillators from the 6 normal quartz nodes in titan forest
which is probably enough for most people's goals
that's a lot of oscillators
120/min is ALOT of oscillators
oh shoot just saw large signs take oscillators, they gotta stop making more buildables use obscure products, I'm trying to keep my storage space down lol
first stators and now this
I can get away with handmaking for explorers and radio towers though, unless I'm using explorers for deliveries
oh well, just having a trickle in will be fine
except of course other components
oscillators are really invaluable in producing motors and computers
the alt recipes that take oscillators are amazing
and they're also necessary for maxing nuclear
i'll toss another little asterisks and say they're almost required for RCU's
...techically you can make rcu's from the alt that takes plain crystal, but its pretty costly to do that
can someone give me the tl;dr: on U7 overclocking changes?
If I had a fuel plant creating X amount of turbofuel for X generators and X GW, will I need to refactor everything?
overclocking of generators did change with update7
it didn't change consumption per gw, just changed how the clocking scale was labeled (with one exception, i'll explain in a second).... if you had been in u6 overclocking or underclocking generators, you probably should examine them to see that they're generating and consuming what you designed things to generate and consume
if there's a discrepancy there, all you should need to do is change the clock setting
ah ok, so I am probably creating enough fuel, but I may need to adjust my generators as to which ones are OC/d?
the ONE exception to this is that nuke reactors now take less water
which is only an issue if you're feeding them wastewater from another factory
you should be fine, but probaly should double check things
Ok so if I'm generating 69 GW from turbofuel I'll need 2070/min turbofuel, yeah? Did I math that right?
that sounds about right
I went a little far when I built 888 then (and did nuclear after)
I've always used stators for motor factories, is the E.Rod recipe better?
Both Motor alts give you "more".
It's up to you to decide if A: You need/want more, and B: Oscillators vs. ECRs.
Thanks for that
Not sure what's meta anymore or if anything has changed since experimental 6
Meta is always "every recipe has trade offs and what is best will be subjective to what the individual cares about"
Makes sense. I usually aim for recipes that reduce footprint of factories.
Space-saving recipes almost always have the trade of increased cost.
And vice-versa.
There's different metas for different production objectives.
Example: for a "maximum motors" factory plan, the meta likely uses the Crystal motor alt; for a "max turbomotors" plan, the meta likely uses the standard motor recipe
If you aren't going for MAX of anything though, meta is an extremely loose, subjective term.
There used to be a list that weighted recipies on reddit in terms of raw resources, production footprint, and overall value.
It's on the sidebar but It looks different. Not sure if it's the same one or updated.
I honestly have to take a look at alts and plan accordingly. I started in the northern forest and trying to figure out a spot for an HMF factory.
Every list on reddit is subjective.
And the most commonly cited one is complete horseshit of "objective analysis"
I figured as much, that's why it doesn't look familiar to me. This was a few years ago at minimum
Well maybe not that much
Whole lotta "read the trade offs and decide what is best for you" is the only real recommendation.
I just feel like recipes that use caterium are strenuous due to limited amounts plus copper being needed for end game Cu powder. Like I said have to sit down and do the math
Limited amounts?
Like a world cap
Ct is the one resource I'm absolutely swimming in.
Option B.
What are you spending it on?
Caterium computers
How many?
End product? Was aiming for 20-25/min somewhere around the ballpark. Probably need more. It's early enough I can retool for Crystal computers
Ok you're spending it somewhere else then.
Because using Crystal Comp + Cat CB and making 270 Comps/min I'm still swimming in Caterium.
I should stop listening to redditors tbh
To the point I looked at Quickwire Stator like "yeah, I could use that for a couple hundred of those."
yeah stay away from SF reddit
The only people who have Caterium issues are people who are fully automating Project Parts on a massive scale.
I've always ignored cat stators
Take what you learn here with a grain of salt too, but if gun to head have to listen to somebody, listen to somebody on the Discord over Reddit 100%.
They have a decent tradeoff.
Thank you
What if the gun is loaded with salt pellets? 😉
many cat computers , v little cat ore https://www.satisfactorytools.com/production?share=lwmbgukRmeDuSvDn7L7I
Cat Comp + EleCB is a highly underrated combo imo.
What's the reasoning?
This is realtime and BS gets called out instantaneously, particularly in this channel.
It's also filled to the brim with people who are alt-tabbing back and forth from in-game to right here and testing stuff as they go. It works out to being more reliable IMO. 👍
Agreed
Well, I do appreciate everyone's help. Thank you
Is it better to build a factory for every items to have or just place some storage container and just get from that?
Better is subjective.
I am kinda new in the game
Early on? I personally prefer to just link a bunch of production lines together and make a bit of everything
tier 4 about to finish it
Which even moreso makes it subjective.
Find what works for you.
Build what works for you.
Build your factory, not someone else's.
and on the MAM I unlocked a lot of stuff
🤔 at least the things I posted on Reddit were high quality
by 'early' I mean like before unlocking nuclear 😄
bruh wth
Best tip? dw about early on. Just link \stuff together , figure stuff out
what tier is nuclear?
7
8th and final tier.
ok good
T7-8
Wait it's 7? o_O Which thing opens in 7 not 8 for nuclear?
You never unlock 1 singular tier.
You're never in T7.
You're in T5-6, then you're in T7-8.
on what tier is plastic?
5
T5-6
ok k
Ahh, Hazmat Suit is tier 7, and that is nuclear related. 👍 Carry on.
xD
you could say you're in a single tier if you do the milestones in order, or just don't unlock milestones from the next
that could never be me, I do oil processing->industrial manufacturing->monorail train technology
and no matte rwhat we say you're basically guaranteed to not like what you build the first few times anyway and have to figure out what YOU like.
So don't stress
but you learn with every try you make what works for you
and depending on what you like about the game and what you want from it you might restart fresh maps a few times. I know I did
xD
Oh - and then building very LARGE factories with multiple systems in one spot is another beast all together - you'll probably hate your first and learn from it
but also, don't restart unless you really want to.
you can dismantle everything for full return or just take your hub and move anywhere else on the map
just saved my file after 5h
yeah - restarts depend on you - maybe completely fresh start works for you maybe not. Everyone is dif
shoul I let the game in the background while I eat?
if you want? if you're pre coal just make sure you're producing items you need next
again, up to you
but if you need to AFK to gain resources, then you should rather solve the problem - automate more resources so that you don't have to wait that long
because the problem won't go away if you afk now, when you'll need more later, you'll be again in the same situation
same goes for handcrafting - usually it's better to automate the thing, as otherwise you'll be handcrafting for a long time
My advice is to not hand craft more than 3 stacks of anything and that's just solid biofuel.
If you're doing more than 1-2 stacks of something by hand, excepting the very earliest parts of the game where maybe you're stocking up some cable or something, it really behooves you to make a production chain and spend YOUR crafting time powering those chains, until you can automate your power production too.
It's not the only way to do early game by any means but it's the way I like to do it and would recommend to a new player to try. 👍
coal...
I already have it
420 generators, 40 of them will be overclocked to 200%
5 levels of 84 generators each
I have it all built, I just have to finish plumbing it. Started in U6 and haven't gone back to finish it yet
Overclock all of them and build less 
Supplied via Cybertruck?
another ~110 on the production buildings makes for almost 200 shards in the build, which is probably enough
How can I see this map in my game?
satisfactory interactive map, it's a 3rd party tool
oh ok tnx mate
it's a good tool - but I wouldn't use it unless you don't care about exploration spoilers
It's a power user feature for sure. Not something to mess with until you've played through the game at least once IMO
But I've been playing since beta weekend, so... 😅
yeah I think I probably ran across the whole map at least 2-3 times before I started using it. After that there was really not much to spoil
It does preserve your fog of war if you upload your save, though, which is nice if you don't want to be spoiled on your current play
@broken latch maxed sink points + 100 GW extra for transportation, lights, etc.
Is sinking the plutonium rods not preferable?
in general or specifically for max points?
in general: waste isn't that big of deal and it gives some extra power, but it's player preference whether want to deal with waste and most won't run into a situation where they're forced to take the power vs just getting more uranium rods
for max points: you need the power, and they're not worth as much as spending the raw resources on more ADS and TPR
Will 15000MW from my plastic/rubber/diluted fuel plant (plus 8000MWh in battery capacity )last till I build nuclear?
Depends on how big you build, it is quite a lot of power for oil
also batteries don't give MW, but MWh
That is quite a lot of rubber and plastic, and if you build that big regularly it might not last that long
I never got past aluminum. This is my first time having the hover pack in my inventory. But my final goat will be the full utilisation of every resource node on the map.
we'll see if your computer survives your ambition haha
I have a pretty good computer so I think I'll be fine. (I don't know tho)
I never checked out a 2500 hour factory with my specks.
it's mostly a joke, cause at a point it's more about the game than your computer
I would say that lack of motivation kills my playthroughs. That's why my save file has 80 hours and my playtime is 200.
I think my longest save was 300+ hours, but I got burned out trying to make a really big factory
How do you get sink points to show on your calculator @wind spade ?
Seems like me lol I have 230 hours in satisfactory still never got elevator phase 3 done
i just finished sep2 for the first time at 240ish hours
whats sep
prob phase 2?
space elevator phase 2 = sep2
yeah I thought that was a typo for 'step' xD
nah lol
wait, you never experienced petrol in 240 hours ?
no
You should try its really cool
i just unlocked it, found a cool place with crude oil and then went to bed (where im at rn)
i have had a jetpack tho
jetrog ?
yes
I never found one
i found 2
in 1 world ?
2
it's a 1/1000 chance for certain hog type to spawn as johnny afaik, so you can have many in 1 world
^
So they can spawn anywhere ?
yes
bruh
I think anywhere Bigger hogs can
don't think the small ones can
only big hogs can be ?
I thought so?
no
who knows
pretty sure big hogs dont spawn on either spots i found them
ah apparently it's both small and alpha
actually on 1 they do, the other idk ive been there once
@mossy crest this is prob a better place to talk about it
So you have 8x mk5 belts full and need to feed 255 constructors?
Yes, here's some screenshots so you can visualize it.
I have 25 input MANIFOLDS
Well this particular set has just 3 deep, so 75.
But I have 180 other constructors around it with inputs and outputs already built.
Sorry what you're saying is a bit confusing so let me jsut clear it up a bit
How many individual sets of manifolds do you have? it sounds like 25 sets?
How many machines are in each set of manifolds?
My apologies. I have 8 Mk.5 belts (seen in second screenshot) that need to fit into 25 manifolds (each three deep, first screenshot, top level)
sure - a manifold is a set of machines though - what is the number of machines in a set?
I linked the wrong screenshot before.
Only 3.
oh that's very small.
Yeah, I had a certain area to work with.
so let me restate things
you have 8x mk5 belts that need to feed 25x3 machines?
Exactly.
ok and you have them grouped in 3 because they are precisely feeding something else after?
Mainly because it was a blueprint so saved me a lot of effort. But also because I didn't have space to stack them more.
are they making screws or something?
I coulda made rows of 6, but then it would've been 12.5 uneven manifolds.
Cable for Automated Wiring.
Taking 4500wire/m. ( have 900/m extra on the belts for Stators)
Outputting 2250 cable/m
one sec
So I'm a little puzzled - 1x mk5 belt of wire can feed 13 constructors for cable?
Yes, with a little extra even. ( I think?)
uuhh should be exact
cable takes 60pm
780/60 = 13
ok so my suggestion which is probably your simplest option?
Yes please, I'm struggling to wrap my head around this, sorry.
feed 1 belt of wire to 12 constructors ( 4 sets of 3 ) , over clock 1 machine to 200%
I might be able to do that, yeah.
Honestly this is one of hte reasons I don't like blueprints. It locks people into ways of thought and planning
Now I have to figure out how to evenly split off 900m wire for Stators though, ugh.
where is the 900 coming from?
I think manually placing 225 constructors woulda been worse lol.
It's on the same 8 Mk5 belts.
well you could set up the blueprints and leave space to connect them to be a bit more modular I guess?
so basically what you're saying is that 1 of your 8 mk5 belts of wire + some of another is excess?
Yup.
ok lets say your 7th mk5 belt has extra on it. Connect it to a set of constructors that use 660 wire (so 11 machines or change the clocking as needed) the manifold will carry the rest to the stators along with the 8th belt
confused?
There's a few other ways you can do it pretty simply
I've gotten weird hiccups though and this I've found is the most reliable
I think that probably sounds best. Just trying to visualize where I can put the belts now.
Ty for the help.
no prob! if you want to keep it to sets of 3 the 7th belt can still feed 12 machines - just clock 2 of them to 50%
oh and wire takes forever to balance out. if you can cram a stack of wire into each machine before you turn the thing on
oh and by 'with the 8th belt' I mean alongside, don't try to merge them xD just to be clear
Oh this build is taking me many days. I'll be starting the wire and cable well before I get the rest finished. It'll back up completely.
ah fair 😄
What I tend to do is for every section of a big factory I'll set up sinks and do a test run to make sure it's working properly. Letting it back up like that can hide mistakes
but it depends what you want out of the factory 🙂
Yeah I was thinking about doing that, but letting it back up on purpose first.
Then when I start the sink if it becomes un-backed-up then I'll know there's an issue.
if it's a fairly complex system you might feel a bit overwhelmed testing the whole thing at once - it'll be harder to find the issue. But still doable
@radiant willow depends what you want to build next!
the wire one can be pretty useful - I tend to not use many iron rods and the oscilator one is solid for later tiers
I wanna work on an oil power plant next
I don't need the wire one since I already have copper wire automated
I went with the crystal oscillator
i always liked greenies tools the best.. do they still work? how many recipes have changed since U5?
use the u6 version, U6 and U7 is almost equal
HMMM
power production > power storage