#math-and-meta
1 messages ยท Page 74 of 1
i was actually going insane lmaoo ๐
almost 200 hours in a game called satisfactory and im still having issues like this where its just slightly unsatisfying. god damn me.
Numbers question/scenario. Pure node of substance exists. With a mk3 miner, that produces 480/min normally. Now, if one were insane, one could overclock that miner and get 1200/min...but that is pointless, yes? Because a Mk5 conveyor only does 780, and a splitter splits evenly. So even if you ran a mk5 out of the miner into the splitter, you're still not getting the full 1200, right?
Yes.
Huzzah. I understood.
Been that way for years. They have the fix for it internally but are holding onto it for the time being.
Because the fix is scalling down miners. ๐ (j/k i have no clue)
well, mk3 miners are large enough to just output two belts
That might be the solution. Tho i wonder how they will make such a thing run... will it always attempt an even split? Or will it favor 1 outlet like the ISCs do?
Or they make ISCs do the even split when they make the mk3 do the even split ๐
I doubt I'll ever need that much....I'm just sizing up and trying to future-proof my first location atm. I have access to 5 pure iron nodes....I doubt I'll find reason (here) to need more than 3900 Iron ore/min
you sure will
question.
anyone got notes on throughputs offered by vehicle transport?
truck, train, and drones specifically.
trucks and tractors: can fully supply the highest tier belts you connect to the station
trains: #satisfactory message
drones:.... dont think anyone has done math for them?
noone has done math for drones because the ports tell it to you
Unlike trucks and trains, the numbers are exactly as listed, not just an imprecise measurement
Truck Stops can supply the full amount of x2 highest belt as McGalleon said.
Drones can fully supply x1 highest belt, depending on what you're shipping.
Trains... I can vomit all the math at you if you want.
so i just needa figure out the time travelled for trucc then.
trains, that'll be another time but greatly appreciated.
thoughts on this kind of design? is it optimal (its not quite. 1:1 to the actual game but the concept is there)
this is for something like, idk, copper sheets
Define what you are considering "optimal"
15, 15, 15, 15 into 30, 30 then into 60 then devide into 20, 20 and 20 for copper sheets
no under/over clocking
so just like
every bit of resource is used
You can't OC mergers and splitters.
fuck i just realised how vague the drawing is
green = smelter
blue = merger
yellow = splitter
red = constructor
Works fine.
again this isnt like up to scale with the actual game, but just as a numbers thing
yup, works just fine
you could put the mergers all in one lien to make it a bit more comapct
right ok thanks, i made my entire factory like this and only NOW wondering how efficient it is ๐
well yeah but i like the kind of tightning and expanding look of it
Layout efficiency isn't really a metric as resources are infinite, so everything will get everywhere eventually and on time.
i guess, but just as a way of combining totals and then splitting them into multiple constructors that looks nice, that is what i came up with
plus this way i dont have to oc anything
If you're just trying to split between things, manifold has the same efficiency as balancer.
the.. what?.. is there a pin im missing
!wikisearch manifold
Manifold, a.k.a. in-line splitting / merging refers to a type of building style where splitters or mergers are aligned in series (that is, one after another), usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion.
!wikisearch load_balancer
See how all the splitters are just in sequence?
Manifold.
OH THATS WHAT ITS CALLED
i have this exact thing on basically everything
my factory is very.. linear
And yet suddenly you are changing it?
well no
i have a manifold for raw recource inputs (ore, water, oil)
i assume they mean basically everything not including copper sheet production lol
pff naaaah
I am now assuming they mean raw resources, in which case we define "basically everything" differently.
well, now that they said that, of course it is
you can do it with two mergers one splitter
but then it won't be symmetrical ๐
yes it will
oh i see what you mean
but i don't think that'll give the same shrinking/growing satisfaction they want lol
yes
no
idts
same length
oh shit my bad
wasnโt entirely sure that would fit with constructors
why does the bottom conveyor go the long way around ๐ค
because i cant move an ore node?
Not with that attitude you can't ๐
this is my concrete and quickwire
and this is my steel
and its all runnin' on 100% uptime with no over or underclocking ๐ฅ
just shy of 600 mw
Documents/My Games/FactoryGame/Screenshots
no such thing as too much power, only too little
my t4 operates on 16 generators
but I plan to rework a lot of stuff
I build 48 in T3-4, so no.
good lord
If power is a factor in your decision-making, you're building power wrong.
well ive recently moved and doubled the amount of coal gens i had
moved em to the fungi area since theres a lotta water and coal, found oil 'long the way
bro i love your pipe design its original
I have now gotten to manufacturers but they just need so much resources and they're so large its just awful to deal with. I have no more resources anywhere close to me and I'm currently trying to unlock trains
Move
THen i'll lose the resources where i am now
How would splitting fluids into fifths work?
You split it 5 times...?
Don't think about pipes in terms of belts.
Valves suck
If I have a bunch of pipes running upwards far into the sky, with each one getting higher and higher (with pumps), backflow wouldnโt hurt, right?
The only time you should use valves is if you're making a VOP.
Ok
If you don't know what a VOP is, then you don't ever need valves ๐คทโโ๏ธ
Fair enough
back flow will happen at hte machines that consume thefluid
fluids balance themselves - don't use valves
im pretty sure the 2 mergers 4 steps back is better cause of the 90 degree angles
People dont even use valves IRL for the things they try to use them for in the game.
Doesnt help that the valve in SF is a combination "check valve" and "Flow regulator" for some reason.
Thank you ๐
i approve the choice of the color yellow
great contrast to the black of the generators and the blue of water
Yellow/White is my default swatch.
So I set up a sloppy alumina + aluminum scrap factory. Iโm using 780 Bauxite and 780 water. How would I be able to make this work? I currently have one long Mk2 pipe that connects to the input of the first 4 refineries and the output of the other 4 refineries. The outputs produce 468 water and I have 312 water inputting from water extractors through one side of the giant Mk2 pipe line. Currently, the refinery closest to where the 312 water is coming from sometimes doesnโt get enough water. How could I fix my pipe system for this? Should I send in the 312 water to a different section of the pipe (like into the middle instead of into the sides)?
Personally wouldn't set it up until you have Electrode to pair with Sloppy.
Oof
I do want to finish this one without electrode, though
It's the best pairing ๐คทโโ๏ธ
It's also something that fits in a BP ๐
Nice!
Coke is such a good resource.
Sloppy + Electrode is tied for "best way to make Scrap"
Coke Steel is amazing.
Burning Coke in Coal Gens for your initial Plastic/Rubber setup makes them ADD power to your grid instead of draining it.
Oh, yeah, I figured that out. I'm just not used to using it as a resource. I mainly use my oil for fuel-based power currently and plastic and rubber.
Crapton of oil available on the map, so it is very worth trying to consider it as one!
Alright, thanks. Iโll try to use it more.
then build a power plant first
i have the same situation, heavy frames needs more power than we produce, so power plant first
I would love to build a fuel powerplant
But I'd rather kill myself than make the heavy modular frames manually
So it will be a very temporary coal plant
you also dont have shoot for 10/m off the get go. you could scale that back a bit probably
It's going to be the first proper factory
until your next factory after this ๐
yeah lol
i need like 11k semi manual for 900 fuel generators ...
im on the last 1k xD
what do you need the 10 heavy frames a min for?
My inventory
- the achievment
i do like 15 to storage, that's just cause i felt like it
i mean your going to need all of them its not that much extra power. whats that 20 or 30 burners?
1 stack for each item ๐ช
Me after bulding one belt (I need to go get more materials to build more)
wdym?
i mean one stack of each item per minute
thats my end goal kinda
thats not possible
well, all the useful items
the stack of nuclear pasta would take almost 90 % of all existing copper
yes theres a little asterisk at the end i forgor to mention
one stack in general or one stack excess?
for many items one stack production isnt much and you need way more
i'm assuming 1 stack to send to the storage
Copycat
and i'm guessing laura meant the 30 nonconsumable items worth storing
nOOOo
well these are quite cheap and shouldnt be a problem
usually i always mention that i "borrowed" this idea from you
the one time i forget to mention it is the one time u show up. sad
fused modulr frames
super computer, turbo motor
the fused frames are easy
super computer is okayish
the turbo motor could be a problem
but you need so few of them that we dont even plan any excess, just producing a few on demand
Made a desktop background to remind myself of what I now have to do
heaving any alts?
the frames can benefit from many
I have a couple and could hunt for more
then maybe check them before doing your frames
What would you recommend?
try solid steel + encased industrial pipe + encased heavy frame for starters
using no alt is rarely the best solution
mfw
though you would need to scale that down xD
also i would use steeled frames, but that area is no more coal, so impossible
10 is a bad target, causes ugly numbers
do a multiple of 4.5 instead
so your plans depend on the input possibilities
i would recommend stitched plates. either with copper or iron wires
yeah as said, when you have enough coal you can double steel it
i just cant use steel for both frames
WAAAAAAAIIIIITTT
So you know how this annoying bar is always in the way when building?
can't you make it smaller in settings
TA-DAHHHHH
or just show missing materials
Stitched plates with Fused Wire. ๐ช
showing missing materials seems bad, I want to know I'll run out of a part before I will
there is no caterium in the area, so no fusing here
Did you only just discover that you can holster the build info?
"Holster"?
I hit the H key and the build/dismantle info goes away. Its the same key that holsters a weapon.
Are you on U8?
No sir
can't you separate the binds
Hmmm. Dang. So what hides the info now?
Toggling photo mode ๐
Just double-tap P and it goes away.
any chance you could try this? @median heath
just curious
never knew holstering hid the info
I don't fuck with keybinds out of fear, so no, I will not be trying that.
Wait. So its gone when you leave photo mode? Lol. Great. I loved being able to toggle the info away... i will be very annoyed if you cant otherwise...
Tho seriously. Why the hell is all that info in the middle of the screen anyways? Would be fine if it was just way closer to the top or bottom imo.
out of fear
i rebound like everything and dont know why you wouldnt
I rebind a few things. I know U8 has changed a bunch of stuff so ill have to look at it when i switch.
Some things in this game are secretly bound to other things.
So messing with keybind A unknowingly fucks with keybind B.
didnt find any so far
Example: If you change the scroll direction for swapping in-hand items, it also changes every other scroll direction.
Main issue with this is you have to relearn how to build because everything now rotates in the opposite direction.
Whatโs your hours on this game?
thats to be expected and wont call that secretly
I see you in here all the time
Couple thousand, why?
Idk
Some people irrationally fear small spiders and we don't judge them for it.
I am allowed to irrationally fear changing keybinds without being judged ๐ญ
like, when rebinding stuff the same button still is used for the same things, its just another one.
would be weird when you split that when changing
i tried it i didn't like it for that reason, i make my bar really tiny
i keep the ui off most of the time unless im building
im not a fan of the hudOS anyways, but you know FICSIT always cutting corners, contracting that work out ot meta and whatnot
It would be nice to be able to micromanage the heck out of your keybinds, so long as it was very clear what you were doing when going thru the options. Might end up with a very messy interface in the menu, but if its locked behind an "advanced keybindings" check box so most folks can just choose not to mess with it, that would be fine imo.
speaking of keybindings, switching cycle equipment to anything other then scroll wheel does not work, bad programming
the U8 keybind changes seem messy to me
my mouse wheel is broken on my fav corsair mouse and refuse to replace it.
Which is messy? The default changes or the options and menu?
if I want to rebind all uses of a key to a different key, I now need to change it in 3 places instead of one
Ah. So the menu and functionality of the menu.
also rotate with key would be nice if we are talking about keybindings. for accessiblity, my hand was broken and disabled, and its hard to scroll with the wheel
it also broke some oddities which I got used to, like pressing Q in dismantle mode now opens the menu directly, previously, it would only exit dismantle mode
omg that drives me crazy rn
I'm used to entering by F and exiting by Q
ive got 20 refineries producing plastic
theres 600 input a minute
each refinery uses 30 a minute
the first 17 are fine, but the last 3 arent producing and are on idle most of the time
loop the pipe
loop the pipe?
yeah
(i dont know what that means)
take the pipe from the end and connect it to the start of the manifold
+-----------------------+
| |
--+--+--+--+--+--+--+--+--+
| | | | | | | | |
like this? (orange is what i just added)
yeah
now the middle bit is slowing down
pipes and machines
so just the oil pumps are on?
just turn off the machines
you should always do this when dealing with fluids
no need
kk
the best alternate recipes for aluminium?
base recipes have nice ratios
sloppy + electrode has the best bauxite to ingot ratio and eliminates a byproduct
instant scrap shares that same ratio, but needs sulfur for the convenience of doing it in one machine (it also has a nice loopback to the sulfuric acid machines with the water)
pure aluminum ingots allows you to treat quartz/silica as a booster rather than a requirement, so you only use as much as you need/want
really all aluminum paths are good, it depends what you goal is
simple setup, using specific resources or general resource efficiency
Iโm trying to figure out coal for 8 generators itโs working but problem is coal runs out for one scound stops then restarts a secound later. Iโm currently splitting 120 into 3 split which splits 3/3/2 then the 2 renter main line with 3rd I keep seeing designs that just have splits per every generator how does that work since by time you get to 8th generator wouldnโt it be less then 15 coal ?
sloppy + electrode is my personal preference, because I enjoy the bauxite efficiency, but I feel like will do instant scrap someday just because I'd love to get a closed loop of the water byproduct and the sulfuric acid working
that's called a manifold, and they work because once a machine is full, it can't take any more
so once the first generator fills up, it only takes 15/min
balancing should work in your case, it might need some time to get started
balancers allow a setup to start much quicker but take up more room and require thinking to set up
splitters don't split rates, they distribute items by rotating through available outputs, so if one is backed up they'll just skip it
rates are just descriptions of averages over time
Iโll try manifold since current implementation isnโt working well and thanks
depends how you define best
Ive settled into Sloppy Electrode Pure...
Since i can make 300 ingots with one BP containing 2 refineries and 4 smelters. The BP uses a lot of Shards, but I have a lot right now, and im playing around with very low machine counts. ๐
@agile bobcat well you have to do smth with it, else it will clog up. fuel production is a good option
Hello, I'm not a new player, but new to late game. I want to make an aluminum ingot factory with enough production for the rest of the game (just enough to finish the space elevator). Assume I have no aluminum production as of right now, how many aluminum ingots/ minute would be good for the rest of the game?
base aluminum products, you dont need all thaat much. maybe 120/min or so. but when it comes to processing it into more advanced parts, you'll need a lot more. i'd say better safe than sorry, overall 600 should do the trick
Thanks!
dont take my word on this, i'm not an expert. if it's not enough, i warned ya
Lol, I don't think there is a correct answer, but some idea of what other people do is helpful
Whatโs the best way to deal with weird numbers like these
clocking. or change production amount
Look at what you need the Items for. I built a simple compact factory just for the initial aluminum products i need now. Alclad sheets and casings. But next i need to focus on parts for blenders. So, I figure out how much aluminum stuff i need foe those parts and work all that out. Ie. My very next project.
Corrently:
1st I use satisfactory tools.
2nd i adjust the final output products until i get as many round(ish) numbers of machines as possible.
3rd i under/over clock any machines i need to to finalize the lay out.
Used to be:. Round all machine counts up to the nearest whole number. Underclock the last machine on the manifold.
Is there something wrong with the manifold and last machine underclock method
Nope. Nothing wrong with it. Works great.
Im just on a kick of building more modular systems.
Figured its easy to expand if needed just revert to normal and add more machine
Ah gotcha
Potentially yes. Especially for retro Fitting an early tier set up for mid tier. Ie as you get better belts and miners.
Ye im just taking ore for mall items, anything else is getting turned into production
Still completing phase 2
Assuming you left yourself room to do so.
But eventually i found my design skills have improved and i just tear down the old set up. ๐
Tier 3
For non-expandable systems, if you spread out the underclock you get a bit more of a power save. It's not much, but if it doesn't introduce any precision errors why not?
Power savings are negligible. Build more power.
I have a bad habit for perfectionism. Hard to learn games like this cause im always tearing down starter stuff to revise it. Im trying to learn not to get caught up in major overhauls
Yeah but if I'm gonna copy-paste or BP anyway, why shouldn't I?
Ie. Underclocking dozens of machines takes longer than underclocking a hand ful. And my manhours are a rarer resource than power in the game.
Not really, copy-paste makes it take almost as much time as setting to 100%, only have to change it once
Oh. Because I dont do that either. All my machine manifolds have been built with bluprints. So I set the recipies in the BPM. and I only underclock the last machine after the whole factory is set up. Lol
Gotcha
Yeah that's a different workflow
I don't do this for preset BPs either, but those are usually already underclocked a bit for direct feeds anyway
Yeah, it really depends on the purpose of the intended module.
My mass production modules are all single machine typ, single recipe, input and output manifolds, structural and cosmetics, lights and wiring all done.
Each BP is a "Module"
Make a bank of "Modules" by placing them in series up to the capacity of manifolds.
Place parrallel machine banks as needed.
Make connections.
Profit.
I like making mini factories, so like instead of just a module of assemblers for modular frames, it's everything to direct feed a 100% mod frame assembler from straight ingots
And then manifold those machine sets
My new design paradigm is:
Find managable machine numbers. Fit as many steps of production into a single BP as I can within an arbitrary "aesthetic" limit.
Make modules that can be placed in line for all stages of production.
Duplicate entire lines until production requirement js met.
Takes up more room, but I really like skipping the logistics of moving like 3 different items between different manifolds, and just going straight to a low ppm item
This is why i have a module that makes supercomputers that includes machines for quickwire, AI limiters and Caterium Computers. All in one BP.
Dang, I barely did a computer module, super computers gotta be pretty cramped
Amd why i have a single BP that takes in Bauxite, Water and PetroCoke, And spits out Aluminum ngots.
3 assemblers and 2 manufacturers. Very managable numbers too.
Ah I shot myself in the foot making the circuit boards in it too, so I also needed the quickwire for them too
It takes cat ingots, copper ingots, plastic, and rubber
So it was 6 assemblers and 1 manufacturer
Yeah. Im importing all the circuitboards from a Silicon Circuit factory.
These are the calcs for the 2 modules used to make Aluminum Ingots.
Im overclocking the heck out of the ingot module. Lol
How do yall power endgame factories, I'm talking at the very end of your playthrough and you just need lots of power. What sources of energy do you use for that?
Nuclear
Nuclear.
New PFP, nice
๐
So if I go hard on Nuclear, I will not need to waste time with any other energy source
And I will be able to power pretty much anything with nuclear
Max Uranium power is 0.63 TW
You will not need anything more than that.
Sweet
And it's waste-free.
Thanks
Youโll need a lot of power to get full nuclear going, and itโs a good idea to have failsafes in place if/when it fails, because it an be fiendish to troubleshoot effectively.
Diluted handles the power part, building it correctly eliminates the "if" of failure ๐
Oh boy I've found my home
Before I start on what I've been working on, a quick question, mainly because I haven't looked. Does a pump operating at low flow rate use the same power as one at higher flowrate? I.e., are the pumps "on" or "off," or does power scale with flow rate as well as headlift?
On or off
Damnit
4 MW when the light is green
Well then this entire thing is pointless lol
If power is a factor in your decision-making, you're building power wrong.
Because efficiency is bad? /s
?
you underestimate my ability of destroying things
I'm fine on power, just looking for fun ways to optimize
Well, actually, this isn't true. One of the primary things I've observed from my playthrough is a remarkably stable power graph. At least for me. It's because everything is always running.
But more than that, things scale themselves so that happens
Anyways, where the math/physics/engineering gang at? Anyone good with ODEs?
this one of my play styles too.
Ordinary Differential Equations?
Yis
i can solve the proof of Schrรถdinger's time dependent wave equation, does that count?
It has been a hot minute, but I've taken a laplace transform in my time
Fortunately, this ODE uses LTs
You have one now?
Mhm, it's based on a model I built for a flow system I built. Predicted values 20+ minutes in advance ๐
Very simple system, so not crazy coupled equations etc
eevryones so creative
Do you know of the mod, Circuitry - Logic gates & More?
No
Fantastic mod. Adds full logic system to SF and you can control systems with ease
I'll take a look right now
logic gates in satisfactory o my
For example, "Is tank full?" "Yes" "Okay flush tank"
the only time you should flush your tank is when testing a testing manuallyu or going for a bio break. i forget someone sayes this, but if you need logic gates in the game your probably building stuff wrong
Or you sucked and got ratios wrong ๐ฅฒ
I mean...
Tell me you don't want that.
im good bro
i donโt see what that has to do with tank flushing
That was an example?
also your factory looks to be running at 41% efficency
Yeah wording lol
Looks modded so no. I don't want any part of that.
๐๐ป
sevrahn is basically a synonym for vanilla
I believe devs make things the way they make them for a reason.
i like mods too, to tool around in an experiment, but for gameplay i play vanilla only. its more challenging.
Anyways I used the mod to control a valve on a fluid buffer
๐ซฃ
Yes, the devs are all-knowing.
valves and fluid buffers?
What would you need to control that for?
LOL
Because I wanted to
i think you need more linear algebra young padawon
Yes. That is the complete wrong conclusion from what I actually said.
Yeah, but why would you need variable flow?
Really though, the devs can't think of everything.
More of a "will this work" kind of thing tbh
but what they intentionally put in, they thought of
^^ alot
And what about things they didn't think of? Things that mods add
do the math and see if itโll work
Did, and did (:
like solar panels they didn't think of solar panels or logic gates, because im sure they never player redpower mod before in MC
this is sarcastic right?
me sarcastic nah
Wind power in Mekanism is perfectly balanced, just build a dirt platform at the height limit and run a cable back down
All other power mods are inferior (except Create)
i need more mods to update to 1.20.1 already
Also, this was done using the mod. Maybe a bit more interesting. Self-regulating power system
Almost like all power used to be self-regulating and then they intentionally removed that...
It's keeping a set overhead power
that sounds horrible
i couldnโt stand having my power graph be variable
also thatโs probably a feedback loop
why?
Nope
Damped out enough it's not an issue.
producing less power costs less power so it produces less power so it costs less power and it continues on
That is incorrect.
Why would you possibly want production above consumption in a fixed way
but at the cost of complexity, have fun trouble shooting that
Because as you approach the limit, you need to move it again. This limit moves with demand.
thats exactly what im thinking isnt the point of head room not to have to worry about fixed changes of having a constant head room
that ainโt how thatโs gonna work
Look at the graph dude
youโre still gonna hit the limit of what you can actually produce
turning part of it off sometimes doesnโt change that
I mean eventually I have to add more plants, ofc
Do you take the power reading and send it back to the power plant with an added gain?
so,
Because as you approach the limit, you need to move it again.
There are 3 controllers. It's a PID
So yes, but it's controlled feedback that's highly tuned. Otherwise that graph doesn't look so pretty
How did you tune it?
The only way. Manually ๐ฅฒ
you want that back? O.o
but that basically gurantees yellow lights!
No.
It wasn't so bad, I had system parameters easily available to change
I think it would be cool to have a production machine that required a variable input, but I think it would be quite a bit to deal with
resources are infinite so u dont save anything with this
i can only see a disadvantage, that being the variability of side products like resin and waste
which u want for plastic/rubber and plut rods for points
average PID moment
user does actual math and creates self-regulating power system
#math-and-meta "That's dumb."
I think it's cool, but it is dumb
We had self regulating power, it was silly 
It's textbook over engineering
you use math to make ur factory worse
Like I did it for the game lmaooo
its cool, but kinda dumb
Wanted to see if it'd work
yea thats cool
I can make just as much of a regulation circuit with just pipes if i wanted
lost me at valves on buffers
same
Look, for what it's worth, I didn't do it on my recent playthrough because I knew it was silly. I just thought it was cool :<
facts
yea thats a good enough reason imo
Same thing with my valve thingy on tanks
some more complex logic system could be cool, im sure people could do amazing things like in terraria or MC
but they'd need to add a use for them too
you get doom running on the logic gates, that will interest me
because right now something like that isnt needed
We don't do these things because they work well. We do them because they break make us.
i usually do things because they work well
ye thats what i mean. in minecraft they do crazy redstone stuff to make farms more efficient
it could be fun to add something like that to satisfactory but i doubt thats possible within the goals of the games
ilmango
i love ilmango
self-regulating machine (production oc) based on demand?
scicraftโs mantra is like โhow absolutely bonkers can we make everythingโ
no like an orbital laser that can desrtoy any place in minecraft with the press of a button
just vanilla redstone in survival, using math and loading tricks
useless
(or something like that, i have no clue how it works)
no numbers should be variable
Why?
@median heath what do u think?
no numbers should be variable
Different playstyles.
I'm driving.
production on demand is useless beacuse resources are infinite
producing as much as possible at all times is usually "optimal" so u get more sink points
if u can produce then there is never really a reason to not produce in this game because everything is infinite
Idk. Seams fun. Like IRL power is definitely not a straight line.
Base load and peak demand etc.
cause resources arenโt infinite
and because u can actually produce too much power irl afaik
if the grid needs 10 and u give 1000, thats a problem irl (i think)
not in satisfactory
same idea as a surge
if you want to do it for roleplay reasons thats one thing, but the game itself gives u no reason to adapt things to demand
and im not a roleplayer
The only reason to turn on and off production is if you are using a bunch of overclocked particle accelerators and your power grid can't handle the upswing. But if that is the case, you could just build power storage to compensate.
do any of u have any ideas for how logic could add to the game?
like, enable u to be more efficient
Well apparently no one fucking cares about efficiency lmao, because everything is infinite
well, i do care about efficiency
to me it is maximixing the production every second
the only thing thats limited is time, so u want to make as much out of the resource sources as possible per second
thats what i consider efficiency
maybe if you could designate specific items to have a priority over raw materials?
Not really. But you can waste fuel.
Typically generators see the "Load" on the circuit they are powering as torque counter to the direction of the Rotor's rotation.
good point,
i only limit my production by my laziness of not wanting to keep building more and more non nuclear plants.
So, you apply more force from the prime mover to overpower the resistance of the load.
I've had to build and tear down my aluminum production because something happens with the water where it gets too full in the second set of refineries, thereby stopping, and the water that is supposed to feed back into the first set of refineries now don't run because they are full of the alumina solution. I double and triple check the math and everything 'in theory' should be working correctly, but when I leave the area for a while and come back, nothing is running.
VIP
You might just have to wait a while for it to saturate
no
Oh nothing is running...
the whole system is backed up with too much water in it. so nothing is running. BUT, if I just stay there for hours, it runs fine.
The simplest way imo to do this would be for you to have an input that changes over time. As is, all inputs are constant and there is no penalty for over feeding lines. If you were to add those in you would need a system to prevent over feeding your systems
strange
If you are recycling the water you need something of a VIP if the recycled water is on the same fluid circuit as the fresh water.
this is literary the only place i use a valve in my factory
that just makes the game more annoying imo
same...but everyone judged me for putting a valve on a tank...
like, redstone in minecratf doesnt make the game more difficult, ur not forced to use it
its just an addition you can use to be even more efficient
I think a thing like this would work best as a production building after the blender
putting a valve on a tank is like saying atm machine
Something beyond current late game
were just busting chops, your build your way, some people use valves everywhere, i am not one of those people
Legit question...don't they act like semiconductors? They allow fluid to flow one way only
They are Diodes yes
ah that's the word ty
Options for byproduct water.
Recycle into alumina refineries with fresh water
Recycle into alumina refineries seperate from fresh water
Recylce into another process such as residual rubber from the polyresin produced when making your coke for electrode scrap. Use this rubber for heat exchangers...
yes but limiting flow direction is kinda useless tbh
backflow still occurs, you just push it back
How so...
ahh the good old x | 0 bit chop ๐
Backflow in certain areas of gravity fed systems
I've been thinking of adding a whole setup to put water from the second set of refineries into packaged water, having that push into an overflow smart splitter, then unpacking it and go back into the first set, that way it can't really ever get oversaturated with water, but that seems like a lot of waste.
it doesnt prevent backflow tho
i take into account the upper limit of how many objects i can place before my autosave takes longer then the interval
I thought it does
Uh...you sure?
yes, 100%
ya i dont recommend that
you can not prevent backflow
Bro if I drain a tank behind a valve it stays empty
even after reloads?
Like what
also valves are like, really fucky when it comes to flow amount
if you limit to 300 flow, and the input is 300 flow, then you get 150 flow i think
yea thats kinda wrong
my fav part is how they look at pixelated when you open the ui from texture lag lol
It is?
you can not prevent backflow. where would the fluid go?
it just moves where the backflow occurs
Really...that's very interesting. Because I predicted a variable valve 20 minutes in advance, the tank had exactly the value it should have had within a few tenths of liters.
then u had full flow going into the valve
Yeah, that's part of the model
here, look. from the pipe manual
240 goes in, only 60 goes out
tahts what i mean when i said they're fucky
But that doesn't address backflow right?
Must have been a different set of pipes
Because from ALL of my calculations, they work as they should.
valves only work with full pipes
and they dont stop backflow
since they output too less, the pipe eventually fill up and stuff works delayed
The first thing says they don't allow backflow
well, water cant flow from one side of the valve to the other
but it can flow from the input back
^
so in essence the result is the same
a well placed mk2 pump is all you need
and elbows like on your bathroom fixtures work
that's how the pipe with only 240 input will eventually fill to 300 if you have a valve set to below 240 flow
fluid buffers... you know in most refineries IRL a majority of the fluid is stored in the pipes. so man ypipes.
yes i know im great at drawing
here, no valve. the fluid goes to the front, and it backflows
our own picasso RH
with a valve it still backflows, but it backflows froom the valve
the result is the same
I agree, and that is what i am talking about when i say backflow prevention
you can not prevent backflow, you'd have to make the fluid vanish
actually, if you want to get technical, the water would flow in the direction at the bottom, and then back flow at the top... ::pushed up glasses::
it ahs to go somewhere, and when forward doesnt work it goes backwards
|======|
^ ^
<<=====| |====pump=====<<<
I think our definitions of backflow are different. But I see your point.
The point I care about is that it doesn't flow reverse across the valve interface
in the end it behaves the same, thats what matters to me
sorry for the topic change, but how many HMF per minute do you need in total?
69
Nice
there is no answer. you can do 0.00000001 per minute or 100
for example we plan 165
thats barely enough for our plans
yeah but considering you need them for the fused
I'm working with 22.5 but I'm a baby and haven't gotten this far
Need is relative to goals.
u can finish the game with 0.1 per minute
just takes a bit longer
with zero, just handcraft all
that works too, yes
ye
How many fused frames do you want?
for example we plan 40
that question is open to so much. what are you looking to try to do? fill up personal storage room? build 300 Thermal Propulsion Rockets?
10 per minute?
we who?
i would go for 1981.98 heavy modulr frames per minute if i were you :)
my servers population
is this the max production?
How many HMF will it take to make those? Then that is your answer... at least until you change your goals...
yes
nice
k
protip: with heat fused its 1 for 1
I made this shitty flow tree that shows ratios
idk about the default tbh
It's pretty much one to one with few exceptions, so if you need 10 fused frames you need 10 hmf
this is an example of one of my scratch pads for super computers
50 circuit boards - comp
8 circuit boards - hspeed conn
===============================
58 circuit boards pm
8 assem
120 copper sheets pm
240 plastic pm
10 constructors
200 c ingots pm
8 smelters (6.6667/8 cs)
90 plastic pm (computer) [330 plastic pm total]
45 cables pm (computer) | 90 wire pm [45 c ingot + 200 = 245 c ingots pm total]
8 smelters (8.1667/8 cs)
260 screw pm
8 constructors (6.5/8 cs)
8 constructors (5.4667/8 cs)
56.25 cables pm | total 101.25 cables pm (3.375/4 constructors for wire )
~300 copper ingots pm = 10.667 / 8 smelters
thats unreadable
fr
that reads just fine
anyone using obsidian for satis?
no, the person with unreadable name.
its quite encrypted
Idk off hand either But i know how to find it when i need it and the design paradigm im following. Which is what my point was for Greenbean.
They want 10/min fused frames. If they use the alt you suggest, they only need 10/min HMFs.
laura the manual has an entire page that covers this topic
i didnt have the manual handy ๐ญ
i stole that page from the wiki because i saw it. can u link the relevant page?
Page 11
my scratch pad is setup to detemine specifically the clock speeds required to set nice even amount of machines, like making 5 constructs. blah, make 8 and underclock.
yeah, we need 40 for 4 frames and 120 for that elevator thing.
5 excess to store
i could ping Jace about that and finally ask for official approval
not that it really matters anymore xd
yess thatd be awesome
ba dum ching
am I weird that at the end where I have to underclock a machine, I actually underclock two? like if I need to have one underclocked at 50%, I underclock two machines at 75%.
Oh yeah. Jace is no longer technically covered by staff/mod status etc. (I would suggest "former" staff be treat like current staff tho)
i do that you save more electricity.. to some extent based on my laziness at the time
A little odd. But nothing wrong with that...
If using bith sides of a manifold, it makes even more sense IMO.
i underclock every single one to the same :yuusha_shrug:
lol, 25 machines all underclocked to 92.333%
not approved
Where can I see that manual?
pins
yeah, even doing that with hundreds of them
setting up one and copy pasting the settings
Ty ty
but i also try to run actual load balancers and not manifolds, so i need them to be the same
What are you underclocking for? Lack of resources?
its normal that the amount of buildings isnt a whole number
I pick a number of things I want at the end of the production and then work backwards. sometimes that means weird numbers
like when one produces 10 but you need 15, you cant place 1.5
yeah you can, that's how oc works lol
ya i do the same,
for more power usage.
but you could also use two at 75 %
needs more space but it way cheaper
Two machines at roughly 59% is the same as 1 machine at 100% in terms of power
They produce 18% more output as well (and consume 18% more)
yeah and for that one at 150 you could place idk how manx 75 in terms of power
sec
like 4 or 5 i guess?
more machines at underclock only has the footprint cost and the construction cost, both are up front, where as overclocking has a permanent baked in extra cost of 1. the power shard 2. the power drain
i only oc when i dont have the place
also you have overhead to increase production without construction
i try to OC all my machines as much as possible
though its performance wise good to have less buildings i guess
1.5x oc requires 1.709x power
0.75x oc requires .684x power
So it is exactly 2.5x
Horrendously inefficient, but if you have the power...shrug
overclocking everything made sense where there was that hard object number limit, i don't think that is an issue anymore
i plan to use all of the uranium anyway so im not losing anything
shiytty computer tho
wouldht having 2.5 times less machines improve performance?
still is and have a save with limit break
I guess it's hard to lose anything when everything is infinite...
even then, just distributing production to blocks that don't load together will solve that issue
Performance, yes, but efficiency goes WAY down
eh, its just power
in terms of power
35% more power used, could be worse
yea but full nuclear yk
its easy to have the power i still dislike the idea of oc everything
i li;ke it, but it also hurts
As you should, it's literally worse because it costs more in the long run
OCing everying is basically upgrading a machine to mk2:
its faster but uses more power
30 shards just for smelting one pure iron node ๐ฉ
2.5x faster, but only 35% more power used
i'm working on 100 nuclear reactor setup with just enough turbo fuel generators to power everything needed to make the fuel cells.
and i guess oc my 1600 wire constructors wont make it much better. and idk if 1920 shards is even half way realistic judt for one factory
when u have more energy than u can use before ur laptop fails to load the save then using more power isnt a problem
so you have all your machines set to produce .0001 items per minute?
i prefer to oc everything so the save doesnt die for my friend again and we dont have to start a new one
(im my own friend in this case)
Precisely what I said.
i start to oc my miners first, then as i get extra power i OC my most complex part that takes the longest, and work backwards down the chain, until out of power.
you must have a lot of machines then
I have what I need to make the game the way I want it to be.
10000 machines for 1 item a minute must suck
Good thing I don't fucking do that
right. overclocking miners and all the fluid resources is the only thing I use power shards for... i do overclock water extractors to 240, so that I have one for each nuclear reactor, for aesthetic reasons...
What about your power generators?
don't overclock those
Why? What?
@rustic patio done driving, is it even worth scrolling back up?
i plan to use my 900 fuel gens at 100 % xD
There is ZERO reason to not overclock pgens
If you have to build hundreds of fuel gens then it may be worth overclocking if you have no other use for the shards
needs more shards than i have
pgens?
power generator
power generators
Geothermal are worth it i'd say
I don't overclock because it makes all the numbers slightly less appealing.
Unfamiliar with term unless you're grouping all 5 types into a single word.
In which case I will disagree that ALL should be overclocked.
Except you can't OC those
Perhaps you've never played another game with power generators then
LOL I had a feeling you couldn't. I've never tried
But if you could it would be worth it
Of course, even more free power
There's a dash, p-gen. I just didn't type it.
This is the Satisfactory discord.
I consider terms as they relate to Satisfactory.
In which there is no OC-able building called a "power generator".
i wish you could sync the geothermal with the particle accelorators...
Oh that would be cool
unless you're grouping all 5 types into a single word.
In which case I will disagree that ALL should be overclocked
Power generator is a blanket term what the fuck
Like honestly fuck this chat dude
Never heard anyone say power generator here
also never heard pgens. we just use gens without p, because implicit anyway
Everyone on edge as fuck
Well that was a fast turn-around...
Insane.
Overclocking coal gens seems like a waste, overclocking fuel generators needs more shards than I can be bothered to collect, geothermal can't be overclocked, nuclear is worth overclocking
Says the one getting angry ๐คฃ
I'm just over constantly fighting every single fucking person on every single fucking thing.
we're not on edge, at least, i'm not.
Was talking about how logic could be added to enhance the game. Coildnt really come up with something cool
Fuel Gens are the main thing I would favor overclocking as it brings the number of them down considerably.
nuckear because of water also isnt
When you have to build almost 1000 fuel gens, overclocking them is very appealing ๐
The game has way more space than you could ever possibly use.
I always OC nuclear
200% is 480 but half the amount, no need to max it to 250%
Could be added.
Enhance is subjective.
Wouldn't really optimize anything because resources are infinite, but could allow for cool un-optimal setups.
no reason to not just build the machines without overclocking.
Yea basically thats the conclusion I also came to
well, i need 900 but thats 1080 shard to get them to 360
The only way to make logic useful is to make something more difficult/add something that requires it
spawn some in
And o think that would be bad for the game
Not saying it's bad, I just don't go out of my way to get slugs
On U8 they added so many that slugs are practically in your way now.
I get them, then make a slug roller coaster for them to ride on forever and ever and ever...
I use 250% clock to bring the number under 100 ๐
IKR,
we planned 216 nuclear power plants. that will look impressive. halving that to 108 would make it way less impressive. so wont dot that
Wow... he actually left ๐
How would I go about splitting off 1/4 of the items from a smelter?
LMAO some people...
he probably just had too much coffee
slugfam
Half of a half?
Split in two, then in two
But balancing is hardly ever needed
Consider manifolding instead
its fancy and satisfying
should just got for an even 256 ๐
no, we dont have sulfur for more kekw
Underclock them to have 432
Have fun
at 216 reactors, you wont have a way to sink the waste.
running trucks with plutonium rods?
just sink the plutonium?
If you already get plutonium rods why burn them off with trucks
don't you need uranium to process the waste into plutonium?
none
No.
Fertile Uranium sucks unless you fit into a very specific niche.
we could use that to get more plutonium because we dont use all uranium. but that makes no sense when sinking
Uhh, more points 
well, impact on points is nothing. we thought about that
thats why never stitching together too many steps in one chart
rod production and waste handling are two tabs for me
I just needed to move the uranium input and now I see that i don't use uranium for the non-fissile uranium.
well you dont need to move to see, since that are straight lines
abd the line from uranium doesnt go to non fissile
on the project planner (https://satisfactory-calculator.com/en/planners/production) how do i make it use an alt recipe for an item used in the final product
nvm i found it
id recommend satisfactory tools
ok thanks
Tools is superior.
@chrome night read #math-and-meta message
ty
@hardy trench oh would you like a couple simple tips for when you get to coal power?
how many foundations in length of the double ramp 2m can trains and trucks climb?
as much as you like if you have enough locomoties for hte weight
ok, cool. i should be fine then
I think 1 engine per 4 full cars works? You'd have to double check
Works but is overkill given cars have dynamic weight.
sure but don't you have to plan for max weight?
Why force 1-4 when 1-5 works fine ๐คทโโ๏ธ
will 1-5 deal with any length ramp?
Depends on what you're shipping.
I don't think you can 100% guarantee that 1-4 will tbh.
orly? interesting
is there a way to make slopped blueprints that can snap together, or is that near impossible with the way the blueprint designer works?
If you have a wall they can snap to it should be fine.
hm, i didn't think about a wall. i suppose i could try that.
(This is not at you, specifically, I'm saying this in general)
Some people complain about lack of BP snapping when they don't give them anything to snap to... which is like -- what did they think would happen? It would magically float-snap to... nothing?
yeah. on one hand I assumed it would snap to the foundations i'm trying to snap it too, but because the designer takes height into consideration that makes it difficult
I am not finding any information on how I can utilize walls to make this work. I'm not sure where I'd place them to get them to snap correctly
Weirdness with 0 limestone being sent to fine xD https://u6.satisfactorytools.com/production?share=5hBKmEH6sjsO6ZyJrOqd @wind spade
Hey @median heath , didn't you figure out a while back that using a combo of cheap silica and fine concrete wasn't actually a better output?
It's worse conversion because you're using Limestone in both steps.
interesting choice with tools - I gues it really has low value on limestone
Theres a lot of limestone, and a lot of ways to stretch limestone. A heck of a lot less quartz too... so just about anything that stretches quartz is very useful.
Fine concrete is one of those times when i cannot fathom using the much rarer quartz. Especially when Oil and/or water pushes limestone either farther or "cheaper"
Oh sure, I just found it a bit funny xD
@steel brook read #math-and-meta message
It's probably 0.00001/min or smth
Rubber Concrete Superiority
โ๏ธ
just found my test setup of train vs truck efficiency
Train Power demand.
Truck Power demand
its just a single 20 MW spike every so often for them
(minus the fuel)
but this one only needs 3/min packaged fuel
so 20MW spike, plus a constant 37.5MW from fuel usage (for potential power vs burning that fuel in a fuel gen)
and trains idle at 25MW right? so that plus accelleration power, it's not even close
not even getting into station power
Although if you look only limestone is being fed to the Fine Concrete box, no crystal
*Silica
Ah yeah, needs processing first
averaged out over time, truck station power is miniscule.
the 20 MW make a 600 MWh storage drain in 25 hours, otherwise its 2500 hours.
while the entire train thing would surely drain the storages in 5 hours
Yeah, classic rounding errors
Up to 115MW, depending on how much power it needs to move
see graphs above.
when docking, a train itself uses almost no power, but the station does.
when driving, a station uses no power, while the train does
Feels like the choice between rubber concrete and wet concrete is more of a choice about logistics and how badly you need that much concrete. Water being quite a bit more readily available than Rubber. Its just a lot easier to make wet concrete, so if it makes enough i just use wet. I intend to try out more rubber concrete, i just need to find the right situation for it.
trying to figure out if overclocking power generators is worth it or not
All it does is save space and build materials in exchange for shards. If youve got plenty of shards its worth it if you dont want to end up with a massively spread out generatorum.
good to know
do you need buffers on unloading train stations for max eff, or is that only needed for loading stations?
in most cases, yes
both the inputs and outputs on a platform will stop during load/unload, so you should buffer at both ends of the route
if you only buffer at one stop, it's functionally the same as buffering at neither stop
finally learning how to play the game after 85 hours. figured i should learn how to not abuse powershards
There are cases where buffering at the unloading station is not necessary. Such as when the stop doesnt need anywhere near what the train can potentially deliver and the outfeed from the station backs up and the train just "overflow" carries the contents to another destination, or simply doesnt need to take more than what is needed from the station.
In these cases the buffers at unloading wont hurt anything, just take longer to saturate to overflow further down the railway.
What is the ULTIMATE desing for a complete train network. I am wondering if I should make loading and unloading in completely different trainstations. How do I balance trains going through intersections. What items do I put in a freight and what to another. And there are just many more problems that I have not yet figured out.
trains trade away perfect throughput and power-efficiency for logistical convenience, so it's hard to define the ultimate train network because you're optimizing for something subjective
I would say they trade those things and in return also transmit power.
that falls under logistical convenience, I would think
Fair
@craggy glacier read #math-and-meta message
truth is that in order to fully utilize train capacity, you have to be targeting really huge-scale building... as such, just kind of willy-nilly building them out is sufficient for 9/10 worlds
Trains are also best used for resource dense items. Ie. Not recommended to transport certain ores. I would definitely not recommend transporting concrete, screws, wire, quickwire, or cables by any means whatsoever. Its way more efficient to transport the materials you make them from, or the things you are making out of them, or to transport the components used with them to those items instead.
I mean, transporting high throughput is always extra clunky cause of the extra belts, but 4 of those things you named are actually excellent to transport by trains because they stack to 500 so each car can handle a larger amount of throughput than the lower stack size items
if limestone wasn't already pretty much everywhere so you can almost always make it locally, I'd even say that concrete specifically is a great train item cause it doesn't get to the huge throughputs that quickwire, wire, and screws get
and it also always compresses throughput, it's never higher than the input items
What? why would you transport screws and wire? you need far fewer belt throughput for hte ingots
that's not what I said........
They are terrible to transport because they are in 500 stack items that leave the train station 1 item at a time. The max thruput for 500 stack items via train is terrible.
Max Throughput for 500 stacks is higher than any other item stack size ๐
Maximums
50 per Stack
-88.62s RtD
-1083.3 Items/min
100 per Stack
-150.16s RtD
-1278.66 Items/min
200 per Stack
-273.23s RtD
-1405.4 Items/min
500 per Stack
-642.46s RtD
-1494.25 Items/min
Fluid Trains
-107.08s RtD
-896.52 Items/min
But its terrible compared to shipping most of the things tou make 500 stack items out of.
My original message was all about the practical thruput... lol
It is an important disctinction!
A distinction that was the basis of the whole convo.
So. Transporting beams has max thruput of:
1405.4 beams = 73,325 Screws/min
Vs transporting screws at a max rate of 1494.25/min
Similar comparisons for wire/QW/cable/concrete depending on what recipies you feel like using, personally i think the best alts for those are all multipart, so that gets more complicated. Either shipping in 2 materials, or shipping one material to the other etc. So a much longer discussion.
Note... cable is really only on the list because if im already considering working around wire and QW, then cable follows from that.
Generally tho. Its way better to shop things that are at least one step past those 500 stack items. Especially something that takes gobs of them. Like RIPs, frames, circuits, ai limiters, EIBs etc.
Other than aesthetics, is there any reason to build trains or vehicle transport? It seems like conveyors are better in all situations
Trains are much easier to set up for high throughputs/complex routes/multiple items in the long run
with minimal planning you could probably build a long train line within easy reach of all your hubs and then all the hubs can trade items along that one line easily without a mess of belts. Depends how big you're going and how spread out ofc
For certain distances and also throughput, building conveyor stacks is more tedious
In terms of just throughput yes, belts beat everything.
Considering other factors beyond that is when vehicular logistics comes into play.
trains specifically have the major advantage of being able to reuse tracks
if you want to expand your network, you only have to build the part between the closest existing track and your destionation
also you can feasibly carry over 16 belts worth of items with 1 input track + 1 output track instead of making 16 belts all the way
I find their major advantage to be chooing.
Choo and Power Transfer?
fine, at least three... ๐
Choo, Power Transfer, and being able to ride in them while automated?
the throughput is insane but practically immeasuarable - just really high
junctions are bottlenecks, not straight tracks
but who wants to set up 30 trains on 2 kilometers of track going back and forth
Why would you ever?
pure hilarity
Can anyone recommend a guide for Tier 6/7 factory organization? I can build individual things like cables or even computers in fairly clean isolated buildings. But the spaghetti of interconnecting them is frustrating me. In Factorio I'd use a main bus, in Dyson Sphere Program I'd use production lines around PLS towers. What's the Satisfactory way of organizing things later in the game?
Looking for a good guide or video.
One thing satisfactory offers is the ability to build multi-levelled factories, embrace that third dimension, you can have belts under the floor, running between floors, and so on.
Oh yeah, I'm doing that! But that all seems to lead you to a system where you have a tall multistory building whose job is to turn raw ore into computers or whatever. I like doing that but it seems less than ideal when you only need a few hundred computers an hour. Ideally I could also reuse the circuit boards in that building for some other part as well and have it load balance itself.
That's what the main bus and logistics systems in other games let you do. Maybe it's not a thing in Satisfactory though?
You can use smart splitters to overflow parts to other processes.
Actual busses are possible, just not really advised unless you really want one for that way of organising, this game is mostly aimed at distributing production.
The smart splitters also let you auto-organise your factory outputs in to stores as well.
anyway, don't want to talk folks to death here. Just hoping for pointers to guides / videos. I learned a lot from DrLootCrate's videos on how to build individual production lines (one tall building) but he doesn't have one on larger scale organization.
i think a giant part of it is just to try and to fail
until you figured out a way that ur happy with
All cool, search my post history, you'll find all sorts of video footage & screen caps.
I'm doing that. But surely someone's made videos about what they learned after trying and failing?
i havent come across any general logistics guides so far
My logistics are non-standard for sure, under the map non-standard as demonstrated here https://www.youtube.com/watch?v=Z08ziPYDOto
A brief tour of a part of my logistics tunnel network built under the map in Satisfactory.
This place was originally built just to move sulphur & coal to my old turbofuel power station, since then it expanded to cover everything being moved between biomes, it is large enough to get completely lost in.
Due to the nature of the void sometimes the ...
I didn't think to search on the word "logistics". Finding some promising stuff on YouTube under [satisfactory large base logistics]
๐
ah this video helped me a lot, talking about two organization styles and comparing them. https://www.youtube.com/watch?v=uQWtke0dz7Y
What's Better?! MEGAFACTORY Vs MODULAR FACTORIES | Satisfactory
--- Read More Below ---
Welcome back to another Update 5 Satisfactory video, today we're working out the difference between Megafactories and Modular Factories and which is better for you! Let me know what style you're going with yourself!
Want to check out my music?
Spotify:
ht...
(the answer is "both styles work, here's some tradeoffs and my preference.")
Recently started playing U8 after a few years (last played U4) and I love those concrete quarter-pipe foundation tunnels! Gives me so many ideas - not just for transportation but as an aesthetic way to hide and direct fluid pipes
Keep in mind my approach to tunnels will generate a hell of a lot of objects that can have a drastic impact on game performance.
In spite of my save being colossal, it is closer to modular.
yeah those curved tunnels look awesome!
The tunnel network was improved considerably after I took the tunnel tour footage, shown here I evicted the power cables to inside the ceiling instead of hanging below it, also routed crossing belts to below glass on the tunnel floors.
I have an older PC running my dedi server and my current PC is designed around a 3080 - that should take care of most performance issues. Also, I was thinking about just using tunnels to conceal logi networks and leaving transportation outside - I enjoy a lot of the scenery in the game.
The cpu will cause issues long before the gpu with a mess of tunnels taking up space, here is a map of the network:
In case you wondered wth the square under the dunes is, it's 7200 power stores in 72 rooms on two levels shown here.
Running an i9-10900F - should be ok. Nice grid
I'm using a massively overclocked 12900k at 5.6ghz on its Pcores, performance drags somewhat with my save, rtx3090 gpu btw.
I downclocked to test and yeah performance worsened, cpu and ram seem to be key.
RAM is fine, i got 32GB and can barely get my pc to use more than 16GB
should probably check to see if my PSU can handle overclocking
Part of that is definitely the size of your save, though... and how extensive you want your logistics network to be.
and that my cpu is overclock compatible
You know my save takes 32gb ๐คฃ , hit or miss loading it with a swapfile.
Mostly miss, racked up a graveyard of peoples pcs crashing out loading my world.
google is a little inconsistent, can i overclock an i7-12700f?
Never tried, I've been buying K series chips for overclocking since second generation intel.
Can your cooling handle it though?
Technically, you can OC any processor. If you're interested, you can check reddit r/overclocking
was probably gonna get an AIO
Some are locked, all intel, what a shock, you can push them to a degree but their multiplier won't do a thing.