#math-and-meta
1 messages · Page 77 of 1
i can send you some other screenshots so you can replicate it better if you want?
feel free to dm me if you're interested
What do you mean fluids don’t have to go nowhere? All of the time, day and night, refinery won’t make no more loofah because gas’s juice no have output! Big sad!
can someone send the diagram for making crystal oscillators optimally
Isn't that going to vary wildly depending on recipe choices?
what do you mean by optimally?
if itd be faster to use several smelters and stuff
well you should use as many smelters as you need to produce the amount/min you want
More buildings will always increase production rate... But yeah, build the amount needed.
unless you tell us how much you want to make and which recipes you want to use, we can't send you anything
or rather we can but it would be a random guess
Even then I'm not sure what exactly they want.
build your factory, not factory of someone else 🙂
☝️ 
i just need to know how some things work in the first place lol
well copying a schema won't help you with that 🤷♂️
Play the game. Listen to ADA.
open machine that produces oscillators, look what it needs, repeat for the ingredients, until you get to raw resources
hello frens, just starting this game out, ive set up auto mining/collecting for iron copper and limestone, but theyre all far away from each other. is it better to put smelters near my hub and conveyor the resources from far away, or to put smelters near the miners and walk far away any time i need resources?
which would be better for the long run
make things near nodes and transport them to central storage
Depending on item, you can get pretty nice compression that way. For example, 1 iron plate takes 3 iron ingots and the stack size is 200, as opposed to 100 for ingots, so you can effectively get 6:1 compression (moving 1 stack of iron plates is essentially the same as moving 6 stacks of iron ingots - takes a lot less space).
2 iron plates take 3 ingots
Oh right you get 2 at a time. My bad, was just going off on memory. A little less compression but the main point still stands. 🙂
I think of that in terms of "density"
Logistics work better the denser the item being transported.
Probably the most extreme example of transporting the input item for density is Steel Beams for screws.
Transport comparison.
Mk5 belt = 780
780 screws
780 rods = 3120 Screws
780 Fe Ingots = 3120 Screws
780 Steel Ingots = 3120 rods = 12480 screws
780 Steel ingots = 195 beams = 10140 screws
780 Beams = 40560 screws
Railway Freight unloading beams to make screws
1405.4 beams/min = 73,325 Screws/min
Vs
1494.25 screws/min
Hello frens, am new to the game (just finishing up tier 2) and have a question on resource production. Currently, my iron factory is producing a decent amount of plates, rods and screws. Soon, I’ll need to produce reinforced plates and other iron items, but this would mean forgoing production of one of the things I’m already producing. How do I choose what to forgo? This applies for my copper factory as well (currently only producing wire and cables)
my suggestion is to not touch previous productions and make future productions out of raw resources again
Ok another follow up question. I know it’s subjective but how do you choose where to “end” your current production? For example, in my current factory I was making plates and rods, then expanded to screws when I needed. At what point would I say “let’s not expand on this and instead build another factory from scratch”?
for my suggestion, each product is "separate"
ofc you can build them in same place from same node, but when you're building the factory, you already know what it will produce
with that you also never expand existing factories 🙂
I see, so essentially one node per product?
no, one factory per product
nodes - you use as many as you need to reach the target X/min you want
This makes sense! Thank you 🙂
basically the process is:
- figure out what item you need to produce
- figure out how much you want (based on which buildings require it)
- figure out how many raw materials will that cost
- (possibly adjust production so that numbers are nicer, if you want)
- find a nice place that has the nodes available
- build the factory there
- ship the product to central storage
- repeat
(keep in mind this is just one of many ways to play the game, I just find it nice and simple especially for newer players, as you never need to plan much ahead, you don't have factories depending on each other and logistics are pretty easy)
Yaa as a new player I feel like I spend a lotta time planning out future expansions and productions and it gets overwhelming at times. I’ll try out your way 🙂
planning ahead is only good if you actually know what you want to build in the future, which you often don't know
or rush the milestones with respaghettiing your factory and start with fancy ones afterwards
that's basically been my strat
i have spaghetti factories for every item in-game, now imma go back and redo everything to look all nice
Something to consider is upgrading an existing factory (location near the node) to produce more of the same things, (for example) using a MK2 miner (when you unlock it) and over clocking OR adding additional lines (splitter, constructor, merger) and upgrading belts based on speed, is a way to expand, but not really expanding (since you are not adding any new production lines, just making more of the same things)
Yup, designing for this kind of expansion makes sense to me, designing for new production lines makes my head hurt
Only thing I do different is copper. Almost every node I start making wire and cable from is EASY to add (later) the copper sheets, and you need them for plumbing.
and for hypertubes 😄
Plumbing (for oil and coal power) are needed to get you over that next hump and then you need them for circuitry and such, but that's where I build a separate setup (usually near caterium) and make them both.
Personally, I never use hyper tubes. To each their own
But yes, if you want hyper tubes, you need copper sheets for that as well.
in my suggestion above this is solved by not expanding in that way ever
because every production has it's own raw resources and has enough resources to produce, there's no reason to expand
Would you simply leave a note running at tier 1 speeds for the rest of the game then?
no, you can upgrade the miner if you need more resources for different factory
but there's no point in upgrading the original one
I disagree, esp at tier 1-2 speeds. Come back to it with a MK2 miner, and add a few smelters, and constructors, and you take a tier 1 location making the basics at mk1 belt speed, up to mk 3 or 4 speeds, and you've quadrupled your output of the same things.
What resources will I need a lot of to make a train network?
Steel beams and pipes
but do you need 4 times as much of the same thing?
Tracks require them
So not really encased beams then
Depends on what they are building, and if you are sinking overflow, at that speed, why not?
because it would be better to leave the materials for something that you really need?
You will need encased beams for MK4 conveyors
EIBs aren't used in any part of train infrastructure.
Are you gonna run out? Nope
But you might come back and find your containers are not full after you gathered them all up previously?
then you build more of given product?
Optimizing a "start point node" to make more (let's assume start point materials like rods and screws and plates) makes more available, from a known/explored location.
He asked for ideas, there's more than one way to get "more" items, and sometimes building anew, is a pain
building anew is pretty much exactly the same as expanding 🤷♂️ you build same number of machines
and making more than you need just because the node is not fully used is weird, because it's better to use the extra from node for something you actually need later
I think we must be seeing 2 very different scenarios. Lemme re read the original question, as I understood this is EARLY game situation.
my approach is universal and doesn't depend on game status
see here
I find it hard to figure out how much I want, and so I usually go with "as much as these nodes over here can produce."
Yes I read that, however he is playing at tier 3, and probably doesn't know what he's going to need to build next.
I had 480 iron/minute at the location for my motor factory, and so I'm making 16 motors/minute
why not? it's "hey I want/need this building/schematic, but it costs material I don't have"
Perhaps the "played thru several times" answer isn't as universal as you think.
well it's relatively simple to do so - you check what buildings require that material (wiki or codex), you roughly know how often you build those buildings, so that makes a nice estimate of per minute production. Most items need 15-30 max. And if you find out later that you don't have enough, you can always build more (which isn't unique to my approach, that happens with any approach)
another solution to this instead of making entirely new factories is you can feed your screws plates and everything into containers as a buffer and still use the production line to make Reinforced iron plates.
That way you can make all the new parts and some are siphoned off to hte side for personal use.
It's a less complex way of doing things if, technically, less efficient in resources. Much quicker to go up the tiers though
the problem is that you get into factories depending on other factories
so upgrading/rebuilding one becomes close to impossible
Ya my issue with this is depleting resources that I may need. For example, if I feed plates + screw storage containers into a reinforced plates line, I might not have screws when I need em
No one "needs" screws 😄
some of us tolerate screws
They’re good to chew on 👍
nah just build on floors and expand outwards as needed. Verticality 😄
yeah but it floods the whole system really quick while you build another factory or go exploring or do whatever. Surprisingly quick. this was my last starter base. Just did things in floors and belted parts as needed with buffers to the side and in between systems. Meant you could very quickly make some of the new parts you unlocked.
And if you build in floors you can expand smelters and constructors easily https://media.discordapp.net/attachments/553550313533997057/1134345939054776380/main_old_base.png
120 limestone production per minute
45 limestone consumption per minute

underclock a machine?
or just have a machine at normal and it'll just have periods of down time
It’s just annoying that base limestone production on a pure node with an mk1 miner can produce enough for… 2 and 2/3 constructors for concrete
Early game annoyance
Gonna underclock ofc bc it saves precious power
Biomass grind
An intro into logistic solutions when a recipe produces 2.875 of an item per minute base rate 😛
Aaaaaaaaaaa
Clocking is your friend. Learn the clock, Love the clock
How far does it round to
You'll pump the numbers up, dw.
so rounding only comes into the speed of hte machine
and that's to the fourth decimal
Nice
so if you wind up needing to clock it with a repeating number like 66.666666666666?
clock to 66.6667%
I personally would go to 66.6666% personally so that it has zero downtime
you'll create more down times that way since everything behind and ahead will stutter
Bc most of the time I’m either doing that for final output machines or it’s going on a train
Won’t it do that either way?
not as much
Huh
so ok lets say a step in your process has some machines that do the number example I gave you
Well uh my factories happen to be where the definition of “spaghetti” was decided (they even got a whole food named after them) so usually I just leave everything at 100% and occasionally boost something if it feels slow
So like
if you go .6666, you'll very slightly produce LESS than what is required, so everything you've planned AFTER will have moments of starvation sent up the line
AND you'll be using slightly LESS items than planned for so everything BEHIND will slowly fill up and stutter from being full
If you do .6667, all that will happen is every few thousand hours that machine will turn off.
no because it'll use up all the items you send to it AND it'll feed enough for hte next step
But when it shuts off
It takes a second to turn on again
Unless it’s a producer I guess
sure but because of spin up times there'll be enough parts on the line to keep it going for the 2.5 seconds it's down
Meanwhile liquids:
Liquids are simple if you know the rules
I personally put a pump on every pipeline every 3 feet
that's a good way to waste power and possible cause issues with having too small a pipe section
In theory my producers are making what comes out of the output
But like uh
Dunno it feels janky
But that’s prolly because I don’t pay enough attention to it
I can give you a quick tute if you want to give me an example of a fluid system you've built
I just overwhelm my producers with materials and call it a day
Oil line going basically across 75% of the map
best way to do it is with something you've built, and images so I can break down what is going on
And total upward climb of some 700m and net of 70m vertical
i, uh, did, though.
Images will be hard
It’s quite long
the bit where the machines are are the important bit. As long as you have the head lift to get to hte height then it's fine
Yeah
any tips on power? i tend to run out p quickly (am on solid biofuel atm, and gathering leaves is a pain)
I find if you sprint around and punch like 10,000 leaves for like 8 minutes and turn that to solid biofuel that will get you to coal power pretty handily.
if you're confident on your weapon skills I think alien meat turns into a fair bit of biomass
once you hand mash it to biomass it's pretty convenient to use 1 consructor to turn it all into solid as you do stuff
how many aluminum ingots are you guys making in your worlds
im not sure if i should make 1200 or 2400
meh i might as well go needlessly overpowered
4320 aluminium ingots here
I know if i ask you its going to be triple the amount I could ever reasonably use in my world
You can overflow>sink the overproduction until your need expands so building upwards isn't necessarily a bad thing.
I can always double up my factory if i need more aluminum
I have the infrastructure to do it, I just dont really want to deal with making twice the machines and twice the power if i dont have to
especially packaged water
Ahh wastewater issues, My system broke down in a very slow painful manner, in the end I ended up using 64 coal generators to take up the waste.
is there a better mid game way of transporting stuff to central storage other than conveyors?
dont wanna make giant lines of conveyors across the map
o
trains are better but running around isnt too bad as long as you get a big inventory
That's neither upgrade nor rebuild
trucks, drones, trains, depending on what you consider midgame 🙂
something ive always wondered....
why is the mk3 270 and not 240? why is the mk5 780 not 960?
mk4 was 450 back in time 🤷♂️
270 fits nicely in 45 multiplies
true i guess
yeah, without that we would have many problems with load balancing
45, 90, 135 etc all hard without it
but the original reason was that devs initially wanted a bit of challenge concerning belt speed and didn't want them to be linear. That's why originally it was 60/120/270/450/780. They buffed mk4 to 480 for some reason (most likely tons of people complaining it isn't linear 🤦)
ironically 270 makes it way easier than 240 xD
gib mk6 belts
linear would mean split are always the same, everything that doesnt fit with one belt wont ever fit
not until performance is fixed
also not really needed tbh. you have rarely so many items on one.
the mk3 miner should just get the second output
also not needed given you rarely max out map
that works too
the upper block looks goofy without a hole there
well, for some materials its convenient, because there arent that much on all places
like caterium
many single pure ones
well devs/game tries hard to spread your factories around the map 🤷♂️
so that's intentional
sure, still xD
yea
it's just part of the challenge devs want 🤷♂️
they could just give us nodes with 3000 output and fitting belts and see people struggling by trying to max that xD
could result in even moe stuggle than too less
what's that music?
Liquids question. Given this (vertical) setup, will the refinery start receiving fuel only when the generator is full? Even if the refinery is lower than the generator?```
Sky
__________________
| |
| |
---J--->Generator |
|
|
Refinery
Ground```
Lovely
So let's say I have a factory where I'll be consuming 1000 m3/sec of fluid. Could I put all the refineries on one loop, as long as I space the inputs out around the loop between refineries?
Yup
Lovely. Good to have both a sanity check and a check that there isn't some known bug with any of these things.
@glossy timber read #math-and-meta message
The first 30 seconds of Two Steps from Hell ~ Fire nation.
Thanks
Is it possible to make 100% efficient rotor factory with 60 ore/s
Iron ore
simple
60/s 🙂
Also what tool are you guys using for those pictures
can't reach 100% efficiency on machines
Gah, downside of being too efficient: I don't have the tiniest little speck or crumb of copper extra in my Cooling System facility and now I need to run 1.3km of belts or whatever just to get 13.33 more copper. Argh.
you sure can
I think my base Rotor BP takes 45/min to function at 100%.
So 45/90 both work, 180 would be the intersect with multiples of 60.
how can you reach 100% efficiency on 0.333333 repeating of machine?
easy
you either have 33.3333% clock speed and you don't produce enough or you have 33.3334% clock speed and efficiency is slightly under 100%
that's just nitpicking
you could say "produce 0 rotors"
with same result
obviously isn't what OP meant
no, the question was producing rotors. 0 would be wrong
Ok yo I got my answer it’s chill, I just wanted to make sure I didn’t mess up my math
op wanted to know if its possible to get any rotor with that low iron
no, question was "100% efficient rotor factory". Nobody said anything about producing more than 0 rotors per minute
(obviously I'm nitpicking here, but it's the same as you)
They are having an intellectual discussion
I'm pretty sure OP wanted to make sure that the decimals are indeed repeating and it can't be 100% efficient (if you use all ore)
then the question would be worded really bad for that
because it not even close asked it
it's worded fine 🤷♂️ 100% efficiency is when machines run at 100% of time, 60 iron is 60 iron
can i do x with y sets y as the cap, not as minimum as well
thats to be specified explicitly
meh, never had to be
because you just imply stuff that was never written
doesnt change the fact the question fails to ask that
or you failed to understand it 🤷♂️
now bringing this to meta level, its both.
the question is wrong but can be understood by most people because of the implicit autocorrection humans have.
thats actually the case with about 85 % of all sentences, they dont really say what people want to say nor what others understand, but the error on both sides matches and so it still works.
doesnt work for me and other autists, because we dont have that ability at all.
i studied language for over a decade to be able to half way talk normally, still biological impossible to get that autocorrection for stuff, so only able to understand the literal meaning of a sentence, not what people actually wanted to say. 
I love seeing half of a 🍿 worthy discussion and not having to go crazy 🙂
what do you mean o-o
just a normal and calm conversation
Completely skipping over the most resource-efficient Rotor recipe?
Well ok then:
Uranium Alt -- very yes.
Plutonium Alt -- only if you're planning on burning Plut Rods and dealing with permanent waste.
uranium alt is better for a large scale nuclear setup, but adds unneeded complexity for a small setup
well, still. before also burning plutonium i would scale up the uranium with the alts
in this case would take the rotor, its just too amazing to not use
if you make a factory with the uranium alt then be aware that beacons will be removed in a later update
They are completely useless outside of this one alt because map markers exist
they're getting removed 100%
tbh I kinda liked having physical beacons
there's PENDING REMOVAL in large caps right above it
true
I mean you can still use beacons
but they just instantly disappear and turn into a map marker
Yep, and LIKELY below it.
It’d give some nice synergy to radar towers, you can remotely manage virtual beacons anywhere In it’s range, but outside you’d need to place down a physical beacon
holy shit guys an argument is starting and I'M IN THE FRONT ROWWWWWWWW
There is always a chance they come up with additional uses for it and then decide not to remove it after all.
Description contradictory
I mean if you're at the point where radio towers are feasible you're probably long past needing beacons
True true
is there any way to automate encased industrial beams without having garbage numbers? i just spent some time making an 8 foundry stack just to find out encased industrial beams take 24 per minute, and trying to play with the clock speed to fix stuff just ends up with me getting encased industrial beams with a lot of decimals
garbage numbers are infinitely repeating decimals, decimals that fit into the 4 decimal spots should be fine
base recipe or alt? (you should be using the alt)
Define "garbage numbers"?
don't have the alt yet
I use base 😂
360 per minute
I hope you have solid steel at least
360 is the number of Steel Beams I need 🙂
i am looking forward to the "end game" lol
those are pretty clean numbers
Just do 90/min @deft lichen
thanks!
90/min = 15 Machines
Which is 360 Steel Beams (24 Machines)
Which is 450 Concrete (30 Machines from Base)
Clean AF
oh I thought 90 ingots input
from what i remember you just need 5 assemblers and you get 30/min Encased Beams at pretty decent input numbers
Taking what I do for 90 and dividing it by 3 would give you: 5 EIB machines for 30, 8 Steel Beams machines, 10 Concrete machines.
yup checks out with what i remember from general machine ratios
Crediting the research a commitment to find this information
Greetings. I've a question.
I'm setting up some steel production. It says there that it needs 45 iron ore per minute. I would like to set up machines so that the total output to be 120 steel per minute. For that I need 3 Foundries, that produce a total of 135 steel per minute.
Can I put down three Foundries, then feed them a belt of 120 iron ore (40 to each) so that the output comes out as 120?
There is no Foundry recipe that takes Iron Plates as an input.
Iron ingots.
Solid Steel takes 40 Ingots/min, not 45.
So yes, you can feed 3 of them 120, because 3 of them want only 120
There is one recipe with iron ore, and an alternative with iron ingot
You said "Iron Ingot"
But yes, you can just underfeed iron ore to 120 to get 120 out. Underclock the machines to make it balanced if you like
Made a mistake saying 'ingots' rather than ore
Yes, thank you.
So used to Factorio steel production
I.e. three machines underclocked to 40, or two max and one underclocked to 30
Take everything from that game, throw it out of your brain.
If you haven't unlocked underclocking, no biggie, your power will just fluctuate
That's a bit mean. I ain't done with factorio just yet.
Don't bring any of it over to Satis
Its not mean. Its just that what is true in Factorio isnt true in Satisfactory, and trying to use Factorio practices in Satisfactory will eventually run you into a lot of problems.
The shear number of times ive seen people come in here with an issue and it turns out they tried to Factorio their Satisfactory as the route cause... 😆
Why do so many people take a flat, non-insulting statement as "mean"?
i think it's the way it's said. especially considering it's the internet and hard to portray things in the desired way. a lot of the conversation here seems to appear very matter of fact and like people are jumping on an opportunity to critique which is obviously not how a normal convo is. like you're just talking to a robot that is trying to find ways you are wrong. i can see how that will rub people up the wrong way even if its not intended. also, in this case i believe Sev meant that it's a bad idea to try to use Factorio logic in SF but it was perceived more as saying Factorio is trash and should be forgotten
The point being differing mechanics in spite of having similarities will cause endless problems, treat the two as separate games.
in this case i believe Sev meant that it's a bad idea to try to use Factorio logic in SF but it was perceived more as saying Factorio is trash and should be forgotten
I am fine with both interpretations to be honest 😄
(But I will admit that is moreso prejudice I have attained after 4 years of listening to Factorio people come over here and bitch about Satisfactory stuff that "well it should just work like Factorio")
People conflating one game with another, it would be like me going from wow to swtor then moaning about mechanics, ~worked fine in wow etc.
At least SWTOR knows how to continue a storyline instead of "LOL WE RAN OUT OF IDEAS SO TIME TRAVEL TO RESET EVERYTHING" 😉

i think carrying general concepts of something over can help you understand a game better if you have played something similar before. like you can transfer some skill from racing games over to other racing games and shooting games to other shooters. but in games like SF that only really transfers the basics it seems
Depends entirely on the games mechanics, some will outright punish you for not doing things quite right.
I think that only works in the case of general logical concepts, not how-to practices.
yeah for sure. for most racing games it's more just refining your ability to control the car and getting better. with SF and other factory games it's more understanding how the concepts work as it looks like they are often different even though appear to do the same thing. I've never played Factorio but i often see a lot of people asking how they can train stack effectively in SF when the logic seems to be almost entirely different between games
Racing game analogy:
Think of F vs. S like contrasting Need For Speed vs. Forza.
what need for speed and what forza.
some are quite similar
Base design doesnt carry over because 2D vs 3D and also different bounding conditions
(Depleting resources and swarming enemies VS literally just you and your imagination)
Fluids doesnt carry over because 2D vs 3D
Trains doenst entirely carry over because no repathing and path signals being a bit more complex, plus some other differences.
So what DOES carry over between the 2 games?
You make factory
unga bunga factory make stuff
"machine show number, me no understand"
guess that carries over lol
I'm not so sure about the "bunga" part, but I agree with the rest 
iron plates
uhh
it's about the only thing that carries over
The real chad complaint is complaining that SF should be more like DSP
Let me pave over that lava planet!
Math
the general skill of math, yea.
But thats any sort of "logistical / incremental challenge game"
The inexplicable concept of the only plentiful/useful metals in existence being copper and iron, while coal, uranium, and stone are just chilling
(though ig sf doesn't really need copper)
Iron is the base because, while humanity may have learned the whole copper/bronze deal first, we're not using primitive tech in these games, which makes "base iron" the default, because it's extremely prevalent and far stronger in general across known space.
Yeah beyond "pull resource out of ground and turn it into factory", the 2 games are really nothing alike
I've always held the opinion that satisfactory is really an architecture game in a factory game trenchcoat
#design-and-architecture is the real meta
Lies. It's all about balancing and math 
Lies. It's all about shooting explosive rebar into the skullplates of orange lizards.
SF: Factory builder. More about the decoration and actual process of builing that planning and managing big factories
Factorio: Factory planner. Building is just "a side effect of needing actual production". Bots and BPs and logic handle the rest of the process.
Decent summation.
if i plan to fully exploit a uranium node for nuclear power, should i train the uranium over or can a drone or 2 keep up?
Drone can handle 1 node
Drones require battery construction infrastructure though, yes?
Aye.
batteries arent terribly expensive though
its just the logistics headaches of needing to get them to all the ports that need them
Only at one base (that they visit) though, so no need to get batteries everywhere.
what are drones better for than trains though
transporting single stuff you dont want on your train network
low throughput across long distances
they're also trivial to set up, building tracks takes time
huh
I havent really used drones much since they are so late in the game and i usually end up getting bored before T7 and leaving the game for long enough that it makes more sense to start a new world than continuing the old one
we plan to use drones for radiating stuff, because we dont want that on our train network
i guess they are more reliable than trains if you are confident in your battery production. so yeah, makes sense to use them for uranium junk
Does anything radiate aside from the stuff you'd use for nuclear power?
It seems from the outside like it'd be better just to keep the radioactive stuff near the uranium node from cradle to grave
the radioactive stuff doesn't generally sit in places you can process,burn,deal with waste on the spot
Everything
not everything. they wont ram space whales
opinions?
This excel gives me the items/min of each material according to the maximum raw material that a belt can carry
opinions on what
opinion - you shouldn't be making full belts, but instead base the amount on how much you need, how much you have available, etc.
yeah, belts seem like a bad idea
Unless you’re doing a weird self challenge I don’t see much of a point? But if it’s something you like you do you
I usually use the same node to make different objects when the containers are full. With that I look for the miner never stop producing
This works for me because I use the overflow system at all times
usually people just overflow the storage to sink, so they always make the same thing
we never did less enough that we could actually do more than one thing per node
also, there are online tools (in #welcome) that can do the same thing 🙂
would say more, since we get flowcharts etc
There’s a neat method to top off storage where a smart splitter can be used to send ingots to various production lines. I think it’s a pretty valid and worthwhile way to optimize your storage solutions, but it comes at the cost of points—once the container is full and your production lines saturated, you can sink the ingots.
why would you put ingots in storage?
also why would you sink ingots instead of final products? 🤔
I’m not explaining it well—you’re not storing ingots. You’re sending them through a series of smart splitters into a series of production lines (usually just one machine is plenty). So I have a belt of iron ingots that I will send into plates production, rod production, wire production (sometimes), etc. to various production processes. The ingots don’t need to be sunk, but you end up with a line of production that tops off your storage, then sends ingots to the next storage need.
You can sink ingots if you wish, but if you sink the product, this obviously doesn’t work quite the same
that sounds weird.
Either you have exactly the amount of ingots you need for all productions to run and then you don't need smart splitters
Or you have more ingots than you need and then you want to build more factory that consumes ingots
Or you have less ingots than you need and then you should instead get more ingots
If it’s serving as a way of topping off storage and serving personal building needs, then yeah, it’s inconsistent by nature.
It’s a decent way to establish outposts with various bits of production throughout the map, while keeping each facility from dipping into your power much.
meh, me personally I'd never build factory that only runs at 100% if storage of something other is full
I’ll plop down a sink at the end of more advanced product lines for points, but sinking plates doesn’t feel worth it.
I'd rather just have constant production and sink the excess of the produced items after storage is full
Sinks are nontrivial power hogs, especially early-ish game.
until you get coal you won't reach the point of having full storage
with coal all power concerns go away
For me, rn, it's the sheer amount of ingots being produced (6000/min).
Haven't gotten around to actually using them, yet.
They're still doing some good as is, when sunk.
As someone who has never really enjoyed returning to my power infrastructure to bolster it further, I disagree with the premise here.
I'd never make things I don't need yet 🤷♂️
Good on you.
||Still waiting for the moment you'll be making things
||
my storage+sink design
(obviously factories may be somewhere else and items transported to the storage)
the top horizontal belt connects to the bottom horizontal belt at the end of the line
that storage design works ok for your starter materials but once you exceed 780 (which you 100% will) then everthing gets backed up. My first one had the same principal and it stopped being useful pretty quickly
which material you need more than 780/min of?
because you're sinking at the end instead of each individually, it will happen. you have to combine all of your items
that's constant usage of 13/sec for building, not even concrete can do that much unless you're paving gigantic flat space
most of materials have 15-30/min production
and there's only 32 items that go into storage
which means if you have 24/min average production, you're fine even with full storage
ok, i'm just saying out of experience it will happen. and then you'll have to rethink it after the fact
"rethink" means you just add another belt tbh
but to each their own
split the bottom horizontal belt in half, have two sinks. Not much complication
ok, i was trying to give constructive critisism which clearly you don't appreciate or accept so i'll be on my way
well your criticism was "it won't work and you have to redo everything", while the fix is adding one splitter and one sink 🤔
no, my criticism is that it will work but it's not a long term solution. and that won't fix it. but anyways as i said i'm out. good luck
the solution is definitely long term and can work for rest of your game 🤷♂️
with the only maintenance needed is to add another sink in case your total production exceeds 780, which it usually won't
I don't mean to sound mean, but I think you're the one not accepting what others are saying. Your critic has been read to and is being argued about.
so let me ask you this then. what happens once your storage is filled? does it not back up onto the belt like how the rest of the game works? Then say you come back from some exploring and unload your stuff into your "drop inventory here" box and that will come out of there at the max speed which will be guaranteed to slow down all of your splitters and since your storage is full everything else backs up. and then to top it all off there is no Smart splitter setting in the game that says "consumables" so what does the end of your line look like?
all i'm saying is that there are a few variables that you haven't considered and I was trying to offer insight. another sink won't fix all of your issues.
once storage is filled, everything overflows to sink. If you dump your inventory, there's more items indeed, but even if factory backs up a bit, it doesn't matter as it clears out once the "drop inventory" container is cleared.
the "consumables" can be either set of smart splitters or a programmable splitter
I have considered variables that you talk about and another sink will fix all the issues related to max belt speed
oh so your diagram is not an actual depiction then. why even bother posting a WIP without saying it's a WIP. i hope no one tries using it as is
it's not a 1:1, you don't have a single box which is "item factory" indeed.
it's a simplification to show a principle
which is not how it was advertised
I'm pretty sure majority of people can understand what I mean
there's a lot of new people here trying to learn how things work
that's who i'm referring to
if you want to nitpick and have me to show 10 smart splitters for each consumable or list all the consumables, then sure I'll do it just for you
i don't want it. my storage is far more complex
over here feeding shit into a storage unit for most individual items, with an overflow splitter in front of it, a mk5 to a sink and going "eh, screw it"
i just don't want a new player to come here and try to replicate a flawed design that's destined to fail since it's incomplete
the main thing is displayed up to every splitter. The only "simplified" thing is the smart splitter for consumables, which I could just label "programmable splitter" which would solve all your issues.
new players would either understand it or get stuck on there not being option for consumables, at which point they would ask me
it most definitely will not fail
that's not the biggest flaw, again it's putting all of your items onto one belt as you don't have a contingency for when it backs up.
new players won't have as big production
and it's not a flaw per say, nothing will break
Except he does. "Add another sink".
worst case your factories will stop producing at 100% efficiency (but that's the case when you have full storage, so you don't care much about that anyway)
exactly "new players" as in "it works for now" but again it isn't a long term solution
read above again
sure that works for iron and copper stuff. but what about oil products or aluminum products where losing efficiency causes fuel issues etc. I agree it works for some stuff. But it's not by any means a final soution
oil products don't cause fuel issues (at least when built properly)
and those systems should have their own failsafes anyway
I always make sure all of the liquids are used up and all solid (by)products have an overflow sink splitter.
I never claimed that the storage system is "the only sink you'll ever need"
Basically, the only reason for my aluminum production to slow down has been due to water (recycling) issues.
right which is coming from personal experience no doubt. we're talking about new players here
by that argument I'd have to explain the whole game together with the shared image, because what if new player doesn't know what a splitter can do or what is a factory
there's tons of tutorials out there which are plain wrong and will break your factory, nitpicking on one that "breaks" (not really) in a rare situation that most people won't run into is just weird
no, by that argument if you're going to show your storage solution then you should include the important parts of a storage solution and since factories are on there, put a box indication overlow sinks next to them if that's your intention. You indicated that it's your "storage and sink design" and yet it's incomplete
but it's a storage design. Not factory design
it's a small portion of your storage and sink design
you called it "Storage + Sink Design". I didn't label as that
well it's a design for storage with integrated sink
I never claimed it's the only sink you ever need
My storage area actually has four sinks.
no doubt because designing and planning for the minimum should never be the norm. gotta have somehting left over for contingency
Mine has one sink for every 3 items just in case.
mine has 6
i sort up to 6 full belts, so i wanna be able to sink up to 6 full belts
I don't need quite that much disposal room at the warehouse end, but my for-storage lines are limited on purpose, but always stay ahead of what I use.
my malls never make enough stuff to need more than one sink
and if i have a need for a lot of throughput for something like concrete id probably just give it its own belt, and i dont really care if concrete backs up
that's exactly how my design works - everything has it's own belt, nowhere do you mix items 🙂
Smart splitters are just god, without them I'd have a warehouse feed like my old one:
put fifteen low throughput items on a single mk5 belt with this one smart trick
Yeah, the old warehouse pictured above has been long demolished.
I run a sushi belt into the smart splitter array, and then inject high throughput items (eg, plastic) directly into the container or into the sushi belt array mid-way.
I also like to send overflow into a couple freight platforms, and have a locomotive bring the excess to a couple other storage facilities across the map.
how many coal generators can be kept up with 4 normal coal vein with mark 1 miners
Amount of Coal / 15 = Generators
thanks
all the info is available ingame when you open the machine's UI
the equation for belt speed based off of the mk of the belt is
2.5x^4 - 30x^3 + 162.5x^2 - 255x + 180 where x is the mk of the belt
Ok?
Even if there was, what does it do?
you can make any polynomial equation (of sufficient order) go through any arbitrary number of points
so, like, thats meaningless
Making an equation to tell you what the in-game description already says it kinda pointless tbh.
if mk 6 belt is 1260/min though i will give you medal
it is not
it doesnt exist
it did exist
it did?
yeah, it had 1200 speed
hmm, perfect match to a mk3 miner on a pure node :thonk:
what a coincidence
can they fix the engine already >.>
😔
most of which probably includes not having mk6 belt
better approximation for all belts:
30 * [Mk]^2
mk 1 and mk 5 are exceptions
my bet for mk 6 would be around 1080, if they ever add it
I'm hoping for a big rebalance with more linear gains between belt mks
i like this quadratic nature
remove mk1 belts from the game 😎
well it leaves realm of possible running on UE very quickly 🤷♂️
they just buffed mk 1 and mk 5 with an extra +30
7 tiers
60/120/200/320/480/720/1000
results in gains of
+60/+80/+120/+160/+240/+280
works nicely imo 😛
last number is +280
it is actualy mk 3 not mk 1 that is an exception
30 * 3² = 270
ok I did it as 30 * 2^mk
yeah you shouldn't ever trust me with math
lol
says the guy who managers scim >.<
I don't
satisfactory tools is from you isnt it?
yeah and that isn't scim
oh
(how would you get scim from Satisfactory Tools? 😛 )
¯_(ツ)_/¯
tools is the superior calculator anyways
i dont know how the map's thing would be scim either
though technically scim isn’t a calculator
Satisfactory Calculator and Interactive Map
that makes sense 
it is an acronym
that ain’t really an acronym
||Satisfactory Tools - Totally Out Of League, Seriously!||
fair enough
I bet they just end up rebalancing all recipes to generate/use less resources per min
given they want to do a rebalance pass on most recipes, I think it's gonna end up a bit more complex than "just reduce everything"
Currently there are recipes that reduce overall resource use, some that basically just change resource type, some that'll make it so you can use fewer machines, some that do some/all three of those....and some that are just "wtf?"
which fall under wtf?
You would ask. Gimme a sec to pull up the list I was looking at.
wet concrete is amazing
Eh
Steel Canister. Instant Scrap. OC Supercomputer. Electromagnetic Control Rod.
And my personal favorite, Crystal Beacon still being in the pool for an item slated for removal.
Do you mean electromagnetic connection rod?
Yes, sorry, I duno why I typed it that way.
This one list I found rates it higher than the normal method
The only benefit is "makes it not require AI Limiters"...but who's NOT making those for smart splitters and shit anyway?
instant scrap is tied for top alum output, oc can be nice if you want to reduce it to a 2 part recipe and put them together real easily, EC gives you the choices of a lot of different resource use to build them and a saving on stators
most people when making permanent factories dedicated to a production line. It doesn't matter if they are already using AI lims for personal construction
Interesting, since the Wiki says OC supercomputer offers no reduction in use of resources, power, or complexity.
It only has increases in all of the above as far as I know
Instant scrap east sulfur, which is why it’s bad
sure - but you can build those 2 parts in dif spots and very easily ship low parts per min to different sides of hte map
lots of sulfur on the map
See that argument you just used re: AI limiters then.
Sulfur is more useful in nuclear reactors
it's still an option. Like I said - when you build permanent factories it's easier to have dedicated production lines. not an AI factory you just pull crap from
you can do max nuclear and still have TONS of sulfur left over. That's not the down side of instant
and steel canister is fine if you don't want/have copper/oil around
Is there any production line that actually consumes canisters?
vehicles and jet pack
Everything is an option. I can handcraft most stuff even up into assembler range. Doesn't mean it's a -good- option. If you're rating an alt recipe as good because you just need to move "one part" from hither to yon, then the same logic applies to AI limiters shrug. You may be right, I may be wrong, I'm just saying the logic is inconsistent.
but not auto production I think. So yeah in general canisters are closed loop systems
Oh, yes, I forgot biocoal and charcoal...which apparently can never be automated.
it's consistent because I was telling you the benefit of only having to move 2 low ppm parts to make super computers and you're trying to flail your arms and go 'move everything'
as for the Electro Rod alt - I have a plan going because it reduces my use of steel which is a restricting point
For this to be the official discord, you guys disagree with the information on the official wiki a LOT.
there are ways humans think and build which will probably give some alt recipes more opportunities to shine - doesn't mean the rest are bad though because they might be a bit more niche
I don't see how 'the alt is good to reduce the steel consumption' as disagreeing. You can look at the recipe and see it reduces the steel component significantly
that's not even an analisys. It's just looking at a smaller number
And according to the wiki, there is no resource reduction with that alt.
Less steel but more baux is not a positive
It's a reduction in steel - you could argue it trades it for other resources with the connector
no baux in any of those chains
Oh, rods
still produces the same rods?
On mobile cooking food, my reading comprehension goes down when that is going on
the the HI connector you can choose to remove Copper from the equation too
this is what i use
https://www.reddit.com/r/SatisfactoryGame/comments/xutbq3/phase_4_alternate_recipes_ranking_w_spreadsheet/
whats important about that list:
The goal is to make the 4 end-game items in the ratio it takes to complete the last tier with the nuclear power to do it without creating any waste.
in all other situations, its wrong
i think "all other situations" is a bit of an overstatement
yeah I would NOT use that one at all, it makes a ton of assumptions and only looks at a few uses.
it has IRON WIRE in the F TIER
there's a new wiki
wrong as in cant be applied blindly
Electromagnetic Control Rod is an intermediate item used to make Uranium Fuel Rods.
On the one I linked? I can't find that text.
below the two images
above the rankings
the person who wrote this should be slapped
well, for the situation that is actually correct
but as soon as you change it, most stuff is wrong
though the oc supcomp is in the correct place xD
even for phase 4 it's dumb. These are all great
i guess my issue is assuming that a max build tier list would be widely applicable
I use most of these for my permanent factories
because you are in another situation
making max build phase 4 parts?
no
making the ratio of it
so it maxes one of the 4
and all other 3 do way less
so no need for these max output recipes, because they waste power
that doesn't even include logistical considerations, which the pure recipes are great for
I guess if you're trying to squeeze another 0.25 TPRs? maybe
if you dont need the oil, then a recycled fuel factory isnt worth
that's why its in F tier
but the ranking is pretty awful in just about every other context
Need some input plz
those all kinda suck imo
what's your next project?
maybe rigour motor is ok?
not sure how much it actually.
it should max at the pasta, and do like 20 % of possible rockets or so
Coke steel
yeah but what's your next factory 🙂
so you do 100 % of the pasta and since you use the fixed ratio, you do really less rockets and even less magnet fiels an assembly directors
so going 100% pasta gets you the most points?
if you dont do that, the list is not applicable and useless for you
ok so if you're going a bit big later rigour motors is great - TONS of motors for a few oscilators
Coke Steel is good if you want to make steel and don't have coal around
bolted RIP saves you space
never said that
the list is not about point
its about doing the 4 in the ration you need to send
i misinterpretted what you were getting at then
and pasta is the most expensive and caps first
so you wont reach max at the other 3
because ratio disallows
@vapid gorge Okay, so say I still heavily depend on compacted coal power atm
sure
You're overthinking this, they're all not gonna help you through t3 and t4
and about maximum points: #math-and-meta message
assembly and rockets.
pasta way too expensive
well none of those really help with power. If power is your next project pick one that you feel is cool and keep going 🙂 they are all moderately niche in their use BUT if you have that need they are amazing
and magnet field just inefficient
if power is something you're looking at I'd look at getting the Heavy Oil Residue, and Packaged Diluted Fuel or Diluted Fuel alts if you get blenders
i see
one awkward part about a full map factory in the proper ratio is that you'll finish one part before you even finish the nest one :thonk
well not with the plan I just linked
It does - which is why it's the master plan. I've broken it further down into hubs which are a bit more custom built
the broken down plans are SLIGHTLY different in resource/recipe use but I've kept track of resources across the map
how did you pick the alts?
why not just all
better control of where I'd be able to make things locally.
If you include power productions I think 8 factories make all this
2 of those are for power
and possibly it was telling me to use pure iron and regular cable? which was nonsense in my opinion
insulated cable is my baby
but like I said recipe use isn't consistent through all my hubs
For example the Ur Rod Factory uses both Fused QW and regular QW
so what you linked will sink you
105 405 240 points
while the optimized with not phase 4 ratio will give you
171 603 000 point
so 62.8 % more
also debatable if all power is used there or if we could sink plutonium instead of burning
the ratio we get just doesnt fit to the map resources
so the list only works in this specific ruleset
yeah I don't like that people use it as a general alt analysis.
like, obvious wont you ever use many of the more output alts when you run out of copper for pasta first and dont need that much of other stuff
problem in one image
Well... that's not necessarily true either you might still want to based on locality.
btw, that triggers
Most of my recipe choices were made looking at the map with what I have to move in mind
set the correct number 
I think that happened because I knew the amount of plu rods I'd be making and just slapped numbers in
Another, input plz.
oh actually, thats your link, i already tinkered with it and allowed other alts
your choice of alts seems to waste quite some stuff xD
well same thing but the CB one I feel, personally, is the most niche
Can reroll?
i never touched any of these 3 
look I have had use for 1 and 2
when loading a save before you gave the hdd to your mam
well, i dont want 1
yeah but the locality gets frigged up.
oh that's COMPACTED
yeah I never use that one
it's even more niche. It has it's uses
Nah, im used compacted for power atm
Look I really like rigour, but that's because I make big factories
So rigour vs ECBs or reroll
-i have no sulfur, so not the first one
-i need my oscillators and other motors are cheap, so not the second one
-well, they are easier with other setups, but this at least is possible
Or does reroll lose a drive
I'd grab rigour - remember if you pick them they are out of hte pool forever
okay, rigour, thanks
not sure with u8, couldn't do it with u7
as said, you need to reload a save before putting the drive in the mam
so just that you never analyzed it
I've wasted 1 HD then
oh btw, you mentioned you were making your factories pretty ? rush unlocking aluminum for the hover pack. Makes life much easier
i hate the hoverpack
Shut your heretic mouth
I'm trying to get to stuffs. here, this is what ive been wasting life on
https://cdn.discordapp.com/attachments/932761153703149659/1137155068689403914/Screenshot20230804-18424900000.png
I like it 🙂
oh, i have an image for the exact same place
did you make sure the train won't clip through the cables? It looks like it might
It will 10000000000000000000% not
good good 😄
different angle, but still
my coop mate doing wild
Actually, it didn't to start, then I realized I had a one hair closer i could move it, and moved it to damn make sure of it
Ha, that's where I'm building as well.
parts of the cables and reinforced plates factory
left one is normal plates, right one wires.
cables and reinforced still missing and in construction
this one
You ran iron to one side of the lake and copper to the other?
not my factory, so dont know that much about it, let me see
cable building is probably somewhere here
though cables are so less, we could probably just add one or two floors to the building
its not decided yet
Last one for now.
amazing, scam, situational nice
I took the steel 15 x 15=30, so I guess the first would be complimentary
15x15=20 actualy
screws are top tier
even for a single use
I think, logistics wise, its less stuff on a the belts
i like steel rotor
ew
:3
for my image:
cast screws would mean 280 constructors
most resource efficient would be steel rod. but the problem gets even worse
steel screws make it really small
while still being quite efficient resource wise
so ship few beams and do huge amount of screws
with oc you can get 650 screws per min out of a single constructor
Steel screws are less power, less buildings, and mostly less iron. The only advantage is less coal, unless you need that coal for something else, I much prefer steel screws.
funnily enough I was doing a big HMF plan and when I went to use the screw recipes for rips frames and all that it mostly just shifted the machine count around. There might have been a small difference overall
Im new to the game and have absolutly zero clue what im doing does this work for splitting 2 into 10
it doesnt even have 10 outputs
each splitter outputs 2
okay, restart.
what do you have and what do you want
2 conveyors in 10 out
no. item amount
wdym
the belt amount doesnt matter, the amount of items on them
so want to know the item in and out
is there a reason you don't want to manifold it?
1 to 10 is oof
first split in two, then do two times a 1 to 5
https://satisfactory.wiki.gg/images/f/f3/Balancer_odd.png
basically do a 1 to 6 but cycle the sixths part back to input
a 1 to 10 would do a 1 to 12 and cycle two back
could randomly be one of these
I just want to make sure - you are aware manifolds also are completely efficient right?
depends on the situation
no idea what that means
just have a belt and split it 10 normally. If yo'ure feeding the right parts in it self balances
well i didnt think about that
thats a manifold
https://i.imgur.com/R0xvB6v.jpeg
and thats an actual balancer
https://i.imgur.com/lNu3NLM.jpeg
manifolds are simpler and more compact and take less time. They do have a 'spin up time' for hte machines to get to 100% , but you can avoid the spin up by just putting some items in at the start by hand.
Load balancing is ALSO fully efficient, and it's fine to do
manifolds basically send too much to the machines until they are full and cant take more than they use
but a lot of people aren't aware you can manifold so just wanted to make sure you did know before you spend hours doing something you might not actually want
doesnt work when the item amount is really low, like with nuclear power etc.
would take weeks to get everything filled
hand filling is still fine there
well, also extreme radiation
and I think it's still on the order of 24hours?
yeah look, the only mechanical argument for load balancing is nuclear. I'm just going to wear a suit
i can claculate that, wait
might be 48hours. I checked ages ago I tihnk
but yeah, short story is if you build things like this it works fine too https://i.imgur.com/R0xvB6v.jpg , you never need to load balance - which is what you were trying to do
but balancing nuclear is easy. manufacturer produces 0.6 rods, power plant burns 0.2
perfect 1 to 3 split
depends if you're doing it on location and how you want to set up your buildings. For example even if I was making rods next to the reactors I wouldn't want to make them right next to them.
but you're right, if you want your manus to be right next to the reactors it's very simple
here as schematic with one top row of smelters and two lines of constuctors
didnt want to do my copper sheets larger
Gotta steam them sheets though 😄
its just for that
why do you need that much ammo xD
because we somehow thought 140 smokeless powder is a nice idea
I'm going to try to put together a small plan where I can, very locally, make a very small amount of just about all amo/bomb types. And just let it build up over hours
like 5 bullets pm sort of thing
... you know I've never even tried making rod gun ammo automated. Can you even do that?
You can right?
hm?
Yes
btw, thats the thing i built
Rebar is fully automateable
thought it must have been, I just never bothered looking at it
and now dont want to redo anything and just work with the smokeless and sink ammo xD
@elfin nebula What is that your are using to plan?

If you're referring to the production planner, that's SFTools (
)
@frosty owl Yeah it is thanks, new one to me, @elfin nebula Sorry for the confusion should of been more specific in my asking.
For compactness and modular expansion w belt capocity limitation, i often alternate/interweave injection and extraction on a belt. i rarely add an overflow or loopback,but i was wondering if that would improve or worsen the throughput?
Can't draw it now,but i will try w asciart if needed
Like,on a vertical manifold line
inject 30 steel ingots
< take 20 for pipe contstructor
inject another 30
< take 20
....
inject 30 till belt limit
extract 20
So i end up w an almost full belt at the end. In this case, loop back doesnt make sense?
If i extract more at each step than i produce there,though?
Now i just do 3-4 injects before staggering,but idk if loopback is OK too?
Never loop back a manifold onto itself
Injection manifolds are essentially just the same number of manifolds you'd make anyway but all linked up
Why not simply use what you have on a belt?
none of the ones I've seen people build save any significant amouint of spce
for your example you have 30 ingots and machines need 20
so merge two machines and split into three
If all machines are pipe contructors, yes.
but i tend to swap machines from pipe to beam prod depending on what i need most at that moment.
But you're right, very limited amount of space is probably gained
why swap? just let a ton of containers fill with parts. That sounds extremely obnoxious
True, can overproduce too. Is easier i guess.
Used to tweak production for almost every tier/unlock, but can also just wait and let it build up,and meanwhile expand/build smth else.
instead of swapping, build new
if you need more of X, chance is you're gonna need more of Y as well, so no reason to diminish Y production in favor of X
So achually just add a few more constructors so that its balanced
Well,i disagree for spaceparts.
I used to play w/o sinking 😉
then it is crucial not to overproduce
sinking is major part of the game 🤷♂️
you can produce what you need and sink overflow, and still have plenty of coupons
Esp now,with U8 smart power breakers it is quite feasible
Sure,you can. and its the default way to play, probably. But imagine what if you couldnt sink, or store in big storages,and would like not to have material backing up
I'd rather have it back up 🤷♂️
doesn't hurt anything really
Fair standpoint.
Except my feelings
...I played the game before sinks were added
seems like just extra trouble
I technically did as well
it hurts the satisfaction of seeing a constantly moving conveyor belt 😡
fair tbh
I mean, due to the way their animations work, the -belt- is always moving 🙂
fair point
i realize now that theres no issues with efficiency when conveyors back up because the miner (or whatever is backing up) stops using power once its topped out
Yeah. They thankfully included "auto-shutdown" as part of the mechanism.
The only real efficiency argument you could make is "well, you're not producing as much as you could"
Well, the miner's efficiency goes down
Not if it's consuming 0 power. Depends on your type of efficiencyl.
I'm currently planning an oil factory for the blue crater, in hopes of never having to touch it again. I'm not sure about the ratio between rubber and plastic production. 500 Rubber / 1500 Plastic sound alright for reaching endgame with this factory?
Also, any recommandation on what to waste 550 excessive HOR on?
POWAH
You're getting it from making plastic and rubber, right? What else are you gonna do with it? Pack it and sink it or make fuel out of it are the simplest. shrug
you cant really know how much you will need.
That "in hopes of never having to touch it again" is likely to turn into "Crap, I'll have to make a second factory for rubber and plastic"
That's fine with me. I'd just like to avoid having to touch this particular factory again for as long as possible
Ye, my "this 2nd aluminum factory should be enough with the 1st one" turned into "crap, I'll still need to almost double the production".
Need over 4,800 ingots per min, currently producing just over 2,800.
That's a fair gap.
I mean, is there even a way to produce more from blue crater?
ok, I see that you can do more with the recycled recipe
Back to the other question though. Rubber and Plastic produce HOF. HOF is good for making fuel, coated cable, or smokeless powder. If you're not trying to make cable or powder at the location, then make fuel. Sink the fuel or use the fuel in gennies.
HOR*
Yeah, I fat-fingered it twice.
amazing combo
Sink option seems most easily done with PEt Coke, no?
I guess it'll impact plastic production a bit, but I'll sink packaged fuel
550 HOR with a dilution recipe is a lot of electricity though.
or use one of the alts that make use of the heavy oil, like Coated Cable
13.75 Refineries + 4 Awesome sinks for me currently. Could be better
I meant it can produce a lot of electricity.
Oh, you mean in a coal generator?
ye
ah, ops
I was meaning HOR > DPF/BDF
coal gens use 25/min coke
At that point, I'll be worried if there's enough local water
1650 / 25 = 66. That's almost 3000 water
10 overclocked extractors.
I guess just using residual fuel will be easier
There is plenty enough water at the blue crater.
What would make more power, coal gens or tubrofuel with fuel generators
not sure if serious question
Me?
are there other questions? ^^
It is a serious question
you can expect better stuff being later
I’m not sure and I’m not sitting at my computer rn
so progression wont give you worse power gens
that depends how much fuel/coal/whatever you give to each
Ok
sure, huge coal power plant beats a tiny fuel one
Is there somewhere I could find the max amount of all the resources in the world?
yeah
Ok thanks
if wrong, idk who to blame
what you also need is this
https://satisfactory.wiki.gg/wiki/Resource_Well#Types
do you really need to do nuclear power? nuclear is seriously making my head hurt, i would much rather just do coal and oil 😩
Depends how big you build and how much you care for waste as well
Found for my 4:4:4:1/m space elevator factory that just using the default plastic/rubber recipe and turning HOR into fuel made it basically self-sufficient
But yeah a uranium setup is usually less hassle than equivalent fuel power bc fluids
Nuclear power is relatively trivial if you just ship the waste to some far-off corner of the world and forget about it.
It's the recycling that's a nightmare to organize.
Or just ship in aluminium and sink plutonium
recycling isnt that bad
No. Tubro fuel is more than capable of powering everything. It just takes A LOT of generators
at least turn it into plutonium waste instead so you dont need as many containers
Tbh easier to just use regular fuel
Meh
not by much. turbofuel is extremely easy to set up. its just large because of the ggenerators
Less generators and a production line of like two steps
diluted fuel in blenders is very powerful
Less gen means less power. And the goal is more power without nukes..
Fair
if you dont need the oil or dont need the power, fuel is fine
personally i would go turbofuel anyway because its more fun to say turbofuel
¯_(ツ)_/¯
even large scale turbofuel is easy
thats basically just this
the box is the area you need for generators
approximated
turbo blend fuel is like a 33% power increase over just diluted fuel i think
or 20%?
somewhere around there, with the point being that it's not necessary
8100 fuel vs 4050 turbofuel
101 250 MW vs 135 000
1/3 increase
whats amazing
for not being much more complicated
yup
Still a waste of sulfur imo.
same amount of sulfur will get ya way more out of nuclear thats for sure
Removing nuclear??

Why 😭
some people dont like the subtle glow it gives their skin
But if that's the premise then yeah... Turbo Blend.
let me recombine my calcs
so, when i remove my neculear and put that sulfur in the turbofuel calc, remodel stuff a bit, i get 9000 turbofuel
that are 2000 generators, being 300 GW, most suitable for everything you will ever do
so yeah, removing nuclear is possible
just really much fuel gens
my plan in addition to nuclear are just 900 
actually even 2000 easily fit on the ocean
but its expensive to build. thats 20k heavy frames for example
alone for the gens
then this for the rest
why so many fuel gennies?
hm?
when youre already going nuclear
because we can
i see
Yeah you can do that
Technically you can infinitely expand your power grid forever
Because biomass hehe
In practice though it’s limited by the respawn rate of everything but oh well
Fuel plants should provide enough power to compete with nuclear though, I gotta say the only thing that nuclear has seems to be convenience imo
Was never doubting "can".
?? was about "why would you"
Because you’re not getting irradiated
Quite convenient tbh
And I can’t be bothered to automate filters
just build the power plants on the other side of the world...?
Behold, more work for less efficiency
(That was my turbofuel setup before I unlocked the Blender)
How is it less efficient?
squinting unless you're just meaning the Packaged Fuel aspect.
Diluted packaged just needs some more power and maybe space
What was it again, 5% more power?
I'm assuming that is it. Because base Turbo recipe is not less efficient.
It's just efficient in a different manner.
Efficiency in relation to the sulphur used. With turbo blend you get 1.6x turbofuel for the same amount of sulphur
Base Turbo is the most oil-efficient.
Turbo Blend is the most sulfur-efficient.
So they are both efficient. Just in different ways.
If you have sulfur concerns, consider not doing turbo 😂
Or Aluminum, shameless Instant Scrap Plug
I'm totally using that all up in Crater Lakes once they release their fix for mk3 pures.
crater lakes is where my coal power ends up usually. it's just too perfect for it
and then later on i can divert it to aluminum
What do you use to make those grids?

