#math-and-meta
1 messages Β· Page 80 of 1
how did I mess it up?
does it have to go into a T pipe to work, instead of a bend like I have?
Show me on your image where you have THIS specific configuration?
The bend is doing literally nothing in your image.
Because where it connects is level with everything else.
You need to specifically have the non-priority pipe being above the priority one.
In the lateral sense.
that's why the long pipe goes up higher than the ones from the machines
Doesn't matter, the connection is on the same level as all other connections.
You could make it a mile high and the effect would be the same.
Bend pipes like that are used in VOPs, and what you're trying to build is a VIP.
Zoom out
... How would that be any different than if you didn't have the junction there?
Fuck off formating...
not sure, you said it had to have a different connection, and the only difference I see is that I didn't have a T pipe on top of another T pipe, I just had the one T pipe before
I'm guessing the T pipe is where the magic happens
See the difference between what you need (first) and what you have (second)
I assumed the input pipe needed to be higher than the other input pipe, but based on our conversation, it sounds like there has to be one T pipe on top of another T pipe, and the relative height of the incoming lines doesn't matter.
Non-priority pipe needs to be above the priority one in the lateral sense, like I said.
LATERAL sense.
how do you be above laterally?
First paint image...
Boxes are junctions.
Arrows are pipes.
See how the non-priority is above it in the lateral sense?
yeah, I have a bottom junction with my feed lines and the input from the waste water.
Then on top I am running the line from my pumps
how is what I have any different than this image you just showed me?
See how nothing is going through this junction LATERALLY?
If you're using the top connector the junction may as well not even be there.
This is where the unknown magic occurs.
With that configuration.
Thanks for having the patience to get me where I needed to be on this one. β€οΈ
To be honest. I didnt realize it had to specifically be in the horizontal port of the cross either. (Fyi, in pipe fabrication terms a 4 way is a "Cross" and a 3way is a "Tee")
how important will it be to have a reinforced plates factory? rn im producing normal plates, rods, screws, and rotors, but am unsure if i should produce reinforced plates or not
Important.
kk 
I put down one assembler, and output it to a regular cargo bin.
It's lasted me the whole game so far. (I've done all the space elevator tiers)
but I basically only automated the basic components, and mostly hand crafted everything else the entire game
Does 20 heavy modular frame per min sound good?
I just recently completed phase two and I'm building a mega factory
Mega to me at least 
@median heath
π
YAY, I done gud!
Ah okay, thanks!
Why is it done like that?
Well, lately the game for me is, "how can i make basic parts less annoying so i can focus on something interesting." So many things require RIPS somewhere in the chain. So yeah. Rips are important. π
what is the meta setup for plastic and rubber plants?
There isn't one.
well the most efficient way to make it
im making a mega plastic plant and i want to know the most efficient way of making it work
Efficient as in most plastic from oil?
That would be a set up involving diluted fuel and recycled rubber/plastic
Recycled Loop.
yes most crude to plastic ratio
like 1 crude for __ plastic
can you show me how that would work
one moment
recycled rubber, recycled plastic, heavy oil residue, and diluted fuel are the special recipes youll need
so this is the colplete loop?
Yeesh, what a setup
complete*
yeah, well, without the water inputs drawn out
water is water you can pretty much get inf
hence why i didnt bother
so this is it huh absolutly no way to make it more efficient?
heres a version with slightly larger numbers so you can get slightly nivcer ratios
none that i know of
im just gonna be overclocking everything i have the power
interesting, the plastic and rubber parts of the loop are pretty much 2:1
if you split the plastic output and the plastic recycling
Wait what's different in this picture?
the refineries at the top
Is this a better system?
Cuz I'm trying to max out my world
its essentially the same system
just the second is a better way to look at it for certain design patterns
Does this produce more or less plastic?
its not an extra step
its just a question of whether you clump the refineries that go back into the loop with the refineries doing output or not
thanks for the help!
btw, if youre looking to max out your world, i would suggest looking at the satisfactory calculator
a similar tool to what i used just now
itll automatically give you (what it thinks to be) the most effective solution
may need some tweaking
ive used it before but i want to minimize the amount i use it (just as a little challenge)
understandable
Not sure what I've done but apparently desite producing 600 HOR/min, I only cosume about 300 HOR and my pipes are empty :\ I was counting on that full 600/mi for fuel
and here just by writing it out, I discover that I can't do math
so i can get 7650 plastic per min from all the oil nodes from blue crator
should be enough for awhile
yeah yeah. confused myself by not noticing that the refinery I was basing my numbers on was over clocked. 400/min not 600
so topping of the main pipe with a secondary? Should be fine. depending on how you are set up, could be worthwhile to add some valve to limit 'sloshing'
ye ye
No, don't do that xD rather loop the pipe
Will this actually work if I pre-fill the machines?
It's like the one from the earlier discussion, but no residual rubber. This is slightly less efficient but simpler
yes that works, its a very famous combination
just pre-fill one of the machines by hand and it will slowly get the whole reaction rolling
That's cool, thanks π
its just a habit of mine i do it myself
and tbh thats what i like about this game the most π so dont judge me plz
i find it a lot easier to just enter the stuff into greeny's tool, but if you know the amt of fuel, how the calculation works is that you want 1/3 and 2/3 of the fuel going to make rubber & plastic, depending on which you want to come out with
Might be a dumb question, but why are pipes still causing errors?
Couldnt they just stop the fluid simulations as long as pipes are full and the maximum draw from the pipes matches the max flow and input?
There is has to be something im not aware of, thats why im asking
Flow isn't continuous for one.
Yeah but lets say you have 2 extractors that provide 300 Each. And you connect them to a setup that uses 600. Why not ditch the entire simulation then.
There's some very simple ways to make pipes have 600 flow tbh.
i didnt encounter the accuracy problems myself, i just heard people mention it every so often
Because as far as the game is concerned, they aren't supplying 300.
The game does not operate in "per minute"
A lot of piping systems can suffer from back flow - but you can design your system to compensate for it. A lot of people treat pipes like belts though and they aren't
doesnt alter the point im trying to make
It very much does.
Your proposed fix is based on the pipe being full and the game knowing the per minute input is equal to the per minute draw.
Since the game doesn't know or care at all about per minute, system doesn't work.
Well the game should have some sense of a pipe being full, no?
i cant know the implementation
game isnt exactly free and open source
Full yes. That half is fine. The second half is the part where it breaks down. And why simulation of fluids is continuous because the input/output is not continuous.
alright my point that if input matches output, what happens it between can be ditched, no matter if discrete or continuous
Inputs and outputs are done on cycles. So everything in even a full pipe is going to constantly shift as it is being pushed and pulled at regular intervals.
well maybe thats more complicated than it needs to be
Input doesn't match output though unless you scale up to "per minute" terms.
wich you might aswell do
It's really not tbh.
I'm going to disagree.
They coded it to work on cycles for a reason.
In your example of 300:
i dont see how adding a layer of abstraction would change the outcome.
Why make it abstract when it's already precise?
For large systems it is also a layer of lag, no thanks.
but wasnt the problem pipes being not precise?
And that's being fixed when they scale them down.
good to know
The problem is many people don't lay pipes properly then get surprised things fold up.
but the pipe is not constantly full
Mk2 is being brought down to 500, mk1 to 250. All fluid recipes scaled accordingly.
im only talking about full pipes, half full or whatever is a different story
if a machine takes e.g. 30/min fluid, it may take e.g. 5 fluid every 12 seconds
because machines take/produce fluids every X seconds, not continuously over time
^good explanation!
Extractors have a 1s output cycle.
So in your 300 example. Pure node does 240/min, what is actually happening is it releases 4 oil every second.
Scale that to 300, it's still releasing 4 oil per cycle, but you've reduced the cycle time to 0.8s
so for most cases, your pipes aren't "full", they may lack a few m3 here and there as machines take it from the machines taking fluids
also inputs - outputs = 0 is not a reliable way to know that the pipes are not being used for more than 600/min
you still need to do some more math/simulation
maybe yhea
even if they are full they seem to be susceptible to oscillations that will stall out your machines :/
i have always been weirded out by the choice to have a fluid sim inside the pipes
My design of my rebuild turbofuel station is a painful example, the "numbers" said it should have run flawlessly but one quad of refineries kept choking up, my fix was to tap an oil well to oversupply it, that worked but now the nearby wells idle. crap in > crap out with large pipe works definitely doesn't tell the whole story, I know there is a design flaw in there somewhere.
Just keep sΔare capacity?aim for 450 or 550 m3/min in your pipes?
Then it will never stall/overdraw over 600.
The system were designed around 450 feeds, that wasn't the problem π€·ββοΈ
I dont care about 100% efficiency myself,just oversupply each step by a little. That way it allpws for minor bugs w/o grinding to a halt.
I dont care about 100% efficiency myself
Pain π
And it fills all pipes and belts even when started empty. But i can imagine it might be unacceptable for some.
I'm not fond of machines needlessly stalling, this as a result is a hell of a kludge on my part https://www.youtube.com/watch?v=X-gvCLDyi7s
Shown here is the layout of my post refit oil pipelines to feed the nearby turbofuel refinery.
The well feed was added in order to prevent the refinery itself stalling but as you can see in the footage, the overproduction causes stalls in the oil extractors themselves.
I guess it is preferred to having three refineries in one group keep going I...
Sorry @median heath . Not to bug you,but thats hpw my brain works.chaos and imperfection are OK to me.π
P A I N π
Take a Painkiller?π π
Some pains are immune to painkillers.
for now its fine, but for 1.0 that cant happen anymore. But im sure they will find a way to make it work by then
There is no soul-level painkiller 
Meditate/do a stress detox,like ppl afraid of spiders?
hello friends, ive decided to go about my world by creating new factories every time i need a specific part. How viable is this strategy? I'm worried I'll run out of iron nodes or will be producing parts I won't need in the future
There is, Sev. But not w/o you putting the work π
The sink can take up overflow, hell it's encouraged because there is plenty to spend coupons on.
But letit slip,of topic π
Very.
^ its the best way.
No rebuild,just better/bigger builds w plenty of building suppies from older plants!
Though it will be timeconsuming.
You can't go too far wrong with overproducing unless you're after something absurd like 140 (not possible iirc) nuclear pasta or some other insane challenge that will make the cpu pop.
Bollocks! , tools lost my two in-progress plans π€¦ββοΈ dammit.
also is there any value in producing screws by themselves?
ive never needed just screws for anything
Sink Value: 2
Used continuously in:
- HMF (Base)
- HMF (Flexible)
- RIP (Base)
- RIP (Bolted)
- Frame (Bolted)
- Rotor (Base)
- Rotor (Copper)
Used in building: AWESOME Shop
i just produce them on demand as part of a bigger build
One plan thankfully survives as a screenshot, not sure on the other one though.
Scratch that, wrong plan π€¦ββοΈ , I definitely lost both.
200 for AWESOME shop
~2000 for schematics
~1000 for equipment (if you do one of each)
that's about it for one-time usages, so in general I do not recommend making a specialised screw production. Either just make one constructor from which you take stack when you need for something or not even that π
huh... how?
Not sure but the saved plans aren't on the site no more.
have you by any chance cleared cache of a browser?
are you on the correct version?
have you used tools in multiple browser tabs at the same time?
are all tabs lost or just some?
One tab and my cache is routinely cleared due to issues in the past. all tabs are gone, now there is a new tab called unnamed factory with nothing in it, instead of the SE facility and dpf plant.
yeah, clearing cache may (depending on a browser) clear the production lines as well
if you're doing those clears manually, I recommend exporting the tabs with the new export feature π
Not all doom and gloom, I do have them saved as screens so I can give remaking them a shot, the SE plant might be initiially a pain because I'm unsure which recipes I picked.
I spent the past ten minutes frantically hunting through saved crap.
Afk for a bit, cheers for responding π
if this happens again and is not after clearing cache, feel free to ping me. And one more reason to backup your saves tabs π
ok sorry for all the questions, but when making a new factory, how do you decide which nodes to start on? I want to make a RIP factory, and i have two choices: 3 normal nodes, or 2 impure nodes. How do I decide which nodes to use for this factory?
based on how much iron you need
thats the problem, im new and idk π¦
Pick how many RIPs you want to make.
That tells you how much ore you need.
idk what good rates for production are, if i use 2 impures, i can get 5 rip/min, if i use 3 normals, i can get 15
but im not sure how many ill be needing
Stop solving forwards.
Pick how many RIPs you want to make.
yeah, just make some good number so that it's enough for your building needs, if you find yourself running out often, make more
So for the math, do I just assume how many it provides per minute and then when I use splitters I divide it by how many conveyors I have sticking out of it? So if I have a smelter making 30 ingots a minute and a mk1 conveyor belt running that 30pm I can use the splitter to split it in 2 with each belt running it at 15pm? And then all calculations are basically that?
assuming the outputs from the splitters never back up, that math works
So for the math, do I just assume how many it provides
No, you don't assume. You know exactly how many are being provided because you're the one who built everything.
if one branch is only consuming ten then eventually it will back up and become a 10-20 split
Quick question about pipes and headlift. Say I have a pipe junction with 1 input and 3 outputs that go up to the same altitude. If I put a pump on the input, will the headlift be divided in 3 or will it apply fully to all outputs?
Apply fully.
headlift is applied to whole pipe section after pump
oki thx π
Yall keep saying this amd then people come in here saying their goal is they want to make a full 780/min belt to storage of everypossible manufacturable including SE parts.
Which is fine if that is your goal (other than it being literally unattainable)
This is why i see it as just solving. Forwards vs backwards is the same thing. Its all ratios and you plug in a numbers and the numbers have a maximum. You solve forward to the maximum. Or you guess the maximum and work back to find out how off the mark you were and adjust. But adjusting is working forwards sometimes.
π
And im not making a distinction between local and global maximums (for now). That is calculus and some folks here panic about basic ratios....
Its amazing how much you can get done when the autosave hits.
Setting up my new power plant with 24 coal gens :
| | | | |
*--G---G-*-G---G-*-G---G-*-G---G--*
| | | | |
*--G---G-*-G---G-*-G---G-*-G---G--*
| | | | |
*--G---G-*-G---G-*-G---G-*-G---G--*```
The numbers are the water extractors feeding into pipes, the Gs are the coal gens, and the other stuff is pipes and their intersections. This is gonna work, right?
it looks so unnecessary complicated
Just checkin cuz its the first time i'm trying to do a 'parallel' coal gen setup.
Well, it probably is complicated, but i'm doing it so that the plant looks a bit nicer
looks nice!
because 600/2 are 20 generators.
780/2 are 26
24 is just scuffed
and when using impure you have directly 20 without a second block
make 3 setups of 3:8
3:8 is nice in theory but not practical since the nodes have no power of 8
you have 20 or 26
never 24
nodes?
coal
and no node has 120 coal, only very early
if it has 240, you split it for two setups
and my point is piping anyway, not belting
belt can be a big manifold or whatever
belt cant be big manifold since you would need an mk6 or 7 for that
(and nobody says you only have to use fully overclocked nodes and without remains)
you need mk3 for 24 gens
Using compacted coal, but I got the production covered already. I got 9 water extractors ready, so I might go 3:8, but I was wondering if there was any practical reason why I'd want to 3x3:8 instead of the setup I had imagined?
doesnt change the point. to make 3:8 you need to get inefficient on the nodes
because pipes work best when as simple as possible
that depends what you mean by efficient π€·ββοΈ
unless you've run on coal, this doesn't matter
also 2:5 works the same and doesnt even has the problem of overcapping the 300, so even more save for new people
so its ultimately simpler and more solid piping
2:5 is inefficient on water extractors π€·ββοΈ
underclock slightly
same as the coal node π€·ββοΈ
not the same, underclocking coal and not water means huge loss of power
and for a power plant, thats literally contraproductive
then build 100 water extractors at 1% if you're concerned with that
8/3 has a 2,66666 ratio and 5/2 a 2,5 ratio
what is quiute similar and not extreme. easier for most people to understand, impossible to fail piping and enables using the full coal node
no idea why anyone would tune it to use water extractors at 100 %
sounds like a really dumb idea
just a, we can run at 100 %, so we do it, no matter how dumb it is
Why is using a water extractor at 100% clock a βreally dumb ideaβ?
I have 6 groups of 8 coal gens and 3 water extractors. They run well π€·ββοΈ
Since when are ratio builds dumb. Have factory games lied to me 
because its more resource efficient at that stage in the game. when you come to the point that it isn't resource efficient, then you should be past the point where you are using coal power.
for us it always was fine
and it works
one person rushes the milestone by hand, the other one builds the power plant
at the end you only add the mk5 belts and run it
you know people here want to enjoy the game, not just rush all milestones π€·ββοΈ
never saw someone enjoying it to dismantle ol inefficient factories again
best enjoyment is having unlocke everything to buil actual fancy stuff
that's because some people don't dismantle them π€·ββοΈ
well, doesnt work when you have plans for large endgame
they just keep them because there's no reason to dismantle unless you're running out of resources, which 99% of people aren't
and early game factories can very much be efficient
and rushing milestones when you have planned 2000 hours of factories, isnt much of a timescale xD
Just burry your early game factory beneath your final factory
Well, it worked out, not the most beautiful power plant, I'll give you that, but it works.
Question for meta, what recipes should I use for plastic and rubber and turbofuel on 1 600/min oil pipe? Would I just use the standard plastic and rubber recipes and use the waste fluid for 1 of the other recipes or...? Any answers are amazing π
that depends on your preferences
most oil->plastic/rubber optimal is recycled plastic+rubber loop with alternate heavy oil residue and residual rubber
and diluted fuel ofc
what recipe is that? I don't see it :/
diluted fuel or diluted packaged fuel, both work
Oh so I need to package water first and make it into the diluted fuel to unpack that into normal fuel and make that into turbofuel?
(or don't make turbofuel at all and go for just diluted fuel and then nuclear)
true
A decent sized dilute installation can also be repurposed for canned fuel down the line once you replace it with nuclear with minimal effort.
12
ty
I've got quite the operation ahead of me: harnessing all 2,550 oil at the crater lake for various production lines.
Coke, plastic, rubber etc (but no fuel as that's already done on the west coast).
Is such a thing generally possible?
Do I just add block signals in front of each merge?
There's the uranium node in the cave close to the Grassy Fields start, that I'd like to have serviced by train, but parts of the cave are...narrow-ish.
yeah it's fine like this
Block signals also on exiting the merge?
I thought the arrows are signals
Ah, then all good
if multiple trains run on your network, use path signals
shouldn't be much of a difference in this case
that way, trains will only enter the bidi segment if they can exit
it CAN lead to deadlocks, depends what follows the bidi segment
still in the biofuel stage of power generation, does carbon generation become less of an issue?
i have like 7 or 8 biomass burners up and managing them is a pain
So,
1οΈβ£ path in, block out
2οΈβ£ block in, path out?
3οΈβ£ block or path in/out?
path in block out
the entry signals of a block designate what block type it is (you cannot mix entry signals, but you can mix exit signals, because they're really other blocks' entry signals)
Ah, gotcha thanks.
I'd rather just ask a couple times extra rather than too few to finagle Satisfactory's train-signal logic out in my head, because the one rule I brought with me was "Forget what you know about Factorio's train-signal logic"
no worries, this is a place to ask questions
essentially, all Satisfactory signal setups are valid Factorio setups, but not vice versa
well, even vice versa
the only things from Factorio that don't work are stackers (as trains always go shortest path)
basically you can take every junction you built in Factorio and put it into Satisfactory and it will work
I'm not saying it'll be the best solution, but it will work π
subsectioning junctions isn't done here because the path signals do it
but is actually benefitial in theory
the differences seem minor but I think have a big impact on how the railway network is laid out
well the difference is that SF is 3D so there's no reason to build 2D junctions π
Iβm new, but I would just shoot past biofuel and onto coal generators. It is an immense QOL improvement.
but my point is that if you take a 2D junction from Factorio and copy it to SF, it'll work
Ok, but why not just?
Alright, I'm thinking about making a 64 Coal Generator set-up
As I'm not very experienced with with water set-ups heres the plan:
The set-up would be split up into 4 rows of 16 generators each.
At top and bottom there would be water extractors only pumping into the assigned row, totalling 6 extractors per row running at 100%.
All 16 generators of each row would run at 100%.
240 Coal/min would be fed via a single belt per row that splits up when it passes by the generators.
Would this work?
Math should add up, I'm only concerned about how the water behaves and how the belts will behave
Did you read why they were doing this?
Have run a double-rail through that entire cave. π€·ββοΈ
Ah. Well idk what their issue is then.
As long as you have the right pipes and conveyors you'll be fine, last time i checked Mk 3 conveyors are 240 r/m so just get that together and you're cooking
Maybe its just how I built it, but theres so many stalagmites at the narrow parts in that cave, that visually the train would be clipping through them if I used two seperate rails as usual.
I dont plan to run many trains on this line, but wanted to just have the opportunity to have a small bottleneck.
hi, do any one know if pumps take in to account fluid level in buffer when counting headlift? i cant figure out why my pumps keeps fluctuating
afaik, whatever's in a pipe that reaches pumps, will simply bring up to their head-lift limit.
The amount of liquid in a buffer does contribute to how much head-lift it naturally has, but head-lifts dont stack, ie. putting pumps directly one after the other closely.
This means your buffer will head-lift to a certain point given x fluid, but if you put a pump at that point and the buffer drops, no fluid will reach the pump.
At this point its safer to build such that your buffer doesnt give any head-lift
Yes, they do. Expanding on what Meddle said, you can place a pump directly after a buffer to make sure that it'll empty as fast as possible rather than (eg) filling up completely before any fluid reaches higher parts of the pipework.
buffers usually hurt more than help, I'd get rid of them
i'm pumping to buffers not out of them
one pump is reaching it's maximum head lift when buffer is half full, so i added another one just before it to push for the full buffer. I feed fuel generators from those buffers by gravity, i prefiled everything to full for start, and when they start operating the pumps fluctuate and pipes become half empty
i though they would be solution, as first attempt was directly but manifold were fed from below, and even with 25%~ surpluss of fuel i could not sustain the system
- don't feed from below, feed from level or above
- loop the pipe
made it work without fluid buffer, found an issue, was trying to pump fuel from one end of manifold and apparently other end would not go thru while refinery's are making only 487.5 turbo-fuel, putting pump in the middle of manifold solved issue
yeah, it will work the same with or without buffer in the best case, in the worst case the buffer hurts
no reason to use buffers ever (except for fluid loading/unloading from train)
maybe backup buffers for fuel to power some gens to bring back the power supply after a crash are worth it. I mostly use em for decoration π
In that case just keep a bunch of batteries disconnected from your grid
just unlocked pipes and i dont understand how they work:
this is the pipe that connects to my coal generator, but my coal generator isnt getting any of this water
heres a picture of the pipe as well
I have a few hundred batteries charged for this event, but I can imagine that a few buffers worth of fuel can help just as well to bring back the net. even easier with the new remote controllable switches from u8
on the other side the net should not crush with the new switches at all, so...
General pipe info:
Machines produce fluid. If fluid flows, thats the flow rate
Machines also produce head lift. That just means "I can push fluid this far up before i stop"
Normally, machines have 10 m head lift. So fluid can move 10 m up before it stops moving
Does that make sense so far?
yup
now, the more tricky part:
pipeline pumps dont use suction AND you cant put down multiple pumps close to each other to "add up head lift"
so if you already have a pipe going out of a machine and going up 10 m, you need a pipeline pump BELOW the 10 m so it can push the fluid 20 m further up
and if you need another 20 m after that? you got to put the next pipeline pump below the 20 m limit of the first pump
and then it can go up another 20 m from that second pump's position
is there an easy way to see the height that a pipes at
the pump's menu
if you dont have a pump yet, you have to measure the height from outside using walls or foundations (walls are 4 m tall). Or go the extra safe way and add a pump very close to the machine
also, when you snap a pump to a pipe, it will send out a funny blue ring that travels along the pipe
noticed that one yet?
ahhhh i figured it all out
this all makes sense now thank you :))
i finally dont need to deal with biomass burners!
π₯³
if you need more pipe info, check #welcome , theres a pipe manual linked there
I'm currently about to build my first aluminum factory and trying to decide how to split the amount of ingots I have to alclad sheet and casings. Does this kinda make sense? Next step for us is to research mk3 miners and then gradually rebuild our entire prod in a new factory from scratch with new miners and mk5 conveyors, so will need a lot of alclad for the belts. Not quite sure how many casings I will need in the future and what for. First time I reached aluminum in a world.
Generally: Alclad is needed in very low quantities early on, mostly for Heat sinks or Conveyor Belts
Casings are the much more frequently needed part
Oh, that is good to know, I expected it'd be the other way round!
the cheaper part gets more uses due to being cheap
personally I would build only what I need, and not try to guess what I will need in the future
If you dont know what you need, then simply not dedicating your ingots to anything for now is also a good choice
you can always build more machines for casings or alclad later on
just... sink them so production keeps going
that's some good points, thanks! Will build it smaller for now and see what I will need later on. Sinks are already in place on every rousource that has overprod.
I'm trying to figure out what i should do with excess of lower tier items I'm not sure i want to stick the overflow from my storage into the awesome sink i think i want to tier mats up before sinking them like instead of sinking plates turn them into reinforced plates and have that flow into my storage pipeline then into excess for smart plates or whatever and then just sink the highest tier of each item that i have unlocked
but I'm not sure i can handle having lots for factories sitting around waiting for enough resources or having too much of one and not enough of another excess product to carry on and going back to backing up the lines so i may just have to end up sinking each product i want to store instead and i can't come to a decision on which to do
approach I recommend:
- every factory makes products to storage
- storage has overflow to sink
see that's what i would usually do but i was thinking but what if these plates became smart plates and then got sinked instead
you can do some smart things like "if both iron plate and screws are being overflown, process them to reinforced plates before sinking, otherwise sink the base ingredient"
ohhhh
but imo it's not worth
if you're low on sink points, I'd just recommend building a dedicated sink point factory
maybe once i have programmable splitters i could set it all up like that
smart splitters are enough for that
it's not the points i'm after really i just would like to keep production never backed up on the products i'm storing
then yeah just overflow everything from storage to sink
yeah i guess that's probably the simplest option and therefore the best i thought i'd try and do something fancy but i don't think i can make the numbers line up really
Currently all of my factories have their own storage, when is it worth to start making a central storage? Iβm asking in terms of transportation unlocks, since conveyoring everything to central storage would result in spaghetti
since start
early game most factories will be most likely close enough and as soon as you start expanding, you should already have transportation options like trucks
For first coal plant - build foundations on water and put generators on them. Ficsit cheatcrete floats!
This will solve the headlift problem for your first build.
Hit a first with tools. It actually told me to use 2 recipies to make the same component for a production chain. And not because of lack of material...
If you want to cut the recipe down you can eliminate one, it looks to be using an alt that takes up outputs from elsewhere.
I dont mind it. Its just an odd thing ive never seen happen like this. Usually multiple paths only show up when hitting a resource limit.
Probably some very niche situations where the resource values conflict a bit? odd π
same happens with computers.
optimal resource usage is caterium computers with all board recipes mixed
What tool is that?
The best tool
This is going to make my ADHD brain very happy
it takes some practice to use but worth it. And you can save plans for future reference.
imo it's often most useful to swap recipes in and out rather than letting it decide which recipes for you. This lets you make plans tailored to a location and available resources
Yeah I do that a lot. Mostly because im looking for nice machine ratios for compact modules.
I think the best part about this tool is the fact that it finally showed me why I was having so much trouble getting my Nuclear plant up and running efficiently. TLDR: limestone problems.
You hadnβt fully mathed out stuff?
I did, but in my head and with the notepad app
I mathed a lot... but ultimately... i dont have time anymore. Been working every day β12hrs a day for the last few months.
Could you share the production line?
ah, it's using the byproduct silica from alumina solution π
Oh. Haha. That's Clever.
apparently if the silica is "free", the silicon HSC is more resource efficient than normal HSC
That's fair.
Not the most straight forward tho. I havent yet built HSCs anywhere near bauxite refinement. And the worst aluminum to bauxite yield is any path that produces silica and doesnt consume it to make the ingots. I need to tweak that, but i was mostly just trying to get ratios i like for the RCUs and the immediate precursor machines anyway.
well idk how things work exactly with alumina, but the tool doesn't consider things like "how close are nodes together", so if it says this is the most weighted resource efficient way, then it most likely is π you can always disable the silica HSC if you don't want the tool to use it π
Indeed. I only brought it up as it i never saw it take 2 alts for an intermediary unless i was hitting a resource limit, and i find bugs/quirks in programing interesting in themselves.
Ive pretty much settled on my process for making aluminum anyways. Since it fits into so few blueprint modules. π
I wonder if it's a valid VOP and will it still work considering that lower output goes much much higher than the higher one. Logically thinking it shouldn't matter after the valve but logic and pipes don't always play along...
Valves tend to prevent logic in pipes π
i'm not even sure if I need it. I get 546 water from extractors, 312 should go to blenders, 234 to refiners elsewhere, refiners are critical so I wanted to prioritize them, blenders are not. no any reuse/mixing involved though
if you make as much as you consume, then there's no reason for prioritising
also you should fill the pipes before running it anyway, so the valves are kinda pointless
So regarding Aluminum. These are the Flowcharts for the 3 modules i use.
The module for Coke (fabric to sink, tho I plan to make a different version for the next installation where i will make plastic/rubber for other uses instead of just dumping the byproduct to sink.
The module turning 300 Bauxite into 300 Ingots. (Yes it looks like a lot of machines but they are OC'd to 250%.
The last module converts all the aluminum ingots to Alclad sheets and casings. (Will develope a different pair of modules for when i want to focus into one or the other, this eas just initial set up)
@lusty zephyr if load balancers melt your brain, why do you load balance? π
Hmm, now how to balance things sensibly... I've got 14 refineries making a total of 2,275 iron ingots per minute. Those should be fed to a total of 72 Constructors, set to six rows of 12 Constructors each, each of which wants 31.25 ingots per minute i.e. 375 per row, or 2,250 total, per minute - the rest will just be sunk.
Think I'll just add a few more refineries and tweak the clocks so that I get 6 groups, each producing a total of 375 ingots per minute.
manifolds π
Yeah, that's a likely solution, just need to do some math on how to balance the inputs so that I won't go over capacity at any point.
Might need to make a little more room between the refineries and constructors.
How about:
Merge 12 refineries in pairs (6 mergers each with 2 refineries), split the remaining 2 refineries 3-ways (6 total outputs) and merge those in the remaining inputs of the 6 mergers made earlier. That would give you 2275/6 outputs to feed the constructors with.
just merge them in a way that you never go above
That's pretty much the "need to do some math" part right there.
yeah, I was looking at "balance" lol
I took an easy way out, though: built 4 more refineries, so I can just make six groups of three refineries, each producing the 375/min that each constructor row wants.
I'd have gone for the OC route (rather than DC), but that is indeed a smart way to solve logistical issues (or at least make them easier) imo
Most everything is running at 250% already. π
Well, not anymore since now I have 1 underclocked refinery per group.
Eh, that's a fair trade. Couple machines more, much less beltwork
Also makes the whole "X to Y" problem easier to tackle in it's entirety
Then I do something wrong....
52 Raffs at 100% for 1 Pure Copper Mine at 162,5% for max. material efficiency - 780 copper in and 1980 copper ingots output....
There we go: 4,050 iron wire per minute.
calculated input - hope there is enough energy without nuclear power
Then on to the next step: need to make over 500 Stators per minute.
is that some sort of joke or something i just dont understand
no, just seriously asking
why are you doing something that melts your brain
you could manifold instead of balancing
that's fair, but personally I wouldn't bother with balancers. either direct input from machine to machine, or just manifold π
Now load balance the constructors 
12x6 need less splitter then just dumping
"dumping"?
I reckon it's a word, I'm asking about what you meant with that
would greatly reduce the ammount of splitter but increase the space a little bit
Eh, "greatly" is debatable, but sure.
any way to calculate how much father you go in hypertube cannons if you add one more
because 15 is like rocky desert to dune desert or grass fields to dune desert
then 13 is just biome to biome
like when i use my massive 23 hypertube cannon i get launched from rocky to dune
but when i go in at like hypertube 19 or so i only go across the biome
and what is a decent angle for the "cannon" to act like a cannon and not like a launcher
Angle and entry velocity matter so itβs hard. If you stood motionless on a belt that fed you into the cannon you could experiment
Am i playing this game right?
Afaik it also depends on fps
i have noticed massive variability in the launching
I have died to the edge of the map once with a cannon, but using the same cannon later, it will send me to where I need
are you enjoying the game? if yes then you're playing it right :)
Just seeing things that make "power managment" easier... and that's... not a problum for me
@wind spade thats probably the heaviest fail i ever had.
none of these weird additions at top isnt evn slightly used. and can batteries even be a byproduct??
rounding error, can be safely ignored
ounding of what? resources not even used?
when it was rounding, okay. but nothing of that is used, the resources for that dont even exist xD
the algorithm works with all resources and all recipes
@prisma kraken now you help with cutting the stators :v
was clean before
now im fine with ~1400
but that scuff the numbers
how are you needing so many stators?
yeah, speed wiring cuts the required number of stators down significantly
ahh, you need that bonkers number for electric motor, ok
560 control rods
can you find an output that gives clean numbers again
or was 2250 the only one that worked randomly
thats half clean
i guess
im sad
found good number, resulted in bad number
looking at numbers ofr the midrange components, i have these as loose numbers I'm following:
it isn't that bad if you direct belt the wire into the stator assemblers from an ingot manifold
no i mean caterium nodes
ahh
you're eating up so much caterium with ai limiters, i guess
im oing pure there, its not that bad actually
i pretty much always go pure caterium
32.5 refineries isn't a small factory, but its just bp spamming π
so use copper alloy
768 copper + 384 iron 
just make a few extra stators, lol
then all numbers are fucked again
i'd have to play with it all myself, but i think pure copper & pure caterium dovetail with one another with fused wire
i mean there's always some clocking you need to do when you're mixing and matching
i'm grabbing a nap
from what i could tell: every default electronics recipe is intentionally tedious
computer, HSC, Supercomp, RCU
supercomp is just really focused on being built in multiples of 8 (or 4 i guess if you are ok with decimals)
im replanning quite some stuff but we really have a shortage on copper xD
45-81 rule says whhhhhaaaaaatttt?
π
Also "multiples of 8"
Uh... 8 / 1.875 = 4.26666666666666666666666666666666666666
So... π€·ββοΈ
You're saying 8 itself isn't a multiple of 8?
"machines" is a very, VERY key word to deciphering your meaning.
i forgot ok
π
(also is what most people use, not necessarily correctly, but they do)
It's 6 a.m., no forgetting allowed.
reasonable max, max power efficient amount, or actual max?
Good question.Reasonable max imho.
Not aiming for max,just smth biggish
Like 50-80% of effective max for example
for sinking, not power production?
Plan to sink it so not for power output, just for the sake of it.
I tried sfcalc but it didnt return a solution?
use wanted amount uranium for rods, then use the waste with all default plutonium recipes
so you dont want to max plutonium at all, you want highest waste to plutonium ratio to remove the waste
Ah, good point. So i should jist decide on (a reasonable) amount of waste i can process
an example using the 3 normal uranium nodes and ignoring the impure on the mountain
sink 3.2
then this
40 rods are 200 power plants, producing clean 2000 waste
43.2 scuff the waste handling
I eventually found supercomputers surprisingly easy to make...
Default plutonium recipes are good, unless one wants to get rid of massive waste storage faster.
then even more
they have the highest waste usage
the alts are more efficient, taking less waste
so needs a larger factory for same amount of waste
producing more rods, that you dont even want
Yes.
Ive tried to explain this better before, to little avail.
The goal is to essentially maximize consumption of the input (uranium waste) vs maximizing output (basically everything else)
Oops, right, forgot that alts are to make more plutonium rods.
so that are the cases of my question.
- max reasonable: max alt uranium + all default plutonium -> sink
- max power: max alt uranium + all alt plutonium except fertile uranium -> burn
- actual max: some scuffed stuff where you use fertile uranium alt that needs fresh ore in the waste handling, giving more rods, but less power and is extremely scuffed to build
The idea of maximizing consumption of a resource just doesnt factor in for a lot of folks normally. It could make sense for disposal of byproducts in the various refinery and blender recipies, but most of those byproducts are very useful themselves and disposing of them still tends to be seen as "getting the most out of this"
yeah, but the thing is, that a max power setup makes no sense, since you wont consume the power the uranium brings already. so its never needed to be non waste free, except you just want to max the produced power just to produce it
Is it possible to consume half the map with radioactivity from storage?
sure
if you cover half the map in storage, possibly
From one area
yeah, with equally spaced out container, it should be possible
As in, let's say I put it on the edge of the map, is it possible to store enough to the point where it reaches the middle of the map?
Since I've heard that the sphere of radioactivity actually builds up overtime
still not defined the it enough
Wdym?
So if you imagine the bottom like as the bottom of the map, and that top semi-circle being the radioactivite sphere, that's what I mean
A storage area, creating that much radioactivity
Is there limits to this sphere or it just continues on?
Since I know it can reach a radius of 400m
So that means it can just, keep growing, right?
depends how much you store
simple solution ist just to not store. 
time for bed now


you can also produce max plut rods and have more sink points out of it π
no. If you have fixed amount of items, then it's fixed size
see my post from U3 and how to calculate it π https://www.reddit.com/r/SatisfactoryGame/comments/m96kuy/how_to_irradiate_the_whole_world/
same could be applied for your case
Oh no, I meant with storage of it being filled up overtime, instead of the sphere concentrating its radioactivity within the same area, it actually expands outside
I guess the worry is just the idea of having such a concentrated storage where at one point it'll just erradiate large sections of your map (assuming ocean placement)
But yeah, seeing that did help me with that worrying thought, thanks!
@acoustic epoch see #math-and-meta message for recipe choices
i just walk into it most of the time
I saw people put fast conveyor before entrance. Can either give you stable good speed, or even more speed if you run/slide.
Slide jump on a Mk.5 belt gives you something like 130km/h speed (slightly faster than the train).
sure but you also have to make sure you're entering the exact same way each time.
That variability is why i don't like true hypertube cannons, using them as accelerators attached to proper tubes is far better imo
plus depending on speed/length you can take a second to get up, stretch, grab a drink
even better if you turn the fog off
you know when you gotta sit back down
i use accels for simple biome to biome travel
i use my cannon for edge to edge map traveling
Accelerators at least in U7 and later in U8 are plenty fast, probably faster than cannons at the upper limit
i got a 23 entrance cannon
because it gets me from rocky to dune
most of my accelerators are 32 iirc
why
speed
wym accels
Cannon attached to a proper hypertube
BP sections of 8, then paste 4 of em
because a few more after 23 launches you into space or out of bounds
accels are cheap and good
otherwise you phase through solid matter lol
That's what 32 entrances with the best design looks like
my current blueprint for my accel
never really liked cyclotrons, too funky for my taste
I like linear ones cause i can just run at it and boom done
power hungry and big
dont need for biome to biome travel
and def not for factory to factory
Power should never be a concern if you build power properly
i got like 5600 mw
and they're not that big, only when you use big ole ones
8-16 is plenty for intra-biome travel
or 2 with a accel
I do have 1-2 that are 40 segments because they travel long distances
with jetpack i can probably get some range like this with one accel https://i.imgur.com/XiF2lpJ.png
i need to test it futher
https://i.imgur.com/R21GgeZ.png this is about the range
i was almost correct
so basically
you can use it for a little biome-biome travel and factory to factory travel
This is on U7 when i was able to utilize the full size of my accelerators
that's 40 entrances
with u8 you can set destinations with the remote switch
ive seen someone do it but im not sure how it works
probably has to do with powering off some entrances to set your course
didn't really like hypertube logistics, plus i already laid the tubing for 7 of my 8 accelerators
You either made a mistake or were impatient
Hey I'm just trying out the calc does anyone know the supposed purity of nodes when you don't put an input?
Don't use scim for production planning, use https://u6.satisfactorytools.com
thanks
ok i have to ask. if CSS knew that they were planning on doing 6x8 capacity in large containers & trucks, why not make the UI stretch just that little bit farther to accommodate all of it without needing to scroll?
Itβs been a while but I donβt recall any of my inventories needing to be scrolled through. Do you have a small resolution?
I hate that
looks like you are using large inventory icons
Huh
nope, just checked, using the small ones
& wow the big ones are BIG
ooooooo wait, could the UI be confuzzled because i'm on 1440p ultrawide
yes, & nothing
even putting it to a 16:9 ratio left the scroll bar there, so it's not some weird ratio issue
well, reality check failed, somehow this closed loop manages to choke on water in under 2 min
checking for 2 days. yeah, I even rebuilt all pipes. in fact it does it even if I underclock one of the machines and create deficit
Then theres a major math error in all likelyhood
Maybe insufficient bauxite for the one refinery
causing the water to back up
hmm, exactly 780/min
no, they all are full with bauxite
and u dont valve i guess
no valves
got an image of the actual setup ingame?
and what side is clocked up?
yea thats what i mean sorry mb
and all the sloppy alumina are chocked up with alum solution aswell?
yes, everything is filled to max on everything
can't be rounding or something like that because it happens very fast, in under 2 min after a flush
and if everything is clocked and you flush the inner aluma solution system it goes full again and stops again
after everything stalled
oh you are on experimental
broken pipe indicators arent really all that helpful with pipe issues
connect a large buffer to the side of the byproduct pipe and see how fast it fills up
connect it so the alumina refinery still gets water
im more surprised these really weird conveyor lifts work for the coke
interesting. the buffer slowly fills up, everything works, but I connected the buffer only to one loop, but the other one doesn't choke up yet too. but the buffer gets ~100m3 per min
remember to flush all alumina and byproduct water
so there is no excess initially
Oh, speaking of broken indicators.... New patch!
That should help
it's some dark sorcery. the large buffer filled up in 20 min, and while everything worked until then it heavily struggled with water as if the buffer was prioritized. then I placed buffer like this. nothing goes there (< 20m3 sloshes at the bottom) and there is no sign of choking yet. w the actual f
the moment i cut the (empty) pipe to the buffer, the system begins to fill up. the best part is that the buffer is only on one of the loops but they both react to it synchronously
dumb question time: is it more space efficient to store things like liquid biofuel in cans/containers or in fluid buffers
@winter panther see #math-and-meta message for recipe choices
ah, spoke too soon. revisited a hour later and the buffer is full again
guess I'll abandon reuse and sink the water
buffers usually hurt more than help
that being said, easiest repurpose is to put the water into coal gens or pure/wet recipes or other things like that
the buffer was for testing. the original system used no buffers, valves, fresh water, nothing, still overflows the closed loops somehow
yeah, that coal deposit nearby I had no use for was there for a reason... I just hoped to abandon this practice and the math looked solid
was this for feeding waste water into fresh?
no, closed loop with only waste water
as in 100 water comes out 100 water goes back in? yeah that should work
i hoped for that. expected to fail due to slow accumulation of water due to rounding. didn't expect it to choke in 2 min
well you probably need to make sure you don't have a repeating decimal yeah. but should work fine
it overflows even if I downclock one of the machines and create deficit. like it generates water out of thin air. I'm at it for 50h+, doesn't make sense at all
unless you're on a server and something weird is happening my money is that you didn't build it right or make a small mistake. I've seen a number of people set up systems like that just fine
i'm torn between burning it down and sinking another week to figure it out π maybe I should rebuild it all from scratch, although I redid the pipes twice already
can you share any top down shots of the whole layout?
its nearly impossible to diagnose pipe stuff w/o images
i posted 3 pics above about 3.5 hours ago
hard to tell from that angle, are you essentially trying to do this?
I thought you said you had repeating decimals in there?
no I said that I expected a problem from these decimals as I don't trust precision of pipes and never tried this before. but even if there would be a problem it would be slow, not a complete choke in 2 min in both independent loops
where is it getting choked?
with the reused water
as in the refinery using the waste water isn't using it fast enough?
yes
and if you open up the waste refinery UI what is happening to it's product? is it blocked?
its product goes to the refinery that gives it water, so once that refinery can't get rid of the water anymore, it stops taking the alumina solution either
so all the pipes are full of water and they are choked? you could see if a quick flush of hte waste water pipe fixes it? but you're basically doing the diagram I linked and that's tested. So sounds like something was built wrong
flushing everything solves the problem of course, for 2 min. I added a large buffer to one of the loops for testing and it eventually fills up. what doesn't make sense at all that I add buffer to one of the 2 separate loops, but it prevents choking in both until the buffer is full
buffers delay or mask problems, they don't fix them. So not surprising
or create them
you could try putting some powered pumps here? and are those floor holes cosmetic or used?
didn't try pumps or valves as I usuallly try to avoid them. holes are just to get between floors until I finish. aluminum is just a small part of much bigger production (batteries)
don't use valves - the pumps just help keep directionality in case some back flow is making the water producing refs stutter
as for floor holes that doesn't actually answer my question - are you clipping the pipes THROUGH them or using them as clip points themselves?
hm, I thought you mean some foundation holes of which there are actually none on the pics. what other holes there you refer?
there is no clipping at all
thats freshwater tho
it's fresh water coming from water extractors
but yeah - if that is a floor hole get rid of it and any others, put in the pumps at those points, powered, and flush the waste pipes
honestly, try clocking the fresh supply refineries down by half
and see what happens
sure it's waste water - but that makes me sus that others could exist π
won't bauxite back up?
who cares about bauxite
then you make less scrap π
actually yes, I tried to downclock the loops but not the fresh ones, gonna try it
sure but better to figure out what the issue is - unless they don't care about a smooth running system
downclocking the loops? as in the scrap refineries?
that just makes the alumina solution back up, which blocks the recycling refinery from consuming water
ah yes. that wasn't well thought out
adding pumps doesn't change anything. downclocking the fresh water refineries seem to slow down the process, now it chokes after 5 min
sounds like there's a significant fault in the build soz :\
?
merge the 5.3333 assemblers into one belt
split that one belt into three using a single splitter
but that aint equal to those other numbers
that doesn't matter
if a belt gets more than it needs, it backs up, rest of resources overflow to the other belts
Repeating decimals π
was the bug where splitters/mergers retain a piece of the old belt when you upgrade it ever fixed? I always rebuild everything, maybe just wasting time
I don't know if that's been fixed, likely in U8 thanks to the engine change, I do remember the 1 metre pieces of mk1 bringing my systems to a halt in the past.
wish there was a tool for measuring belts throughput. i just found a piece of mk4 belt on a mk5 bus, but not before I rebuilt a couple hundred of mergers. and the piece wasn't even in them
it's pretty easy to see belts stuttering?
(also don't build busses π )
why would you need a couple hundred mergers in one section?
bad design
not in one section, i just slowly moved through the building looking for the problem π
if they aren't all connected in one system it shouldn't be hard to find blockages
it's a 20^3 foundations battery factory that produces everything on site and when things start to crumble it's not clear at first what caused it. when I downclocked the alumina section it manages to run long enough to run out of coke, which eventually revealed a problem in plastic section that provided hor for coke etc
look at machine lights and click on their ui. throughput meter wouldn't help there
just unlocked tractors, is it worth using these to transport to my central storage? here are my thoughts:
- I don't have smart splitters yet, so I'd need 1 truck stop for each material I'm gathering
- I only have mk 2 conveyors, so even if I did have smart splitters, central storage would load too slowly
- tractors make no sense
ig my question is whether its worth to use tractors or just wait for trains
depends on you - but 'tractors make no sense' suggests you need ot lean more about them
also question if you need a central storage. I see a lot of people doing it but really isn't needed
tbh i never needed it but it makes things a lot easier
for example, if theres something i need to research in the MAM, its easier to just grab it from like 3 feet away instead of running across the map because i ran out
there is a different type of storage just imagine you put down a dron port and request an item from droneport "super computers" and the drone brings you 9 stack supercomputers wherever you are within 2 or 3 minutes all u need is power and you could utilize this as a central storage aswell
well you need some batteries tho
and drones unlocked :c
well yea thats the lesser evil
if you go within the range of i produce 30 of everything or more you go in the range of you dont have the bauxit for drones anymore π¦ and i feel so sad about it
imagine yall have 8 smelters that output 30 each, so in total that 240per/min
and u need to put them in a constructor that need 12per/min input. how should i do this
As someone who produces 1 STACK per minute of everything worth storing.... you have plenty of Bauxite for Drones.
manifold
manifold - to do that evenly youd need 20 constructors if im not mistaken
less if you overclock
yes
i dont know your definition of worth storing so i dont rly care but ty for the information
i said everything
things worth storing are things you need for building
Non-consumable items worth storing:
Plate, RIP, Beam, EIB
Pipe, Rod, ECR
CSheet, ASheet, Plastic, Rubber
Frame, HMF, FMF
Wire, QW, Cable
Crystal, Osc
CB, HSC, AIL
Rotor, Motor, Turbo
Comp, RCU, Super
Casing, Cooling
Concrete, Silica
32 in total.
Bauxite being a limiting factor is circumvented by making smarter recipe choices.
so no turbo motors?
and how much bauxit do u have left?
None, because Battery production is 200-something/min
im sorry 120 batteries need ~350 bauxit/minute and i was thinking about 1000 batteries to utelize for this plan so not much bauxit left that was my way of tought even if you produce aluminum friendliest rec i cant see 50 of this with the batteries i had in mind
1000 Batteries/min is going to be the "issue" there. That is a very ambitious number.
And if that is the priority, then yes, you will not be able to make other things in larger amounts.
i wish for an alt battery rec
i dont care if it take 50 limestone per battery i would take it π
1000/min is pretty high tbh
Classic is the alt. And it's very good.
Most people's plans call for less than 100.
Ambitious plans usually call for less than 300.
1000 is an extreme outlier.
i did 200 so iβd never worry about it
I make 30/min and that's enough to sink one or two, occasionally.
With Classic Batteries your limiting factor will be sulfur.
Alclad Aluminum Sheet
Aluminum Ingot
Electrode - Aluminum Scrap*
Sloppy Alumina*
Bauxite
Water
Petroleum Coke
Heavy Oil Residue*
Crude Oil
Cheap Silica*
Raw Quartz
Limestone
Pure Copper Ingot*
Copper Ore
Water
Recycled Plastic*
Diluted Fuel*
Heavy Oil Residue*
Crude Oil
Water
Iron Wire*
Pure Iron Ingot*
Iron Ore
Water
Sulfur
Recipe 'Classic Battery' makes 4560.0 Battery per minute, consuming:
Bauxite 5985.0 / 9780 61.2%
Caterium Ore 0.0 / 11040 0.0%
Coal 0.0 / 30120 0.0%
Copper Ore 1064.0 / 28860 3.69%
Iron Ore 4092.31 / 70380 5.81%
Limestone 7125.0 / 52860 13.48%
Raw Quartz 4275.0 / 10500 40.71%
Sulfur 6840.0 / 6840 100.0%
Uranium 0.0 / 2100 0.0%
Crude Oil 4018.5 / 11700 34.35%
Nitrogen Gas 0.0 / 12000 0.0%```
You could max out Uranium and Plutoniun Fuel Rod production and still have enough resources to make 2488 Battery per minute.
our sulfur calculation
2100 for batteries
2025 for turbofuel
1800 for uranium
648 for plutonium
and 150 for packaged and ammo
just 117 unused
batteries are 960 doable for us
yea and tbh u dont need the turbofuel
yea so one or another is obsolete
so sulfur is there plenty
but as usual alu not π
bring me a alt battery rec i need 1 alu ingot 2 rubber 5 screws 2 sulf acid i would take it plz
i got the expl, ammo and all the space elv parts and very important portable miners aswell!
and beacons just because
[I think this one needs update]
something just occured to me. is it a bad idea to use side belts on a manifold slower than the main belt? because the main one seem to slow down to the speed of the slower ones
main belt doesn't "slow down", just the items do
and there's no harm in having belt faster than needed
and actually, by using slower side belts, you prolong the time it takes for the manifold to fill
i always used the slowest possible belt for smoother movement but feels like it creates problems
smoother movement is only for visual stuff, doesn't actually help or hurt in the game
slower belts won't create "problems", just make you wait a bit longer until manifold runs at 100%
ok, must be something else that causes uneven distribution
well manifolds start uneven until they stabilise
some manifolds take ages to spin up, especially if theres wire or screws involved
yea, i tend to have a container on standby to pre-fill
so I wonder, can I put an overflow junction on my reused water loop to dump that magic little excess to a coal generator or I'm better off to dump the whole thing and use fresh everywhere (then I need to build a lot of generators and a lot of water extractors, doubt ficsit would approve such a waste)
nice. not great but could have been worse
If your waste water is consumed in a generator, its definitely not wasted
yeah but it's like a pedal generator on a spaceship when this facility already powers itself with 4 GW from fuel byproduct
This has a bit of a caveat. Slow "side" belts will keep the earlier machines in series from hogging all of the material you initially inject. I'm not sure that it will fill slower, but it will get the last machine in the series producing sooner.
Slow belts means more machines starting sooner, thus more items produced during warmup, BUT longer warmup time overall
(Warmup time: time needed for all machines to reach 100%)
Or just prefeed and skip all of that π
I meanβ¦a full input hopper on a machine feels like a weird thing to worry about, but hey, you do you!
nuclear
also avoidable radiation
so wouldnt ever use for that
you could get a production and power plant without radiation
nuclear is one pretty commonly accepted time when load balancing is a good idea
It will stabilise (fill) slower
balancing direct input
thats a form if balancing
since its not 1:1 but 1 to 3 and so on, so needs a si gle splitter or merger
Do u need mk2 pipes for 8 coal gens to 3 extractors or should I do 4 and do 2 extractors for 4 coal genrators and not link them
use two pipes to feed the 8 coal gens
Like this.
When you spam coal, try one of these.
How much coal/min does that take in
960 total.
so i have 16 overclocked manufacturers and I was wondering how I could use the calculator to put how many buildings I have instead of selecting an output
i want them to produce uranium fuel rods using the alternate recipe
uh, just calc the output yourself and put that in the tool
every calc for satis works with /min values since machine values can be adjusted.
just make a sum of how much those 16 manufacturers produce
what's the proper way to deal with resource wells? I have 3 oil wells (at 200%) 240+240+120 connected together and then to 20 plastic refineries through one mk2 pipe. Should be a perfect fit but one of the wells (varies depending on how they are connected together) seem to struggle with output, stays under 80% efficiency, and the last 2-3 refineries at the end of the pipe are out of oil most of the time (where does that oil ends up though?)
The other 3 wells (120+120+240) work perfect and their 16 refineries are always at 100%. Should I stay under the pipe's capacity?
600 pipes are sensitive to everything
Usually you gotta loop manifolds that use mk2 pipes at near max throughput
I personally just donβt deal with that and use a bit under the max throughput
yeah, actually maxing them can work, but often dont
Usually itβs more of a pain to utilize the full throughput
I had no problem with normal oil nodes at max capacity but wells seem to work different, with variable speed?
Nope
basically, you made a mistake with the well that you didnβt with your normal oil node
what exactly that mistake is we canβt know without more info
if I connect them like this, the middle one is at < 80%, the other two are 100% (don't mind the pipes on the right)
in this configuration the top one is at 80%. and so on
after they are connected it's just a manifold of 20 refineries
same arrangement with the other 3 wells except that there it's 480 oil to 16 refineries and no problems
easiest would be to split into 3 pipes with extra space in each of them, i guess. just curious how it works
btw, ill be testing your aluminum refinery setup myself
to see if anything happens on my end
i started to think that it's just my pc performance issue. because if i flush pipes and go to different part of the world and come back after 20+ min, it still works. in my presence it breaks fast
not to mention all these other issues. haven't built so much machinery at one place before
usually im inclined to say "that cannot happen, the game tries everything to prevent performance of machines degrading under heavy load"
this is what the recycled water pipe should look like if it runs well
that fact that yours runs full in 2 minutes makes no sense since mine takes 10 minutes to ramp up to 100% efficiency
this one just about manages to stay full enough so it can keep making alumina
i need to try to build just this block somewhere far away from anything
i mean it does make no sence even if its slow because of you
every machine would be slower
not necessarily slower, maybe more weirdness in pipes
i would quadrupel check all my overclock % again π
pipes are threaded seperately from what i know
This sounds quite weird... 
If you don't mind showing the issue, I'd like to take a look directly (screenshare) and try figure it out.
@strong lotus see #math-and-meta message for alt recipe choices
I've rebuilt it to dump the water into generators. But I've built a standalone test copy at a clean location and so far it works at 100%
Good, testing is good 
Hey guys
I'm not sure what channel to use for this, but I think this is closer so here goes.
satisfactory-plannet.net is no longer working and I feel orphaned. Is there any other tool that accomplishes the same task of calculating builds? I know about Satisfactory Calculator but it feels a little... clumsy.
Thanks!
wish I could see efficiency as a heatmap or IR vision without checking every machine
and a loud alarm if something falls apart to 99% π
The second something gets overfilled or underfilled
Your whole power network just shuts down
Good luck restarting that π«
Working on a Motor factoy to produce x10 rotors, motors, and stators
I just throw the "share" url from the calculator onto the sign and call it a day
just to say 9.3333333333 is a problem
only if you care about an inefficiency hundreds of hours later
depends on the build
a manifolds can cover that a bit. load balanced will stutter every now and then
well, prefilling the load balanced one would also help
You could also just... set it to 9.3334 and forget about it for the rest of eternity
hey all, is there a consistent table somewhere that, for T8+ purposes specifically takes all items with alt recipes (example steel ingots) and says what the most raw resource efficient is in terms of just the resource intake itself and not power efficiency?
for steel ingots specifically as an example, I know that for recipes like compacted coal fluctuate that number severely because you're introducing different resources and it becomes a lot harder to quantify.
but it would be nice to have a general table that says "this is generally the most efficient in an optimal scenario where you have access to everything and are not limited by any specific resource constraints"
It's funny you mentioned steel as your example, because it's one of the examples of a recipe where there truly is no best (only a worst, the default)
Generally you're rewarded for using more exotic ingredients, but where you choose to spend those exotic ingredients is up to you
I think what most people do is figure out an end goal (eg I want to make 50 of the rocket engines per min) and work backwards from there
exists, just uuse the tools website
for steel ingots specifically as an example, I know that for recipes like compacted coal fluctuate that number severely because you're introducing different resources and it becomes a lot harder to quantify.
also its not that easy.
the maximum possible amount of steel ingots in the game looks like this
and thats for many things, the alt recipe depends on the area you build and what resources you have. its rare that a single one is the best. and they have interrelations with all other recipes
so when you use at one place an alt using more of one resource, at another place an alt using less of that resource will equalize it
so any table is only true when you know the exact situation it is for
some alts just have more usecases and some have less. rare that one is always better or worse
what often is the case is, that the default recipes are worse
oh, unexpected. its not pure iron
let me fix
thats maximum possible steel
limited by iron, coal, oil and sulfur
since all steel needs iron, you can only max it, with using all three alts with sulfur / coal / coke
because the other stuff maxes before
amazing how clean the numbers are considering it uses all available resources 
And then it gets even crazier because you have a ton of different options on how you spend that steel
Do you use steel screws instead of pure iron, do you mix in some oil to boost your iron plate production etc etc
None of the answers are wrong and it all just depends what you want to achieve
you have four
also really limited, since we already used all iron and oil
considering freeing stuff you need otherwise you see fast, that you dont need coal. so remove the coke.
sulfur is quite rare, so remove the compacted coal.
result is solid steel in most cases
its the same as the default but better
so almost no reason to not use it
and the others depend on the situation that you dont need the resources somewhere else
hello team, just unlocked steel stuff and only have 1 coal node nearby. I'm currently trying to decide if I should use that coal node to power a tractor/bus station setup for bring things to central storage, or using it to create steel products. Right now im using belts to get everything to central storage and theres so much spaghetti and I think itd be nice to clean things up with tractors, but at the same time I don't want to waste the coal node cuz its the only one nearby ish
a tractor will use about... eeh 12/min coal for a 1000 m trip
meaning you can pretty easily replace a bunch of low throughput belts with one tractor. Mind you that the truck station has 2 belt inputs and outputs only. You can make a wheeled vehicle drive trough multiple stations however.
later in game you will switch to MK5 Belts and use trains/vehicles only for grounding of the next fab
all the pipes before after my junction are refusing to take in oil, the pipe before the junction is increasing and decreasing over and over
pipe before
pipes after
gotta take a much more distant shot. this doesn't give any info
Use a manifold #satisfactory message
and the refineries have no oil inthem?
they aren't getting oil

