#math-and-meta
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yes
ok can you take a picture of the length of the pipe?
which pipe
Also try deleting and rebuilding the pipes and junction. Sometimes they glitch
already did
Replace the MK2 pipes with MK1 the 2's have way too much interior volume for this job
that shouldn't cause an issue though
You are correct. Just trying to think of how I would have built it
same issue
a shot of the length of the pipe is still really useful at this point
Do the refineries turn on ever? When you open a refinery menu is the production percentage 0%?
1 sec, my fuse keeps breaking
they just kinda started taking in oil?
alright lol
when my refineries were off they were taking in oil
now its back to a snails pace
from the oil drill to the machine - stand on top of something tallish
WAY too far
right side is oil
are you in u8 or u7?
?
which update are you using?
early access CL#238433
do you want to direct msg me your save? xD
how do i send it?
find your save folder and send me a msg in discord with the file
whats the directory
Has anyone figured out a way to sink the output of a crafting chain only when the input is backed up?
Smart splitter with overflow setting, placed before the storage bin(s)
oh wait only when the input is backed up?
Yea
why would the input backup?
Maximum manifold efficiency
underclock the miners to match whatโs required
And you could just turn of the final machine(s) and go do other stuff for a bit, then when itโs all full turn it back on
though that wonโt really work if thereโs recycling loops
There is but it's way down the line, they'll sort themselves out
could just dump a pipeline segment and hope it works out
maybe 2-3 depending on segment size and system size
Nah it's my 11x mk2 pipe crude oil factory, takes a few dozen industrial tank flushes to back up - it's set up to back up happily rn though and getting brought in by train
My issue is I want to pull products out halfway through a crafting chain, but not run out of basic resources
Separate production lines
don't do that
Nah they're literally just there for flushing
just make separate production lines
Don't need to touch them anymore
World-spanning base, no resources left :p
if you have no resources left, then where would you get the resources for [whatever you want to do]?
Taking them out the production line
so a product of a production line? that's not a problem, is it?
Ie, will need storage containers of heavy modular frames for building elsewhere, but I don't want that to stop my modular frame containers from filling first, and the HMFs are needed further down as well
Overthinking on terms of pure efficiency but it's nice to be able to make things work how you want
hello team, i'm currently building my first steel factory and im producing steel pipes and beams in the same factory. whats a good ratio for production?
there is no good ratio between the 2. just build whatever feels nice
make as much as you need of both
it also depends on if you have alternate recipes
before you start steal, plan ahead and see if you have any parts that NEED steel parts
look what pipes and beams are used for (which buildings) and make some amount to support your rate of building those
usually numbers around 30/min are enough, but depends on what you build
But there must be a magic ratio given how often people ask about it ๐
or... hear me out... there isn't ๐ฎ
had to give up and add overflow sink to the plastic line. Everything works perfectly at 100% without any sinks, but at the game start / load it runs out of alclad for a few sec (because content of splitters/mergers is not saved?). That creates a tiny excess of plastic that eventually makes plastic refineries to hiccup a little, hor drops, coke drops, alumina hiccups even more, and eventually everything grinds to a halt
with the sink it spits some plastic into it at the start and then stabilizes
just dont recirculate the water for the alclad?
or produce a bit more coke and sink that instead?
not reusing water means a whole field of additional water extractors and coal generators. as much as I hate having a sink, that feels much worse
no it doesn't?
it means that instead of pumping water elsewhere, you bring the reused water there
quick question, is the planner correct that making turbofuel with the refinery than with the blender? Alternate recipes on
which planner?
the only other thing that uses water there is diluted fuel refineries that make extra hor into fuel and power this whole thing. giving it reused water would create same problem. everything depends on everything
turbofuel in refinery: saves oil
turbofuel in blender: saves sulfur
pick your limit
well all factories should be able to run at all times anyway, so just sink products
satisfactory calculator
that one just force-uses alts that you select
it doesn't optimise for anything
ug, I want to optimise for the most turbofuel possible for fuel generators
then I might have enough to get on with nuclear
yeah SCIM can't really do that iirc
(and if you want to go nuclear, just skip turbofuel ๐ )
that requires a lot buildings and lot of the lectricity
do a ramped start up of nuclear, when the first few are running bring the rest online
I am using a "main bus" setup for the first time and I have a 120 belt of iron ingots. I need to split off 90 to use and keep the other 30 on the bus, how would I go about that?
first step to make verything easier is removing the main bus 
Ive been experimenting with different setups so I can make what I need easier. are there any other good alternatives
connect stuff directly where it belongs?
Ig i need to experiment more with direct connections
you need to, stuff gets way larger later and a mainbus with a few hundret belts wont work
ok ty for the tip
easierst way to split 120 to 90 and 30 often is to not merge it in th first place
with these numbers its still possible, one pslitter to make 60 60 and a second one splits the 60 to 30, then merge the 60 and 30
you wont use a main bus here.
like, you cant really, so many belts that its impossible to reach the inner ones
they are only possible early in a really small scale
I had a kind of a "main bus" at some point before. It was around a dozen belts stacked on top of each other.
Didn't like it but it worked fine for a while.
main bus is horrible in satisfactory
connect miner -> factory -> storage directly
ok
thats what im attempting to do rn
and also, manifolds are a thing ๐
--S--S--S--S--S
| | | | |
splits into any amount of any belts
already been using manifolds, they save so much space
a splitter line is called a manifold? good to know
ig cuz it looks kinda like an exhaust manifold
Plates, Rods, and Wires don't go on the bus. Bus the ingots around and do the intermediate constructors on a different tower level from the final product.
nah, just process the ingots directly to plates and rods and steel. That stuff takes up much less space than the 10000 ingots/min
Nothing goes onto a bus. Bus goes into Factorio.
Busses arenโt super important in satisfactory due to the fact that you can build 3 dimensionally
Alrighty. So I'm trying to make 20 modular frames per minute. These are the signs for my math and I wanted to share it to see if I made any mistakes. So please let me know. (Pings are fine)
we dont know the recipe choice tho
No, we do
The three columns represents the different recipes afaik
The ore is wrong though
480/min
If your goal is exactly 20 modular frames per minute with base recipes the math breaks down like this:
Something went awry in your screw math I think but you're close
@severe zodiac @winter panther Thank you. I didn't realize I messed up the most essential part
due to the fact that consumption and production is fixed
Yeah and resources donโt expire/get depleted
Does anybody happen to have the screen shot of how to make a 'smart merger'?
nvrmind i found it
what do you need smart merger for? ๐ค
does a turbofuel powered fuel generator produce more power then a normal fuel gen or no
Yes and no. You won't be getting more MW out of the facility but the energy contents (read: burn times) vary.
to merge two belts into two belts, one full, one with the leftovers. regular mergers don't have any preference when it comes to incoming items, which leads to inefficiencies because of items 'colliding' during the merger process.
well... why do you need that? ๐
just use the belts with the amounts they have on them
(also this can easily be done with smart splitters if you want, though again, not necessary at all)
Question. Just trying to make sure my math is right. Using vanilla only, 270 oil/min can support 15 fuel generators, right?
which recipe?
just crude --> fuel
no alts
yeah just asking because there's two non-alt recipes for fuel
oh for real?
fuel and residual fuel
Ah for some reason I thought resdiual was an alt, my bad
fuel is 60->40, so 270->180, fuel gens need 12
and if my math is right, 12 fuel per for a total of 180, comes out to 15
indeed
thanks greeny
can i get a really good layout for make aliumium items but times 5
i got the mod that gives u mks of machines
Like the math, or the actual design?
design please
Ah. That I can't help much. Design is not my strong point. I can help you with calculators and figuring out the math/machines/inputs/etc, but as far as making it look pretty...yea not my best part sadly
No, it does not give you more power per gen.
It does give you more gens per amount of fluid though.
I'm so not building turbofuel again though, that monster in my 2k+ world will be the last of its kind in my playthroughs.
I build it purely off the 1 node I use for munitions.
Since that sulfur won't be going anywhere else, there is a small turbo plant (Turbo Heavy) to burn off the remaining sulfur.
My plan for the northern forest run is to turn the spire in to an engery quarter, each oil well getting its own refinery/dilute setup and generator cluster.
With me not actually using turbo ammo, I will skip its production this time.
will i ever need enough of one type of resource to require industrial storage containers
right now im using normal storage containers and have never needed more than 2-3 stacks of anything
If you're building large constructs, then the industrial cans can feel not enough, depending on your production.
yeah depends how big you're building,how fast you're building and how much pm you're refilling ๐ if you're not sure having a 2 or 3 containers of everything isn't hard nor does it take up much space
This might be a bit rambling because I'm not sure what the issue is. I am making around 900 turbo fuel. I'm doing it in blenders with the alternate heavy oil recipe and the diluted fuel recipe. Its going into approx 96 fuel generators. I have the turbo fuel split into 2x 450 lines and the last generators on both lines aren't getting enough intake. The game has been running for a while and I'm using a manifold distribution so I know they won't fill at the same rate. One of the blenders isn't getting enough heavy oil residue so it pauses every minute or 2 but I remember that being a bug with full 600 pipes. The wiki says its 4.5 leading me to think its 900/4.5 so there could be a lot more generators, like a 100 more. So am I missing something? I don't get why the generators aren't filling. They're in a sort of square tower but I've used plenty of pumps and the other generators are filling fine?
you often need to feed fluids into machines with a looped manifold and pre flooding the system
imagine I'm a labrador and try to say that again
Essentially fluid can go both ways so it's possible fluid goes backwards in a regular manifold and can cause stuttering so you never have 100% production of hte fluid in question
looping the end back to the start overcomes this issue by having 2 ways for fluid to flow, and pre flooding a system before turning it on 100% (so running all the machines but having 1 at 50% for example) means there's no gaps in the pipes
Now it's not impossible to make it work w/o a looped manifold, it is a reliable way to do it so I incorporperate it into every design from the start
the design I did was very basic. Pipe picks all the outputs and leads it to a series of inputs. The only messy bit I did was 2 pipes that go towards 1 pipe (terrain issues) went into fluid buffers basically because I wanted to see the machines were working before I moved onto the next bit. Maybe its that bit of mess
any fix?
there's very few places where buffers are needed, and where they aren't needed will do nothing or cause/hide issues.
And it sounds like a reasonable set up otherwise but the loop and flooding are pretty vital
I've seen some systems work w/o them but it's not consistent
I can't recall off the top of my head but I know there is one - try googling it
Didnt find anything
do you use mods at all? mp? server? sp?
fair enough, its easy enough to eliminate those. I just had them there to test the early part of the product journey
yes
w/o the crash msg could be one of those issues.
And yes to which part?
sure but single player? server? multi?
what does the crash msg say?
single player
looks something like this
you can do funky stuff and designs with pipes - but I'm coming from a design point of view of having simple, resilient designs that will work.
I guess the basics is - verify files - if that doesn't work update mods, if that doesn't work turn off mods
is their a fix to play with mods
I tried verifying files one
and it doesnt work
I googled it - def a mod issue. Did you try using u8 or something?
whats that
the experimental version.
by the way without mods the game is working
in any case ask the modding discord
can u give me link?
sent you invite
well, getting rid of the buffers and some valves seems to have stopped the turbo fuel production issue, am I right on the calculation that 900 turbo fuel should feed 200 fuel generators?
900/4.5=200
oh yeah, no valves either
in this one scenario they actually helped
any system that works will work w/o valves.
Different between causation and correlation
fluids set flow allowed but fluids work off average flow, so if the fluid moving through the valve ever drops below that average the valve won't let it catch up
If it's in a position to be able to deliver, on avg, the amount you need, you don't need a valve
I'll delete them, lets see.
but like why are there valves if they are always the worse option
Not clear. There's no current mechanical use for them except for fluid towers which I find dumb and arne't needed
And Fluid Buffers only real mechanical use are for fluid trains really
Honestly they were probably put in with the idea of flow regulators but turns out the systesm they were making didn't really work with flow regulators? shrug
the buffers were detrimental long termish to me but short termish they were useful as a check for the early stages to see that the early bits worked. Like it can work for 5 minutes before it gets backed up and nothing funky happened in the mean time
ehhhh. I'd argue pre flooding the system and then kicking it off does the same thing but also gives a more realistic view of a working system
Oh and there is a thing where you can feed waste water by product into fresh water for a system to work but in u7 you want a pump since valves are a bit wonky
though there is a report of valves actually not being wonky in that set up in u8 so maybe real use
fun and games with alt clu recipes, I'm back after a while. Looking forward to that problem again
sloppy electrode ๐
back in the day a guy had a method that worked if you were just using the one node, just shove all the recycled water into 1 or 2 refineries and clock those to eat it all. Making a composite system was a million times harder
im still surprised that people have problems with alu
hindsight
and yeah you can still do that https://media.discordapp.net/attachments/558721941410807812/1144599787115642971/AluminumRatio.png
i mean, that they ever had problems.
even first time i just built it and it worked
shrug people have issues with fluids in general
if you are using the basic recipe sure, but the rest of dullards had issues with it
not even when it was the only one
and not everyone has the same problem solving juggling skills
when i first came to alu it already had alts
its been a few years now but before the plague or maybe during in it there was just the default liquid alu recipe. Or that's the way I remember it, there was an alt recipe for the scrap that involved silica that I think is still the same
there is no scrap recipe using silica
Possibly? I jumped in aroudn u4 and I'm almost 100% certain all the alts existed at that point
I'm guessing just mixing up details after years
I'm certainly not going to fault anyone for that sort of thing :d
well, there is no alt using silica in the whole line ^^
But there is al alt that removes silica, and an ingot that changes silica needs.
Thus 'mixing things up'
What I'm saying is silica is part of the overall context of bauxite use - it'd be weird if they said something about adding/removing iron from the process for example since afaik no version or experimental had anything close to that
Could you dm me the math ill figure out the design. Also if any mods that you think would help Iโm cool with getting them.
what alt recipes are you using?
best way is to use this calculator and select the recipes you wanna use
Woooow thatโs a thing. I thought everyone did it the math themselves. Lol
I find the bigger use for it is changing recipes in larger set ups to better suit different locations for a factor
so much this
like changing the recipe for circuit boards in a super comp factory? pain in the butt to do by hand
oh i still have that handy for eveerytime, but this takes the brunt of the work
Ahhh
and you can save the link for a plan somewhere so you can go back to it really easily. Good for record keeping
Well thanks man this is going tell me sooo much.
Nice
Any tips for large scale building?
my recomendation - works best if you force it to choose specific recipes.
For example if you have a plan to make HMF and want to see what it looks like with a different reinforced plate recipe?
Turn off your current RIP recipe and turn on the alt you want. That way it does exactly what you want
do be afraid to undo/delete and start fresh, or change plans
as in design layout? logistics? aesthetics? location? xD
All of the above. I have 250 hours but Iโm open to learn new stuff.
Also would either of you be down to see what Iโve done in mine at maybe help me fix my mess. If not then thatโs cool.
yea i got time
Right now?
sure. how you wanna do it
Do u have to have the mods I am using?
depends on how we do it. Like if you wanna send me your save file, i'll need the list to make sure i can see any "flair" items neededd
You might have to walk me through doing it like that.
It's a biiiiig topic and tons of it is subjective to how you like stuff ๐ I'm sure Lily can go over a lot of it though
My main tip though? is be prepared for your first big factory system to suck in at least 1 way. Accept. Forgive yourself. Learn.
I see
1000% that
I'm pretty sure no matter how many hours you get you learn new things, and how you'd do things better next time.
True in every part of the game but probably more so in big systems in one location
my personal example is this beast that did 9k plastic/rubber and 10k alum ingots +some other stuff https://cdn.discordapp.com/attachments/932761153703149659/1139847014574727178/big_r_2.jpg
im running into that problem now
It worked. But I liked literally nothing about it. But I learned a lot
we always critique ourselves in this game. we can be harsh
You gotta be a bit Zen about stuff I feel ๐
thats what i want to do in the future
My builds are perfection.

and i can only play for 2-3 hours before my head hurts
I thought so too! xD but then realised that I wanted to do the exact opposite of this thing
๐
@normal gate would u like to vc?
sure, now good for you?
ye
gimme just a sec to save my BG3 game
oh and other tip - plan things out. Space between sections, space for architecture, space for pipes/logistics, space for power lines ๐ sketch in some way and keep track of what numbers are going where
okie sounds good
spread sheets can be a life saver ๐
@quasi zinc see #math-and-meta message for alt recipe choices
Ay thanks
i think i might go on a hard drive hunt then
so i can just unlock everything
you cant unlock things where you dont got the base recipe
yea there is a list on the wiki if you google hard drives and you see the tier you need in order to get the rec https://satisfactory.wiki.gg/wiki/Hard_Drive
everything with water and ore is tied to coal power so if u want them fast go get coal asap and some drives and skip the rest
i dont understand why you can get the alt nuc rod when researched quartz crystals in the mam but so be it ๐
idk as well
should get it fast ngl
but for example the rec for synthetic fabric you only can get if you researched fabric in the mam
@glossy topaz automated miner allows you to... automate miners ๐
I can't remember, was there ever an automated recipe that required miners?
don't think so
no why?
It would have made the automated miner recipe have more use, I suppose.
the alt rec is the only way to automate miners tho
split 2.5 in 1.7 and .8 ๐ฆ
Awesome world goal:maximise miner production and place all portable miners you can ๐๐
Split in 27 (3x 3 split in succession) and feed back 4, merge 17 and 8? = uses 13 splitters and 2+4+8 mergers.
Or use 1 splitter and let it autofill?
What Qty? Maybe you can (ab)use beltspeed too.
manifold
its nuclear
doesn't matter
Make 2 machine groups.
manifolds work everytime
1,7 and 0,8 output.
You do you. There are easy ways and complex ones, you can pick yiur poison. ๐
you should consider logistics before you decide on clock speeds and machines
Shoud? Can, but not required. Just increases the challenge rating ๐ ๐๐๐
that... doesn't matter for what I said?
you should do it the other way around
otherwise you run into issues like you have now
well, you didn't, if you have this situation
Isssues that can be solved are opportinities to learn ๐๐
manifolds take less space than balancers
I wonder what's the point of getting power shards if I hardly use them for anything but miners at times ...
Minimising buildings is equally reasonable compared to minimising beltwork/imbalance, imho.
already answered, build a manifold
Well, Hayli, for some users their question is asking for a solution for a problem they want to avoid. If you want the nitty gritty, lets dive into it ๐
Bah, nothing more annoying that post deletions in the middle of reading.
also, it's the classic XY problem
sorry no i apologize i was a fool to even ask
8 and 17 out of 25,then.
True, @wind spade . But where manifolds is the right answer fpr 99% of cases, non manifolds are a fun way too and equally viable if you choose so.
I prefer manifolds mostly due to their being compact, gets boring though so sometimes you'll see the odd load balancer where it really wasn't needed (non-radioactive load)
given that there's multiple ways to do anything in the game, every time a person asks a question regarding something, it is expected they'll get multiple different answers based on people preferences
nowhere do I claim that manifolds are the only solution, I just answered with one option to do
Here it is abput radioactive,so reasonably supported. Not needed ofc,total overkill, but for the sake of it, why not?
Its a game after all,fun is the goal,not being efficient or reasonable.
๐
But the OP stated they wanted non manifolds.
I haven't seem them stating so ๐คทโโ๏ธ
The one that deleted all the posts while I was reading I take it.
Yes. And I (and many many others) highly appreciate and value your immense contribution here and on the calculator!
Greeny does Tools, Anthor did calculator ๐
Tools,yes.
Which is... a calculator?๐๐
But maybe the name became a brand?๐
I was merely being specific - https://www.satisfactorytools.com/ - https://satisfactory-calculator.com/en/interactive-map
On Math: iron ore wise, is the normal RIP recepy better or stiched plate+iron wire?
depends how you define better ๐
Resource or poer efficiency I guess.
I tend to default to stitched & iron wire a lot but never really delved in to its maths.
Thanks. I've uses d both extensively.
stitched have better resource efficiency, bolted has better power efficiency
Much fewer machines so i also typically use that too,but never checked,so i thought id ask.
I'd probably lean towards resource efficiency when I can because power is something I often overbuild to a ridiculous degree.
also iron wire adds more power cost while replacing copper with iron
True, often I find myself short on copper (locally) so iron wire helps on that front, eliminating the need to ship copper from further afield, depends on where you build though.
Bolted also has FPS efficiency. Less machines = less CPU/GPU burden.
I do like the idea of ironwire stitched plate because I interpret it as welded plate.
Or very very strong needles.
is there a way to set up power poles so they dont break ur zipline
ceiling power outlets and power towers don't break them in U8
in U7, ceiling power outlets reconnect if it's straight enough
custom built ceiling pole blueprints
So from a world resource point, is it better to have more coal gens or fuel gens? I feel like fuel gens, since you can use recipes to stretch it more vice coal
fuel gens have more fuel available
coal is more limited. also, object wise, fuel is a better choice
because it takes half as many generators
Yea that was my thought as well, just wanted to be sure, thanks!
Nuclear obv, with some backup mix of others.
yea but i'm not there lol
build the backup mix. Keep them for when you reach nuclear. Dont overbuild, you dont need a hundred each.
Its gonna be a long time before I hit nuclear on this save. Trying to take some things slowly
How do you guys decide how much finished product your base should make? I'm stuck in the design process deciding how much I should aim for
I mean it kind of varies? Like, how much do you want on hand at your central storage, how much will you need down the line for a future build, what you feel like building that day, etc etc
only consider how much is for storage
future build will build it's own ingredients
I design based on the location and resources in that location.
i had a lotta trouble with this, but i figured that any amount of production in the early game should be sufficient, and if I REALLY need more i can hold out till i get higher tier items and just replace things after
in the end i split the 2.5 in 5 combined 2 of them into 1.0 and split it into 5 aswell combined 4 got 0.8 on this and 1..7 on the rest
only reason I ask is that I come from the Factorio world and I like to pick a science per minute goal and build with that in mind, but that seems foreign in this game and I have no idea what to aim for
the closest thing here is sink points per minute
Just began tiers 5-6 and I'm currently making a computer factory with rubber and extra plastic as well to make 100% use of the three oil nodes nearby
for most items you make just enough to suit your building needs (what in Factorio would be "mall")
other than that, anything else should just go to sink (and overflow from your mall should as well) to make coupons, it's the only "infinite" thing you can keep producing (similar to Factorio's science)
there really are no malls because you cannot craft buildings
so only central storage (that's the final destination for building parts)
consider using alt recipes if you have any
don't have any yet. Which stinks. What would you recommend? Something like recycled plastic?
the recycled oil loop is a step up in complexity but you get way more parts
it depends what you're going for
alright
on the wiki you can look up all the recipes and an analysis of efficiency of each alternate recipe
some recipes aren't worth messing with, others are wonderful
you could use, for example: iron alloy, copper alloy, steamed copper sheet, cast screw, iron wire
not saying that you should, it is up to you if you find them worth it
it gets more complicated with circuit board and computer alts
(also don't take the analysis too seriously, it's very much biased)
all recipes have their use, there's no "always bad" or "always good" recipe, it's all subjective to the person and their needs
we plan on replacing the wiki alt recipe analysis, but it's a lot of work
also some alt recipes can be chosen based on personal choice. i completely cut screws out of my factories by choosing alt recipes that don't use screws
it's obviously your choice, but I personally find that cutting screws just because they are screws is weird
cutting screws was good in U2, but they got buffed since then and now are part of many resource efficient recipes
Screws are often cut because people tend not to think to put the screw manufacture on the same floor as productions that actually use screws (same approach recommended for quackwire)
Wire, yeah that one stung, My 600ppm battery building has a wire factory right next door to produce 1800 wire.
Had I thought, the ingots would have been smelted right over the mine and the wire constructors would have been right next to the manufacturers, but hindsight ..
Smelter buildings is why I started experimenting with the slender mine/smelter towers with a footprint of 8m x 16m.
I'll see if I can put the slender tower prototypes in to full use in my NF save, easier now the coal terrace is online.
caterium wire is also wonderful for battery production
Whenever screws or wires are involved, I just slap a constructor in front of the assembler/manufacturer and call it a day
I like to think the performance benefit of direct insertion outweighs the wasted production (and thus requiring more machines overall), but I've never tested it
i even do that with fused wire & quickwire
i think the only 500 stack items that are worth belting are concrete, copper powder and leaves
i use screws once, because none of my alts use them and i have no situation where they are good. not because i wanted to remove screws, i personally like fast and full belts, looks nice
screws get a lot of undeserved hate, mostly because they're the first high volume part that causes you to actually think about the belt speed problem
you slam into the same problem with wire, quickwire, and to some degree, limestone/silica/concrete
only wire for me
when building quickwire, i already have really fast belts. and concrete or silica never was a problem
it depends on the recipes you're using
but even something basic like making 100 ai limiters, you're going to run into belt capacity issues quickly
screws just get the hate for the problem
Its a timing thing. The demand for screws rises faster than you are unlocking new belts speeds. So people get frustrated with them early on. A lot of alts that avoid screws seam to lead you to worse problems imo.
I mean, it is a good thing because it does lead the player to being in problematic scenarios where they need to think back on their approach
does it? for me screws remove themself really fast and only get back with copper rotor
You already said you avoid them so no, they dont remove themselves. You remove them.
huh, i said i dont want to avoi them, they just arent optimal for any of our situations
because our plates are better as stitched and frames are steel
I must have misread then.
so not even tools recommend us screws except for copper rotors
personally i like fast full belts
with wires its already fancy
Idk how that happens. Tools always gives me screws unless i remove the recipies for them or needing them from the list.
for what for example?
idk for what screws are needed
only know some reinforced plates, frames, rotors, uh?
I'd really like to help with this. How can I stay in touch with this project?
In my opinion...
Reinforced plates - screws can be avoided, and both Adhered and Stitched are very good at that.
Rotors - if you don't minmax, you can avoid screws (Steel Rotor). If you minmax - Steel Rod + default screws and rotors.
Frames - same case as with rotors.
well tools are based on subjective weighted resource optimisation
why not copper rotor?
Copper Rotor, which uses Screw, which if you're min-maxing is Steel Rod + Base Screw.
Steel Rod + default screws and rotors.
Oh is the "and rotors" meaning "not Copper Rotor"?
I assumed that means default screws and default rotors
Yeah then I support your question.
Sure, why not. It can be combined with Steel Screw because of the ratios, if you need that, although it's a bit less resource-efficient than Steel Rod + base screw.
yeah, steel screws are less resource efficient... but we're asking about rotors ๐ why normal rotor over copper rotor? copper rotor is way more resource efficient
especially with the two copper alts
But judging by what i see in the calc (because rn i'm a bit too lazy to calculate manually), Copper Rotor minmax chain relies on:
- You willing to put Copper there (some might not want it).
- Maxing all the previous recipes: ingots, sheets, etc.
Specifically because you put the context as "min-max", which means Copper Rotor is the choice you would make.
it's still just 8 copper ore -> 10 rotor, that's like free ๐
but yeah if copper is not nearby it may not be applicable for that case
And also the building amount for non-minmaxers.
Pretty sure a lot of the copper related alt recipes reduce building counts overall
Yeah 100 rotors per min with defaults is almost 200 buildings, wiht pure -> steamed sheets -> copper rotors, it's like 80
It also relies on water, both being nearby and requiring extractors.
You could argue that's an advantage, since water is flat and easy to build on
Every time you add a conditional you take it further away from your original context of min-maxing.
But that's just down to how you want to plan your factory
Yeah, eventually.
is smart plating used for anything other than space elevator? deciding if i need to send it to central storage or not
Space elevator parts only.
also if i place a blueprint down, is there an easy way to remove the entire blueprint?
or do i have to do it manually
should i build a smart plating factory from scratch or just stick RIPS and rotors from storage into a few assemblers?
is a smart plating factory worth it in general at any point
if you go for just producing all elevator parts
Depends on your goals, you do need smart plating in the future, but nothing stops you slapping down a few assemblers in a temp setup to get to the next tier
yea you need it for other elevator parts aswell later
Personal preference, I would not start any "real" factories until tier 5+
Before that, you end up having to work around the tools you're missing, which isn't fun
https://satisfactory.wiki.gg/wiki/Smart_Plating
Iโm on the same tier you are, I just made enough for the next couple elevator requirements and then repurposed the rotors and plates for other parts like modular frames and motors.
Smart Plating is a component of Project Assembly. It is used to complete deliveries in the Space Elevator, which in return unlocks additional tiers in the HUB. As with all Project parts, it cannot be crafted in a Craft Bench and has to be automated with a machine.
I have a nasty habit of using temporary spaghetti factories for space elevator parts.
the math should check out i guess
๐จ what is THAT? mind you I haven't made it past tier 4 in playing, yet.
a balancer, 99% of times not needed
I did have to look that up, but the premise seems simple enough.
much simpler premise is a manifold
well i don't know anything about cars, so i'm at a disadvantage in this concept lmao
or engineering.
"ooh what's this do?" proceeds to google every thing in the game
it's not related to cars... well the original term may be, but here it's just a belt with row of machines next to it (and splitters on the belt)
--S--S--S--S--S
| | | | |
X X X X X
@winter wave see #math-and-meta message for alt recipe choices
didnt say something else. we didnt come in a situation where screw are the way to go
rotors with all recipes
well copper rotors is the single exception
also depends on recipe choices (and in beta on weights and optimisation)
what are the weights?
the places where we build and wht we have there always lead to screws not being the best way for everything except rotors
artificial values given to resources based on their rarity
which are then used to compare resource efficiency
but what are they like the actual jumbers
is that always displayed?
in beta, yes
screws are the same as other 500th stacks yea it stacks high but it needs a lot of belt so i direct feed them in one way or another
Pounds and Kilos. ๐
The term definitely predates cars. The everyday sense of the term came about in the mid 1800s.
Kilos arent a unit of weight.
Isnt it just percent scaled up by a big factor... 10,000 or something like that.
how much does a splitter "slow down" a production line ? I gave exactly the right amount of coal to my coal generators and somehow they'd always fluctuate until one of them runs out of coal and it brought all the other ones down with it
It doesn't cause any backup. So if your belt that goes into the manifold has the same number of recourses per minute as all coal generators consume, it will work without issue.
Only thing is that if you have a manifold you either need to wait or manually fill up all the generators inventories, until the overflow systems runs at max efficiency.
So, if your fuse breaks when not all generators are running, you might want to consider disconnecting the power plant from the rest of the factory until it can stabalize.
Ye, coal can take a while to stabilise
doesn't sound like it's set up right then, it should get more stable over time
Donโt forget limits on conveyer belts, early on i had to have mine in sets of four so i could feed coal in for each set separately. Plus this means later on i can max them all out with upgrading belts, pipes and power cell things
It's inverse of percentage scaled to iron=1
it did get stable after some time but it also started going down overnight. I definitely didn't make the perfect setup for it but I didn't expect it to go this bad
Honestly if youโre trying for a perfect running set up a very small mistake throws it all out of whack, donโt stress too much. Just go over every step. What machines and miner are clocked at, if thereโs any issues with how much a belt can handle
You seem moderately new? This is normal
I mean I almost spent 300h in satisfactory but I'm used to making perfect setups using other people's builds and videos so I wasn't ready for that kind of mistake (and i'm a super slow thinker so it didn't occur to me that having this small of an error would cause this bug of a problem)
any small error really will do it ๐ especially with fluid systems
Pounds and kilos refer to MASS. Weight is a force, with unit Newton. On earth, a scale measures F=m*g and reports the mass [kg or pound].
Meanwhile, I just found out SF+ (with which I'm doing a playthrough with now) uses imprecise machines/recipes that (eg) end up needing more water than advertised 
Wasn't easy to troubleshoot, but I'm fairly sure I know when pipes/belts are at least delivering correctly 
that sound like a shit mod for me sorry
It's pretty great, that's the only bad part I found about it.
but isnt it just if u know the numbers you know or is it rng every machine?
Its not more than advertised,just some machines having variable usage afaik.
It is a very challenging but therefore also rewarding
I worded things correctly: some machines (luckily very few) input more than advertised.
In other words, such machines end up starving if fed exactly as much as "needed" and only run efficiently when overfed.
Eg: 10 biomass heaters, needing 6/min each, ran out of biomass when provided 60/min
I'm fairly confident of this observation, as I spent literal hundreds of hours observing machines' efficiency and never seeing anything like this (vanilla)
Except back when fluid loss was a thing.
But that's the point: it's not a thing anymore :P
Is the radio control system alt recipe as good as i think it is if you pair it with the electric diode circuit board?
Electrode curcuit board*
I don't know how good you think it is, but it does indeed have quite a few good points
I think its usable
And i guess by good i mean im thinking of using it over some other possible combos
Just trying to remove as many items from the production line as possible
Electrode board is usable, but consumes too much oil, unless you need to make circuit boards just out of oil (aka other stuff is too far away). RCS recipe is good if you wanna save on Quartz.
electrode circuit boards uses alot of oil
id probably just go for silicon circuti boards since you have quartz for osillators anyway
Well, if it is 60/min average,but batched, you need to use belts that are faster than that imho? Or indeed it may be the case. I mostly overfeed and add storage in between my machines. Slightly inefficient but less headaches ๐๐
If you need 60/min and provide so stably with a MK1 belts, the system should run fine regardless of how uneven the input-taking is during one minute. At most, machines skip a production cycle, end up piling up some input and have enough to finish the cycle when they restart
Interesting approach, tho I don't see the reason to do so
Also "right-sizing" belts can cause starvation on long manifolds even when, on paper, your input is sufficient (or even over the actual need). Best to just use max level belts everywhere to avoid that.
I also noticed that, but its hard to prove/explain. Maybe by showing that a split and merge of two belts sometimes stutters and cab lead to two nonfulls?
it can't iirc
no matter what the manifold looks like, if every segment has sufficient belt for the required throughput, it will stabilise eventually
Only sushifolds may have such issues
(or rather, no matter what your belting looks like)
oh yeah, I'm talking about single item, not mixed belts/sushi
Just specifying. They're both manifolds after all ^^
Except not necessarily when you're right-sizing belts. It is possible to end up in a situation where the last machines are not getting enough resources while, simultaneously, the input to the manifold is backing up, being overloaded.
it's not
Oh yes it is. I have had this happen to me in the past.
it's 100% something else
e.g. small section of wrong belt in splitter
mathematically and logically it doesn't make sense
Might try to find an earlier save where this happened and record a video.
Unless you can provide proof (savefile, video...), I'm also inclined to believe you miss read the situation
if you're providing X/min to a manifold that needs X/min, it's either filling up or working at 100%. There's no other option
(Assuming no belts are choking ie provide less throughput than needed by the system in that point)
What about when you fill it up manually
That shouldn't cause any problems right?
doesn't change my statement
starting conditions are only relevant for the time it takes to start working at 100%
Because I've filled up some manufacturers manually, but the backlog has disappeared eventually to only the minimum for continuous operation
And I don't really know how it happened since there are enough resources being generated
depending on what manifold it is, that may happen
How does it happen?
in normal manifolds, last two machines never fill up
because those don't have any "excess" to send further down the line
Oh so you're saying if I put a storage container after them, would it help?
no
it's normal that the last two never fill up
and it'll work at 100% capacity even if they don't
Is there any way to make sure they will
Because right now it has started ever so slightly eating into efficiency (99% instead of 100)
oh that meter is unreliable
once all but last two machines fill up, the manifold will work at 100% capacity
and interestingly enough, some of them do have full stacks on the last 2 ones, while some are stuck at 30/15
This has been working for probably 30h by now if not more
is this one of the last two machines?
Yes
However in other cases, the last 2 machines are full
then it doesn't matter if it's not full
may be because you prefilled or not used all resources from it
or somewhat more so, there's some with 60, most with 30, some with 500
again, it doesn't matter in which state the last two machines are
as long as the other ones are full
Alright, good to know
And I also just saw that I have a uranium problem so back to troubleshooting it is, lmao
Bah, it's practically impossible to try and find the right save where I had this starving-and-backing-up-simultaneously-despite-sufficient-resources-and-belt-capacity-on-paper manifold thingy. Maybe easier if I just try and reproduce it. Just wish I remembered the exact conditions i.e. which item I was making, and how many machines there were.
I seem to remember 12 Constructors but that might be wrong.
However, I suspect the issue is something vaguely similar to the splitter issue I had earlier where one machine was not getting enough resources despite input, and belt capacities, being sufficient - on paper.
raf to floor hole works, but not floor to raf - kinda funny....
Issue: #math-and-meta message
Reason: #math-and-meta message
there's a common floor hole bug, might want to avoid using them
Yeah, pretty much. And that's the reason why I say smart/programmable splitters should have bigger buffers to be used without such nuances in load-balancing.
Another example scenario: merging ingots from Pure Iron refineries and feeding those to a series of 120/min outputs (sink at the end, all MK5 except "side belts"). The first few ones might hold up, but the last one(s) are likely to have gaps on their input MK2 belts whenever there are big enough gaps between the items on the main belt (Pure Iron refineries output in batches of 12!)
For me, the Iron was also mixing with other items too, so the issue was even more apparent (using smart splitters, other items can fill the overflow-inventory of splitters leading to less "useful" buffering to keep the 120/min outputs steady)
A fair few people clip through the floor holes, same look, no weird floor hole bug
And that's why the paradise isn't the only thing existing after death 
it saves items for main production lines
what "main production lines"? ๐ค
this system is just to supply a storage room
like nuclear fuel rods or elevator parts
well there's only 32 items worth storing, so it doesn't matter if you get rid of them or not
because the list doesn't change
What are those 32 items? Rn I have like 7 items I use storage for atm.
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.
and i still miss utility items ๐ฆ
stator factory necessary or can i just use stuff from central storage?
neither
nothing needs stators
space elevator :c
doesn't
i mean for space elevator components
You don't need to carry stators if you have motors in your inventory.
sure, they need stators... but how is that relevant to storage?
no reason to store stators
rather will i need a lotta stators, or can i grab stuff from storage, stick em in assemblers and be fine
if you need stators for some further component, you'll build them in that factory
If you plan to make a limited amount of space elevator parts, you can make a good number of stators and then store them. Otherwise build constant-running stator production for further components and /or sinking the unused excess.
don't do either.
wait until you know how much you want to produce and make them at that point
otherwise you'll have too much or too little
Too much is not a problem because of awesome sink (if there is enough power).
too much is a problem because wasted time to make something you don't need
thats my personal answer, ask yourself 
auto wires
power storage 
2 other ones are for motors and control rods?
control rods and turbomotors, yes
meh, usually it's better to build more power than power storages
it's also why Sev removed it from list of items needed to store
sure, doesnt mean they dont exist
also really cheap and only built once
so wouldnt also store stators for them
it's a list of "things needed to store"
not list of "things useful for building"
(otherwise screws would be there as well)
i only corrected the nothing needs stators, because thats wrong.
never corrected that they arent useful to store
thats different
nothing useful needs stators then ๐
yeah. or only power storage would need stators and for them its not worth storing
I was trying to understand the logic of pumps, and I saw three designs in the coal generator. It confused me that two water sources are connected to the same point and third water source is connected to end. The question is that is it necessary? I just want to be sure Is the math in the picture I drew correct and I understood correctly?
point is that if you connect all three to one end, then you'll need 360 to be moved through one pipe
im sure there is an explanation next to it, why its necessary
Not sure I'd want to hand build the stators for the stupidly oversize power store I built, that would epic suck, so I had a trickle overflow of them to storage.
you need to do the math for pipe throughput and then you would understand the water inputs are arranged that way to avoid overfilling pipes
well yeah, thats why i would mention them and say its not worth storing usually.
there are always niche cases where you want to stockpile them when planning large storage build
also, pumps are just "move fluid up", they provide headlift, not much logic to be understood there
Even then the stores were a trickle on purpose, like 1.5ppm because by the time I used them I had tons and not much effort.
A single pipeline can transport only 300 m3/min, but the entire setup uses 360 m3/min
Note that the Fandom wiki is outdated if you took the images from there ( https://satisfactory.wiki.gg/wiki/File:Coal_Generator_Schematic.png )
Original file โ(657 ร 957 pixels, file size: 18 KB, MIME type: image/png)
The fact that the 8:3's use the mk1 pipes is the whole reason behind their demonstrated design, it gets around the 300 limit by being connected to the coal burners in two ways.
Got it thanks. That game makes me kind of obsession, I'm trying to understand every number behind of it ๐
im still fan of the 5:2 setup because its way easier with the nodes and looks better 
4x5:2 is a 20:8 half maxing a single normal node and is symmetrical
https://cdn.discordapp.com/attachments/932761153703149659/1131994533484318820/image.png
Strange
the 8 generator gets to no multiple that fits to a maxed node
I like the usual 8:3 repeated in a row
at least not in a way that gets that small
The downside of 5:2 is the water extractors will keep backing up, so less than perfect power gradiant.
fits to two nodes ๐คทโโ๏ธ
i care about node to space efficiency.
600 / 2 = 300
and 300 / 15 = 20
so you get 20 generators
or 10x2:1
Well I'm not going to convince you which is better, use what you want lul
there is only place for 8 water extractors
its just that the 8:3 isnt necessarily better than anything else but gets praised as it was
its only the best when you want to not uunderclock water. but its not space efficient and doesnt fit to nodes
so it optimizes for one thing, just like other setups
not worse or better than them
well, learning clocks early is good
which is why it's put everywhere as an example
there's tons of places where the game teaches you to do clocks, coal is just a bit earlier ๐คทโโ๏ธ
yeah, the other places are already more complicated, coal is a nice place to learn it
because its really simple
Coal power already teaches a lot on its own, better not keep it too complicated
^
I feel like us who started playing before update 3 don't realize that the game is a bit harder to learn now
I haven't started yet
was u4 pipes? I started sometime after I think
U3
U4 rebalanced T7 and added T8
U2 coal generators were primed by mining a piece of coal and feeding one generator
or hooking miner to biomass
Also the ratios were suuuper bad
120 coal was like 11.11 generators or whatnot
To this day I don't understand why they were so weird
10.8
11.1 is coal per gen
tho for 300/min it's nice 27 gens ๐
(and yeah, https://satisfactory.greeny.dev/power is still working, otherwise I wouldn't know ๐ )
A powerful Satisfactory calculator, filled with features, supports overclocking, alternate recipes, live map, power calculations, etc.
Well the manifold tool still works
i started when water was added
Should a 20,000MW turbo fuel be enough for pre nuclear
If it suits your needs, then yes
People usually choose either turbofuel or nuclear though
i do both because both is fun
you do seem like the kind of person to do that lol
There's no choice regarding nuclear vs turbofuel, nuclear is so much better that there's no discussion to be had
The only actual conversation to be had is "can I be bothered to set nuclear up", because I can't blame anyone for not wanting to
Agreed
Thatโs sounds like a way turbo fuel is better
Itโs almost as if people have different goals and styles where there isnโt much in the game that is always the optimal choice
Hi there... I have three aluminium refineries which output 120m of water each. they feed two alumina refineries which need 180m water each. When they actually run, they all run at 100% but sometimes I notice all the water in the pipes is gone and have to inject water to keep them working. There should be no way the water can escape from a closed loop, right?
It seem to happen when I load my game. I notice they are stopped and have to inject extra water into the loop using a valve. But if I keep the valve switched on, the whole system floods and backs up.
@wind spade then my input pipe from the pump will run full speed and flood the system... If I disconnect the water, the game runs until I next reload then I have to inject water again.
problem is that valves don't really work reliably
I have removed the valve before... no difference in this case.
I used to manually reconnect the pipe each time.
But the water flows in so quickly that it's hard to measure
Imagine a letter P
you have several options:
- use a VIP junction from pipeline manual (see #math-and-meta pins)
- separate fresh and recycled water
- put recycled water into other recipes (e.g. pure recipes, wet concrete, coal gens, etc.)
anything else is usually very much unreliable
Thanks... I see you can't create recycle loops.
you can, but not in the way you want
with VIP junction (first solution I posted), you can make them
which is the first solution you presented? sorry I cant seem to find it.
find the pipeline manual
it's in pins in this channel
in it, there's a VIP junction, which is basically a priority merger
(basically, as pipes are bidirectional, so you can't really think of them as belts, but in essence it works like that)
@wind spade Thanks for the info....
Closed loops have no issues as long as you dont introduce additional water. If you have vanishing water, consider verifying your game files. Because that is not at all normal or common
@oblique hollow thank you I am running experimental... I will check.
Also if you have too much extra water and limestone deposit nearby, Wet Concrete + sink can help.
isnt vanishing water good? xD
but where does the water go???????
PPPPPPP
is the issue where the MK 2 pipes don't actually carry the full 600 still an issue? (U7)
Is this a good recipe balance for 10 hmfs per minute. I'm only in tiers 5 & 6 so no mk 5 conveyors or mk3 miners
Good is a point of view, Anakin.
This is where I'm planning to build in the dune desert. I'll take the water from the pond under it
for regular modular frames I find doing bolted frames to be good, especially when used with steel screws (pro-tip throw the screw constructor immediately in front of the modular frame assembler)
heavy encased frames
Big fan of steeled frames myself, really nice ratios, low building counts, super low iron requirements
from the wiki page on setting up fuel power
"process the polymer resin", they are saying sink it/use it for something outside this build, correct?
Do whetever you want with it basically
Thanks, just wanted to make sure
Hey there, I'm struggling to figure something out right now... if my input is 30 items/min, how can I split it into 18/12 items per min? I hope this is the right place to ask ๐
your machines consume 18 and 12 items per minute?
well, 20 and 12 if I leave everything at 100% clock speed but that leaves an uneven 32 rods/min needed
just split feed and the 12 item per minute side will fill up and the remaining goes over to the 18 side
Ah, got so caught up trying to split everything perfectly I forgot about this method. That'll work, thanks!
otherwise its a 3 to 2 split
Manifold: let machines fill up so they take as much as needed when the belts back up behind them
Load balance: split the input in 3/5 and 2/5. A 1-to-5 split is the same as a 1-to-6 but with one output merged back before the first split.
Ooohhh I see. I'll try the load balance method, this helps a lot, thanks
or you could split it into 12 and 18 with smth like this 
That is certainly a lot more compact than what I just did lol
i do it sometimes but most of the time i just dont and just overflow
Same here, I'm in too deep on this factory though - it will be perfect (finger's crossed and all that)
A perfect factory is accompanied by a perfectly flat power draw 
I will have to keep an eye out for that haha
I'm jesting a bit, but the theory does say so.
Though some things ALWAYS take variable power, like vehicles and SINKS not running constantly, practically always requiring at least 2 different power grids to have one completely flat (eg: vehicles/sinks grid and factory grid)
and all the particle accelerators
I was trying to keep it early-game-spoiler-friendly
na but the idea itself and u could try to make the scnd line as "flat" as possible with power storage
Ran into another calculation that beat me for keeping everything fully load balanced - 22.5 split into 10/12.5. Manifold will have to do for the last little bit lol
if u want to split this you could do it...
Yeah, well I realized 22.5/10 = 2.25 which makes me think it's totally doable, but my brain is too fried to figure it out right now
just use manifolds, simple and no need to calculate anything ๐
Yeah I may just rely a lot more on manifolds moving forward haha
yea no my thinking is 10 is 1/6 of a mk1 belt and the rest "overflows" ๐ and thats basically a manifold u just reduce the one belt to 10 arteficial with splitters
To see how to load balance something (if none of the outputs coincide with belt speeds) you can try checking the proportions involved.
Eg: 10 / 22.5 = 2/4.5 = 4/9
So if you make a 1-9 splitter and merge the outputs accordingly, you can get the numbers you want via balancer
Eg: 22.5/9 = 2.5 | 2.5x4 = 10
I see what you mean - good way to think about it. If I really decide to do load balanced anything in the future I will keep it in mind! But honestly I'm also realizing manifold is probably the way to go for 9/10 cases. This building I'm constructing is turning out way too massive to hide all the conveyor spaghetti I've built lol
Efficiency-wise, they can reach the same results, just in different amounts of time
Yep, makes sense. Thanks very much for all the info and clarification. Helps a lot for a noobie like me ๐
does covering up conveyor belts improve frame rate?
Minor advantage for the GPU. Most seem to think it's not worth the hassle.
possibly? maybe? probably not enough to be worth the effort
conveyor rendering is quite optimized, its all smart fakery that looks nice but doesnt cost much
what item is abbreviated "CB"
circuit board
oh it was missing from the acronyms table
This article lists commonly used acronyms or other shorthands related to the game.
ya i checked that first and didnt see it
added now
thanks!
are ai limiters worth storing, or can i just make out of quickwire whenever needed
decide based on how many of these do you build
you can have just 1/min going to storage and it will pile up eventually
are ai limiters worth storing
Yes.
anyone available for some tutoring on how the maths around the factory works shiesh struggling find most of the times the machines not getting enough of what it needs to make or need plz let me know when ur available maybe we can end up being satis friends ^_^
It's all basic arithmetic, just applied over and over throughout the chain.
Game doesn't even breach into Algebra tbh.
To walk you through it:
Pick an item that you're trying to make.
coal generators
what program can i use to show me the needs of the ammount of coal gens and stuff like that
You look at their UI in-game
And learn that regardless of fuel type, they need 45 water/min
And for Coal specifically they need 15 Coal/min
i got 4 pure coal nodes to work with how many gens u think i could use on those
That questions is far too vague.
Highest Miner Mk?
Highest Belt Mk?
Are you overclocking the Miners?
can i add u as a friend ? will check and get back to u on those
You don't need to friend me.
Check and just type it back in here. I will be around.
ok thanks alot bro appreciate it
got it to work thanx bro
I'm aware there are tons of these diagrams around the web, but I just wanted to share two basic production line diagrams that I drew up for my own reference. Nothing fancy, but it assumes that 'efficiency' is created when the total output of a miner (at 120) is used in line with an arrangement of constructors that compliments the ratios from the parent raw material (Sorry for all the prepositions...).
I imagine it could be useful for an intermediate player - like myself - that wants to really nail down a means of creating these basic resources early on to focus on progressing to mid-game at a quicker pace. Ya know, because efficiency.
I think the power consumption for the copper line and iron line is 51MW and 55MW, respectively.
I'm currently just a few hours in and trying to figure out ratios and all that for the basics of the first tiers. This is super helpful and gives me a much clearer idea how to configure my initial factory
Yeah I use the website app and arrange things in a similar format myself. Yours is definitely easier to follow tho.
what should I pick?
The Pure Iron Ingot
I'd take 1st.
@median heath whats a sushi manifold?
Agreed ๐ฏ
The last one isnโt renewable so no and the middle one needs copper which is rarer than iron.
This looks great! Ive more or less figured this out myself, but my newest self-task is looking into applying verticality so I can save more horizontal space
this is more of a case-by-case thing bc the biome i spawned in is really hilly, and was hard to find large flat regions around ore deposits
but these diagrams are super useful and way cleaner than what I had drawn up, thanks!
Sushi = mixed-item belt
Yeah 1 seems like the best bet
@gritty comet see #math-and-meta message for alt recipe choices
do you sushi on itemrate or just smart split?
I don't understand the question.
there is a form of sushi the machine needs 15 quickwire and 1 whatever so every 16 item is a whatever
Manifold sushi is 1 smart per item per input.
and u have a mixed mixed belt
so if u have 150+190+300+18+20 different items you put them all on one belt all the machines with the diff rec in a row?
is this even less than 780
i did not math
yes it is
Basically.
you sink the rest or is there a way to recycle efficient?
or u just balance the machines
and or the input
What "rest"?
yea if u balance there is no rest
If I have 150+190+300+18+20 on a belt, it is because that is exactly how much that system needs.
sushi belt in dsp is literaly a belt cruising in a circle so satisifactory but wrong game :c
i would like it in satisfactory a belt just doing circles items that are needed gets on there with merger magic
in the right place
It would be cool to be able to fit the production line into a blueprint so you plop it down when starting in a new biome. That's always a limiting factor for me in the midgame, expanding out into other biomes and setting up a flexible foundation to build up later.
Yeah exactly!
How exactly would I get overflow items to go to the sink once a storage container is full?
with a smart splitter researched in the mam
Dang
wdym?
Can I load balance 261 into 120 and 141 with a splitter that forks into a Mark 2 conveyor and a mark 3 conveyor?
yes
thank you! I wasnt sure
hey so I just realized that im pretty sure the two copper wire constructors on the lefthand side can be merged and sent to 1 cable constructor to save some space if desired
So with Turo Fuel alt recipes, you can get like 70 some odd Fuel Gens out of 300 oil or something like that. My question is, with 300m/sec Turbo Fuel being produced for all those Fuel Gens, and with the way pipes work, would one giant like of 70 in a row work with the dynamics, or would there need to be multiple shorter branching lines for the pipe(s) to be happy?
you would be relying on overflow but yes eventually that would balance and stabilize
as long as you're producing enough for all of them
In my experiences branches are more wonky, I'd just do 1 long snakey boy. This is doubly true if there's any verticality differences in the manifold
like a branch of hte manifold goes to another floor
if you have another floor better to just merge a different groups of fluid producers for an independent manifold
Gotcha thanks @vapid gorge and @broken quest (and omg i love that name)
And it's not that you can't do what you suggested - my advice is based on reliability. Not having ot go back and rejig the whole thing
yea very much want a set it and forget it thing
when my power line is ------------------, i'm mega happy
won't even use gysers for that reason
should have been more specific - reliability that it'll work first time. If you do branches and get it going it should just keep going - but you'll probalby need to do a lot more tweaking at the start
If you coordinate them frame perfectly it can work
geysers hurt
if you send fluid from point A to point B with no branches or merging? it should work first time around. If it doesn't there's a small math or build error
oh and fun thing with one long line:
new generator? just add one tube
and up the inbound by the usage
easy as that
conveyor math tickles my brain when I get all the splits working at 100% but god is it painful to work on lol
I over build. I prefer a backed up line cuz anxiety LOL
have they ever discussed using raw leaves & wood for anything besides converting it into biomass?
Hey i might be really dumb, but is there any way to fit 4 coal generators in a blueprint?
Im pretty sure there isnt but thought Id ask here
In Vanilla, not really. Mods allow for larger blueprints to be made but no personal experience with any of those, plus future updates might break those.
its not even a question, u8 broke all mods and next update will most likely again, since we again do an engine jump
for what?
idk, a new tier/list of mats
Yeah, no.
Liquid BF being the best all-around jetpack fuel is the most you're getting.
Valheim.
basically ๐คฃ
or maybe have biomass be a requirement for a wood look on walls & foundations
not very thematic
we tried making reentry heat shields out of cork, i think it could fit
might explain all the previous landing failures ๐คฃ
ok i've read 2 different things on the wiki, one says that a single full pipe can support 33 fuel gens running turbo, another says 53
Could you link them please?
oh jeez brain fart. i'm setting it up in a way that isn't directly listed on the wiki, so i'm kinda going by charts & estimates. midnight brain not doing me any favors
Neither of those numbers is correct.
300/4.5 = 66.66666666666
Single mk1 feeds 66 and 2/3 generators.
got a pure pipe going to 8 refineries for heavy oil, combined with compact coal in 8 more refineries for turbo
i'm in the mushroom crater, with access to 4 full oil pipelines, & i'm trying to figure out how much coal & sulfur i'd need to fully exploit all that
Put it in SFTools
gonna have to spend some time screwing around with it because right now it apparently doesn't like me
wdym?
never used it before & i'm clearly using it wrong
Make a new tab, set turbofuel from items/min to maximize, then go to the items,input tab and change crude oil to what you have
oh nice ๐ thanks
or even better - set items/min and set it to what you want to produce
in this case it'll be easier to reroute a bit more coal & sulfur to max out those oil pipelines
looks like if i do diluted fuel there i'll have way more power than i know what to do with
yeah, diluted fuel is usually more than enough to get you to nuclear
and doing turbofuel is not very useful in that regard
though tubofuel can replace nuclear
good lord i just looked at the requirements ๐คฃ
474 fuel gens, & that's if i OC all of them
im at 900 no oc
actually kinda glad i'm moving base & setting up primary manufacturing somewhere else, this power facility is going to have to be the biggest thing i've ever built by a long ways
i have it on the northern ocean and its way smaller than expected
@main shuttle put it UNDER the ocean ๐
if only ๐คฃ
Spire Coast holds my largest underwater build. Where I took all of the oil and did a Diluted Fuel plant.
The only things above water on location were the Water Extractors.
undee wont work because water.
you mean completely below the surface?
Yes.
Only thing above is Extractors because they float.
So everything else is on the ocean floor.
Tons of space up there so easily done once you get used to aiming for building underwater.
thank you
well i guess this is my next big project ๐คฃ i was kinda hoping to get all the pure nodes headed to one location, but this is definitely more important
There's a Reddit post about applying this concept. I can try to look it up, if interested
I'm debating between solid steel or iron wire
I'm JUST doing a foundry rn It could be very useful
whats your opinion?
see #math-and-meta message for alt recipe choices
Bro I know, I just wanted your opinion ๐
that's my opinion
Ur right tho
basically, there's no right answer, pick what you want because usefulness of a recipe depends on where you use it and how
dont bother i know the concept i can come up with the math if applicable idk i will see
Iron wire is pretty neat
But since solid steel is an actual need atm, I don't see why not go for that instead
Thatโs a lot of fuel gens. Most coal generators Iโve ever had was like 16 lol
yea, gotta convert 40 coal gens running compacted coal out of there without tripping the entire grid during the upgrade
Oooof. Yeah thatโs the most PITA part for sure.
solid steel amazing and should always be used over default.
iron wire very good situative.
caterium wire mostly useless in comparison
I'm using that recipe myself. It was a god send early game and even now
solid steel is also awesome for the transition from regular iron, because you can just take your existing iron ingot setup and add coal to convert the ingots
that means you have ingots lying around, which you usually don't
depends on the factory layout. if you have a bunch of iron smelters already where you split the product out to different lines, when you shift to steel products you can keep that smeltery intact
why would I have that tho
the smelters make exactly as much ingots as I need
so there's no extra ever
extra product means inefficiency
suppose you're tearing down some of the secondary production (ie, to account for better recipes). this way you can still conveniently repurpose the primary ingot production isntead of tearing it down too
I take alt recipes before building production
and I don't tear down, I build new
no reason to tear down, it's wasted time that could be used building more production
playstyle choices, then. ie, I don't generally keep my vanilla iron rod+screw constructors around once I have steel recipes instead. but I can take their ingot supply and upgrade it
I don't build vanilla rod + screw ๐คทโโ๏ธ stitched plates ftw
it's an example. I'm just saying not every alt is usable from the start due to game progression, so teardowns are not unreasonable once your preferred recipes become usable
@tranquil tartan see #math-and-meta message for alt recipe choices
i have a belt thats has 270 but i need 180 on that beld and it come from the train station how can i do that?
manifold
if I understand you correctly tho - you want to split the belt into 180 and 90?
yea?
then yeah, just do one splitter and it'll balance itself
or merge two outputs of the splitter to make it 2:3 split
but usually manifold is enough for everything xD
split 3 ways and then merge 2
both solid steel and iron wire are super super useful
if you're building small subfactories around the map, iron wire become even more useful because you aren't restricted to having copper and iron near each other
yeah, i'd choose solid steel over any other recipe
but iron wire is sorta super-good too
s-tier vs a-tier recipes ๐
Hey guys, still thinking what is betterโฆ using belts or using trains ๐ i like trains but i need efficiency and i am afraid of time consumption of loading and unloading in train station
there's no better or worse, each has different advantages and disadvantages and it depends on a situation, which would be better (and on your preferences)
loading and unloading time is pretty short and as long as you use buffers, the throughput will be fine too (assuming you don't go over max throughput)
trains are also easily scalable, if throughput is lacking just add a new car and a new freight terminal, done in a short time, pulling a new belt over a distance takes a while
belts are best over shorter distances, otherwise give trains a try
How far do you use belts and when you start thinking about trains? Above 500m or above 1000meters?
good metric for me is "could I be arsed to walk here?"
if yes, belts
if no, trains
Okay thank you ๐
As greeny said, there is no better/worse
They are different and it comes down to what you care about.
Also not considering trucks hurts my soul because they are a great option.
@median heath are using trucks for midrange?
I use trucks for many things given "midrange" isn't a standardized word.