And that's the other thing. Permanence. Until I'm confident the game is more or less finished, I don't want to undertake the Real projects, the stuff for which the multiplayer experience would really shine. The "We did it!" standing in the middle of the newly onlined nuclear factory without hazmat suits, sipping from golden cups.
#math-and-meta
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i think i would have a blast with a good friend just sort of doing whatever in the game and each sort of doing their own thing at times and coming together to work on things at times, but i think you make a great point that it would be better once there's more stability in the game as 1.0 gets closer
Hello! Between the two pinned planners, what's the better option to use? They both give me a slightly different setup / amount of machines given the same input and output, so I'm wondering which one should I be following in that case
I highly recommend Tools
Tools does optimization based on resource cost and enabled recipes
SCIM just uses what you tell it to without optimization
Thanks
Will do. A shame because SCIM realistic mode can come in handy sometimes
For planning purposes, I'm really bad at that
Isn't it a bit chaotic for big factories?
You can always just manifold between the groups of machines
Yeah for sure, It's not for copying but like getting ideas and a baseline
Got a question. For tools, what makes it choose an alternated recipe over a vanilla one? Like what's trying to optimize? Resource use?
where it tells you exactly where to put a splitter and things? I really don't recommend it. It doesn't spit out anything that works well with layouts. Generally it's very dumb and with very little practice you can lay them out better with little thought
Finally started making proper charts based on pen/paper scribbles. This is the first
Weighted resource cost (trying to use less of the rarer resources)
You can of course force it to use a recipe by disabling all other options
E.g. it doesn't use caterium stators over default, so you have to disable the default
Fair enough
I kinda am just interested in using the least amount of buildings tbh so I'm just cycling through to see what's better in that regard
Hey guys I'm building a Nuclear Fuel Rod factory and the quick wire is becoming a real pain. I need to split my three outputs into four belts (for my manufacturers). Could someone please help.
Rates:
570 --> --> 442.5
570 --> --> 442.5
630 --> --> 442.5
--> 442.5
Injection manifold and let it take care of itself once it saturates?
well
injecting is a bit of a tricky one
do able but i though maybe someone has a design for this sorta thing
why not build the manufacturers in sets that you need?
wouldve been a good idea XD
it still is
ye i mean i just thought someone might have a blue print for a loadbalancer but that is probably what ill have to do
people don't use load balancers usually
divide each input into 4, then combine one output of each
General Question:
What's your favorite thing to farm coupon points with? In the past I have used quickwire -> AI limiters and Uranium ore, but this time around I rushed crystal oscillator research and got 2 batches from the shop to "recycle", and I want to try mass producing circuit boards -> computers -> supercomputers.
this might help you https://satisfactory.wiki.gg/wiki/AWESOME_Sink#Farming_points
Satisfactory Wiki
The AWESOME Sink is a special building that produces Β FICSIT Coupons for use in the AWESOME Shop by destroying items inserted into it, converting them into points based on their value or complexity, which in turn are used to print the aforementioned Coupons. Each successive Coupon requires more points to be printed.
referring to the wiki bit mad for me
or if you read above it, try and unlock silicon circuit board. since it only uses quartz and copy it is really easy to produce then chuck into the sink.
I've been using that. I settled on computers based on cumulative point multipliers from specific alts (silicon boards, crystal computers, silicon HSC, etc)
Looks like my late game strat will be mixed supercomputers (default and super-state)
I was just wondering what other people's personal preferences are.
I like AI limiters. Next time I restart, it'll probably be Dune Desert, and my initial coal will be in the southeast not far from the swamp. Planning to mk2 miner the swamp uranium into a sink, AI Limiters until computers otherwise.
For the first 10 or so coupons for essentials like the ladder, road block and catwalks, a few stacks of concrete when you can spare it and some DNA capsules do the trick.
I did a NF start this time. Between the western NF and central RD, I should be able to make so many circuit boards
Found HMF from crash sites are amazing for early coupons.
But I'm still working with a temp Phase 1 factory and a single tapped coal node for power π
Gotta build some infrastructure!
Aye, they really are. I tend though to just have something set up for coupons before I go pod hunting and I save the HMF for progression. I hate hand crafting them and delaying until after HEF is worth it IMO.
Got Encased Pipe and Encased Frame alts so I'm good on that front.
Time to leverage DPF so I can start chaining cheap silica, steamed copper sheets, silicon circuit boards, and crystal computers.
The 2 normal caterium pair nicely with that eastern pure copper on the meta cliff.
Also, I forget if this one is actually a net gain or not - motors from rigour motor are FAST. Fast enough I've sunk overflow and was shocked at how many coupons piled up as soon as the ISC filled.
That's another great alt
Meta cliff's also the only place I've actually made an automated rigour motor chain. π
for this type of thing, i forego the diagram and just use an online tool (sp.runesun.com) to give me a spreadsheet-like layout like this:
i honestly find when i draw up the belting diagrams, i end up changing how i designed it on paper when i go to build it, so i find it sort of unfruitful effort to diagram the belts
yeah, rigour motor is pretty nice, 4x the motors for the same number of rotors & stators
Cryatal Oscillators = πͺ
True.
But I think I prefer Electric Motor tbh.
i have a question, im trying to plan a heavy modular frame factory and im using satisfactory calculator. I need 495 iron to make 2 heavy modular frames per minute? or is the calculator mistaken?
Recommendation: Use Tools.
which tools? what do u mean?
ahhh satisfactory tools ok
ill try, ty
Make sure you select the alts available to you that you plan to use
Yeah. Ill probably do an electric motor set up soonish.
Odd name tho, since all the motors are electric motors anyways.
just clock them differently, you'll get there
π°οΈ
All buildings generate 10m.
So you get 10m from each individual well node you connect to.
do fluid buffers count as buildings?
yes iirc
then buffers are an exception
Not in that context, but for full clarity I would say "Production and Extraction Buildings"
I don't consider buffers a building any more than I consider a belt a building.
or ISCs I guess
I'm thinking of trying to to implement a delayed switch using micro powerplant with sushi switched fuel input
so when you switch on, it feed some fuel then switch off after some times but enable some other stuff with the micro powerplant
micro powerplant?
like a coal generator that get filled only few coal units for low power local system
and by a switch do you mean one of those awesome sink based merger switches that trashes something like limestone until you 'turn it on'?
you can think of it as a fallback power when some switch off
I dont know thatlimestone and sink stuff, but sounds similar to what I'm talking about
is the switch to turn on the back up automatic in someway? what is the trigger for it and what method do you want it to come on?
I was thinking of a power down making a flood input fade and then allowing coal to enter the generator which then turn on the fallback local power
Ok I suppose I should ask - is your goal making a neat system or just a way to be able to restart the system?
Do Priority Power switchs tell you the consumption etc of the interal network seperate to the outside one
so if i put a prority Power switch before a factory i can see how Smooth its Efficentcy is compared to others? or is it all the same lines on all of the power graphs
neat system ?
as in a cool logistic set up to do a thing
connected grids show a single graph behavior
instead of just something to make power easier to manage
a neat thing then
I ask because there's probably much simpler methods to have stable power
I want delayed switch off, that would be easy, but I also want a delayed switch on, which is much more complicated
So yeah I've seen people do things like that. Though I think Priority Switches in U8 pretty makes that sort of thing obsolete on it's own but still neat to do
priority switch only snaps on power ressources limitation, to trigger a power ressource limitation is probably harder, though I thought about priority powerswitch
ok so for a delayed switch on you can build something called a Priority merger.
What could happen is you have your main power grid powering a Limestone node or some other trash resource that blocks the Priority Merger. If the main power system shuts down then the belt can start feeding something like Packaged fuel or Coal into the 'backup'
oh yeah I just meant that priority switches can basically make it so your grid never goes down
unless you completely screw a major part of the infrastructure like... deleting rail where you need a train to deliver something
yup yup, was just clarifying π
but the priority merger option is probably your best bet
You might be able to do something with VOP or VIPs and just pipes but I haven't put any thought into it
now you could ask me why delayed control, answer simple : it must switch when inside a hypertube, and you can't go switch something while in hypertube
yeah thats fine, you could fine tune the delay of when it goes on with belt speeds
increase or decrease the time it takes the time for packaged fuel or coal to get wherever it's going to be burned
I can try simplifing it to delayed control though, I'm thinking for testing maybe just a power storage should do it, but it's tricky to time, storage power is lot of storage already
the Merger idea comes from a guy who was setting up a complex Production On Demand system where he could just swap a factory production with a flip of the switch
and it would still be nice to "auotmatically reload" the system
well for automatic reload maybe youd want a 'backup backup power plant' that feeds the fuel to the 'delayed back up'
or a geothermal to fill up the power storage while it's not on
I'm nto sure how you'd make power storage delayed though
you cant, its delayed shutdown though
but does not automatically reloads
priority powerswitch does not trip on storage down
feels like it's possible, but it burns my brain
yeah I probably wouldn't try power storage for this, unless the Delayed Back Up is what recharges the Powerstorage that feeds the Delayed Back up fuel
I was thinking like that, delayed backup that feeds the storage back the specified amount of power
the ideal case would be the priority powerswitch to trip down itself alone, but then you only have to switch it on manually to launch the system for only some time
I'm not sure you can use those switches that way? afaik they just choose what doesn't shut down in order? but I haven't used them
yup yup
I was thinking something like that could do it maybe
delayed shutdown then delayed timed reload
FB pp and PPS?
you can change values by :
- belt delay
- coal load
- generator downclocking
PPS : priority powerswitch
FBpp : Fall-Back power-plant
Do Coal gens take in Coal when the switch is off?
why make a system like this anyway?
system get up on power storage
the uptime exist only because storage fill the reminding power needed for FBpp to be able to power System
but then the PPS switch off
and the reminding time the FBpp reloads the power storage
not for long
the coal is cut off
Flip switch, hypertubes go on for a set time then off. Energy/fuel used get recovered/refilled (if I understood right)
yep
isn't that just biomass gen with a storage container with fuel?
biomass can't be automated
or coal gen π€·ββοΈ
I was being generic. I couldn't recall wether Coal gens take in Coal when the switch is off or not
just take X coal from container and put into gen
if you have both near the entrance, then usage is pretty much same time as flipping a switch and much easier to build
More cumbersome than "flip a switch", no automatic fuel refill
for coolness, not simple power management
automatic fuel refill? that's just miner hooked to the container
harder to tweak
(and yeah biomass can't be automated fully, but you'll have more than enough from things you collect on your journeys π€·ββοΈ )
and my system also work for very huge scales
the coal passing could be direct wiring of the coal miners
which would land me "Quantum Coal Transportation System" name
Missing the points of the original.
The "alternative" is a whole different thing, not just a simpler one
the fact it have 2 stages of going off could make it handy for more complex System contorl logics
maybe could be made cascading
I was going from the "want hypertube to work only for a while" (I assume for saving power)
my solution then fulfills all the things needed. If there's more needed, then I don't know about it π€·ββοΈ
There's Reddit posts to be found about complex logic applications, if you like that sort of digging. Eg: one made a "items on request" base, where they could "request" the factory to produce X amount of Y item by just activating some switches
yeah I think he was the one that toured me his world
that must be complex as hell for X amount
it was neat, something I'd never do, but neat xD
he blueprinted the logic paths which made it easier, and then it was just having a supply of 'trash' resources for hte off switches
You've missed the point: flip switch (literally) - > hypertubes go on for a set time
User simplicity is focus, going to "take thing from crate, put in other crate" already misses the point
tbh I dont see simpler for auto reloading single switch system
which I said that I consider pretty much equal in terms of simplicity
i've got 600 fuel/min coming in going to 20 fuel gens in total. 30f/min each. should i prefill the fuelgens or let em run and fill
Overclocking generators, ig?
Always prefill pipes.
Yes 30/min is 250% OC.
Burned in my mind atm, I have to figure out how to set up 80 generators clocked to 250% in way that i like the aesthetics of in or near the canyon oil nodes... π
I could never.
Too many shards, for no efficiency gain.
Yeah, I'll just build 200
π€
I mean, I already did 800 for turbo blend... But that was a while ago and wanted a fresh start.
4 HOR refineries per 3 blenders per 10 generators. Only pumps in the setup are the ones on the crude.
Working on an air purification floor idea. Hypertube entrances sucking in air and pulling into an empty room.
This is my main issue with generators on bottom floors, after all. :)
I just dont like how hundreds of the same building in a row look. Trying to tuck all factory into the landscape. Also have no interest in building huge flat platforms over the oceans or way above the terrain.
Also. Preffer the compact appearance. Serieously regret not overclocking everything as much as possible at this point. Everything takes way to much space otherwise imo.
I had not even used all the oil in blue crater and i covered most of that biome already. Lol
I built 16 octagonal floors of 50 fuel gens, each. 1st floor was HOR and fabric refining. 2nd was coke, fuel, and blend.
Yeah, I am definitely going to be trying to do something like that in my 'forever save'. I'm around 1200 hours and still amused by building variations on patterns of chains, but I want my 'final answer' build style to sit well in the world, not take over the screenshot.
You could build into the terrain, more. Use canyons and valleys to hold the bulk of operations.
Down cliff faces - I do intend to have facilities that go from floor to rim at a few points of the north canyon and the cliffs bordering the southern and central portions of the map.
Rather than having trains make elevation changes or using drones a lot, one of my ideas (I'm bad at the art part of building or I'd just have some screens to show already) has been to have factories that are also the exchange points for other logistics veins in the world. So some things will go up to the center of the map as they are, and some will be processed in the factory that is in the facility along the way. Other things will be coming down on the other side to be loaded, and the center of the map will have a circular route to connect the four corners logistically.
I figured to do all of my aluminum based productions in those facilities, as they require various different things.
I've been trying to get a feel for organically distributed production. I never liked the idea of a centralized mega factory, so I want to make everything as local as possible, to minimize the total logistics footprint.
The one good thing ABOUT doing really big builds is that the logistics become less of a concern if your factory is big enough that the next set of nodes is no longer far away by the time you need another/more of the resource.
(See: North Forest, trying to build anything with assemblers that isn't in a tower)
Big is totally relative, tho.
Been slowly approaching the idea of automating supercomputers at 60/min, split between two facilities using different recipes and resource spreads. We'll see how it goes, once I'm ready to actually lay out phase 1 of my plan.
something i've been taking to recently is doing factory complexes where i'm building really, really big, and kind of breaking what would be one factory down into multiple large sub-factories, using bi-directional trains or sushi tractors to move stuff around the complex
really sort of the criteria for what i use is whatever seems easiest to build and i think would be the most robust
I need some tutorials for vehicles.
I haven't used one yet. And I'm challenging myself this time to actually use the damn things.
well, the hard part of using them is just driving them to record a route
I've yet to build a truck stop or train platform, 800 hrs into the game.
i recommend if you play with them to pick something small and non-mission-critical and just move something with a tractor around yet
think of them as sort of a teleporter from one station to the next for 2 belts worth of items
you have to do some math about the capacity of the vehicle and round trip time
But then every station has to be included in a fuel distribution network too...
but besides that, they're pretty straight forward if you keep the pathing for them simple
that is sort of a tricky piece of them
there's 3 good solutions imho to that
- use coal or coke as fuel for its simplicity and renewability
- early game, if you have a lot of flower petals, just power them with a constructor making color cartridges
Lol I've been trashing all the petals π
- late-game, drone in batteries to fuel them, which is easy too
I thought batteries ONLY power drones..?!
seriously, i had a couple of early game tractors moving stuff for me on flower power
you can use them for vehicles too
my personal taste is that packaging and distributing fuel to them is a bit too complicated for me to wish to do
I've just been ziplining between my temporary Phase 1 factory and my temporary Phase 2 factory.
it also just throws off the math on oil consumption
I remember hearing you can power them with nuclear fuel rods too. Which is hilarious.
It's one of those instances where
disgusted face
four is appropriate.
Using 1 polymer resin to 3 HOR alts gives palatable numbers for DPF.
yeah, pfr's last like 7 hrs in the tractor, lol
what's really funny is that if you stick one pfr into a vehicle, it'll immediately eat it and then run, appearing to be out of fuel for hours
the problem with the fuel rods as fuel is the truck stations and vehicles get extremely radioactive
More iodine filters needed I guess
like i've used them in nuclear plants, and it is my far the most radioactive thing
no biggie to use now that the hazmat suit is always on
Gonna yeet the plutonium waste into mass storage on Paradise Island
but you still do get at times without a stack of filters in your inventory during a walk-of-shame or something
Gotta keep extra at the HUB then
I'm trying to figure out what i'm doing with my first nuke build
(of this playthrough, i mean)
I figured I'll start small, at the spire. What goes where, I have NO IDEA yet.
i just finished 90 oscillators/min yesterday
Insulated?
yeah
pretty big build, honestly
i'm definitely not doing a massive normal oscillator build ever again
Quartz crystals go BRRRRR
the difference in density of the 2 recipes gets to be very palpable when you get into the 100/min range
Dense > Sprawling imo
like for 90/min, its 90 manufacturers vs 48
the belting of the manf's sucks to do (always does), but that isn't really the ugly part with normal oscillator, its that you need so many belts of rips and cables that the logistics of the supply lines ends up being pretty ugly
injecting manifolds always just ends up being painful beltwork
Oh, because you're consuming >Mk5 belt cap worth of stuff?
yeah, and the default oscillator recipe just uses ugly af numbers
14 cable/min and 18 crystal/min
there's just no good way of splitting that all
use direct input then π
yeah, with 120 manf's though, i think it makes more sense to break the production of the sub-components into their own things unless you want a tower-of-stupid build
nontheless, you're then shifting the problem to needing to use injection manifolds for the raw quartz, copper and whatever you're making rips with
separate manifolds instead of injection
Separated Injection Manifolds π
ehh, it was an old playthrough, i would do it differently now in retrospect, you're preaching to the choir
Looking at it: 4 sections. AIL's, Rubber, Quartz Crystal, and finally the Oscillators. Whatever spatial positioning makes sense based on resource nodes.
separated normal manifolds
never a reason to do injected π€·ββοΈ
sure there is
unless you limit yourself artificially
like in my 5220 baux plant, i'm bringing in 2088 coke on a train as 3 696 lines
make 3 696 manifolds
no way of really doing that w/o an injected manifold
^
make you a deal, you build it and i'll patpat you when you're done π
what's so hard on doing it tho?
well build it and we'll see
in all seriousness, i try to avoid doing builds where i'm doing the same thing over & over again for days because it just gets so tiresome
the size of the build isn't linearly proportional to the time it'll take
yeah, bp'ing those manufacturer manifolds is a real time-saver in the bpm, lol
This right here is how I ran into burnout building turbo fuel power.
did you use the default recipe?
i don't think i've ever done default tf b/c it is a really big build
Turbo blend
800 generators
It was fun, but I spent every bit of my inertia to do it π
haha
i actually do a blended TF build in most playthroughs for 40gw
which is a reasonable sized project
Yeah the scale is probably where I fucked up. 120GW was definitely overkill.
this as a module that you build 3x for 40 gw isn't that bad to build
ofc, dropping the generators for fuel power still sucks, but you'll have that with big fuel power any which way
I need to do more modular production setups than I've done in the past.
one balancing change i wouldn't mind seeing is for them to double the fuel consumption & power output for the generators
for me, its coming with experience
if i were doing dilluted fuel instead, i'd remove the refinery & blender in the middle and pretty much end up with the same layout
for that,i'd have 2 output lines instead of merging them for 400+400 fuel instead of one for 400 tf
but the back-end hor half of the build is pretty much always the same
this is what the recycling loop looks like, with it all stacked to be compact and a liberal use of shards
...the first 6-7 recycling loops i ever built were very large things that just sprawled all over the place
Good idea, and maybe even make fuel power a bit less efficient overall. More incentive to at least attempt nuclear.
I'm so stingy with my shards π€£
Miners and extractors, only.
Im looking for a list of every item you can make with only iron. Anyone know where I can find that?
That's basically everything unlocked before steel. With iron wire alt, anyhow.
So, nothing past modular frames, RIPs, and rotors.
Unless you count smart plating
Hm, is there a list somewere I can use? I mean, yeah i can use satisfactory wiki, but thats not on 1 page
depends on recipes obviously
Not that I know of. Just look in the tier pages via the HUB interface.
but why do you want that? π€
Every milestone tells you what default recipes it unlocks.
Want to try something new, I've made an iron district, and i want to roughly plan out how many factories/zones I need
Thats why im searching for a list with only items made from iron
Plates, rods, screws, frames, rips, (wire, cable, and rotors w/alt)
I think that's it. Anything beyond requires steel.
Okay I'll start with that. Still thinking if i should use alt recipes or not π€
Yes, since its made from iron only I count it in
Rotors, mod frames too
fyi, not to dissuade you, but all basic iron goods are more efficiently made with steel and possibly oil
example: 1 steel ingot = 48 rods
also, in the early game, the stitched iron plate recipe is really good for ramping early rip production since you aren't requiring copper and wire for much until later in phase 3 & 4
Oh really, thanks! Im still a noob in this so think ill stick to the basic recipes, and maybe move to the alternates in a later stage
hi rainy
do overclocked generators also have less efficient outputs ?
which would means more fuel consumption less power produced for it
No. I think they should, and iirc they used to. But MJ/fuel is linear.
so it only cost shards and improve space efficiency and build efficiency ?
nice to know
200% gen behaves the same as two 100% gens
yes, unlike production buildings, there is no downside to overclocking generators other than the shard cost
ty
How do you get the alt recipe?
Satisfactory Wiki
Hard Drives are special parts obtained from Crash Sites used to unlock Alternate Recipes (see below). Crash Sites can be located using Object Scanner after Radio Signal Scanning has been researched in the MAM.
recipes are unlocked by finding hard drives at crash sites and researching them in the mam, there's some RNG associated with the choices the mam gives you, but more recipes are added to the game pool as you unlock various milestones in the hub
Oh nice. Thank you!!
np, its an incentive in the game to explore π
base setup works as expected, now I have to cut coal input when no power
here it must only send one coal when on
maybe easier to manage with water
water does not work, too low granularity
This would be a welcome change. The ratio of fuel generators to fuel production buildings is too high. I never do fuel without cheating in shards for the generators.
trying to use a vop/vip for automatic power reboot/
vop vip ?
finally I remembered that there are valve, generator use water at 1m3 granularity so it is low enough for my setup as long as I greatly reduce water push, I use pump headlift reset as controler
in the #math-and-meta channel there's a pinned msg with a Pipe Manual, VIP and VIP are junctions that prioritize flow. I thought you were trying one of those in order to make your automatic back up
wtf I still have flow even though headlift is supposed to be reset
pump is off
ok I think valve are fully bugged, it still flow even though there are no input of water anymore even before the pump which is still off
I think the bug is that every pipes have 2m headlift after the pipes, instead of filling at (Hp-Lp)/LpHeadlift
valves don't work as people expect - in general? don't use them
i personally just feel that fuel builds take up more real-estate than they out to
and I can't recall whether unpowered pumps reset headlift is bug behaviour and how it works between u7 and u8
always been that way, and they're supposed to do that
you sure? I thought I remember seeing Mcgal talking about pumps and headlift with some uncertainty a while back
I can confirm I have actually infinit water supply after the valve
you can't tell me it's intended behavior
i mean, it is written, if i'm not mistaken, that that is their behavior, and that was written in the u3/u4 era
pretty sure the pipe manual wasn't written before u3 π
my coal generator keep filling even though I have a cut pipe and an off pump
and pipes does not even empty
oh it finally stabilized after minutes
I think what's pissing me is we can't write the valve thoughput
apparently there's also a thing where you can't precisely limit valves?
What are you trying to do with them btw? in general I'd avoid them
so why do you want a limit? can you not control how much is fed by clocking the extractor or gen ?
nope, because they feed too much
at a single time
valve act as filter
pump as flatner
only a single 1m3 water is filled inside the dowclocked generator
I think if I increase generator clock and valve passthrough I will get longer burst power
but valve is there so it is consistent enough to actually time things from one to the next one
I'd have to look at exactly what you want and are doing, you want it to randomly turn on?
no
I linked it
that's really not helpful sorry xD
it will be inconsistent/random if I dont use valve
are you feeding it the right amount of water that it's clocked to use?
^^^
generators work at 1m3 water
at least coal generators
btw 8MW is unstable timing, I will down it to 7 and test
yeah I'd have to see it sorry, I'm sure it makes sense for you since you have a clearer picture
I'll write a practical schema
the theoretical one is already there
5.3 valve 7MW generator seems stable at 0.6-0.7 m3 water reminding
valve is unreliable tbh
sure I jsut don't understand why the valve is there in the first place
like if you clocked the generator to use that much only that much will flow down the pipe
it is when pipe filling is constant
valve is anything but constant
it will not
the valve is not, please re read my message
you mean it'll use more fluid than it's clocked at?
no, it will be permanently active, that's not what wanted
you completly forgot the point of the design
All machines will fill up to the level of 1 stack for their internal buffer.
I think Sharklien is describing feeding it only the minimum amount to turn it on.
I didn't but didn't you want it to come on when other power failed? Not sure where the valve comes in
it will not "come on" if it stays on, and it will not come down if the the water tank is filled
and it will not consume consistently or fill consistently if flow is not very tightly controled
hmmm well I'm curious and I'd be interested in having a look if you were willing to send me the save in a dm, but I'd have to see the set up to understand
just not coming together for me through text
yeah
given that you want all pipes to be full anyway, there's no point in using valve to limit flow
I never said I want all pipe to be full
are you here just to make up what I said or what ?
what's the point
no, but it's very much recommended by everyone to have full pipes, otherwise there's flow issues and other issues
I think it has to do with how they want to make a logic system?
I'm just not getting the set up through text
it's completly going against what I want, and I explained why, now I said my setup make it very consistent, valve are inconsistent when filled directly with machines and with varying flow and pipe filling, that's not the case here
valves are very inconsistent in general given they can only have 255 values
That's imprecise, not inconsistent. As long as the fill level behind a valve is 100%, they do not affect flow rate.
Flow rate is gated by fill percentage which creates the odd behaviors we know of with partially closed valves.
valvle at 5.3 generator at 7MW, consumption at 18MW
very consistent 11s power burst with automatic reloading
I have what I wanted
this, thank you
valve at 5.3 will only let through 4.7 afaik
not great but at least you can inspect it a bit and get my current setup
water should have enough headlift to go up to coal generator only when pump is on
3 states :
- pps on : storage unload coal gen starts (pump filling water)
- pps shutdown : pump and system cut off, storage empty, coal filled with just enough water to reload the storage
- pps off, coal off : standbye, storage loaded ready to burst/cycle again
can i ask why you'd want to shut off the coal plant?
it's some weird contraption to power their hypertube for limited amount of time with a flick of a switch or something
they're playing with making logic gates
ahh, ok
i would actually consider using liquid biofuel for that and have the trigger be dropping a stack of SBF into a crate
how come?
I said that same thing yesterday
just drop the stack into a crate, fuels the generator, and it stops when the stack is consumed
I suppose this way you don't have to carry or move fuel, you can just poke a thing?
wood w/ charcoal into a coal gen may be simpler though
or coal into coal gen
alternatively, just hook it up to a priority switch and carry a stack of hsc's with you to build the off switch when you land π
Complexer than "flip a switch"
π
"Complexer" sounds like a villain name.
βmore complexβ requires forethought, and itβs way too early for that
it's not a logical gate
so i need help as i just dont know why the hell my pipes dont flow, none of my pumps goes over 20m headlift, and the indicator for the max headlift is just broken as i dont see it, and i dont know why the water still wont flow all the way up
prefill the pipes?
wdym?
fill the pipe, then turn it on
though your best bet is making a #1038092680493801533 post and showing images
tried that, is it maybe because the headlift of the water extractor is 10m and the needed headlift to the first pump is 10.1?
in theory it should be able the do 12, shouldnt it?
just try placing the first pump really low
statistically, everyone is absolute garbage at estimating the first 10 m
i cant really, i have the pipes goind through floor holes, immediatly into a junction so that i basically get 3 water extractors worth if water in 1 pipe, and then on the same height there is the pump
and i checked the needed headlift to reach that pump is 10.1
well id used foundations but it seems like the game calculates the starting point of the 10m really weirdly
snapping the pump to the pipe makes it longer than you think
wait ima send u a screenshot real quick
the starting point is the outlet of the extractor
ignore the mess in the background
the pump is on the same heigt as the pipe you can see on the foundation
oh you have floor holes
yeah
those are actually known to fuck with your stuff
try clipping the pipe directly through instead
remove the pipe and then just aim at the junction and then at the extractor
are you sure that the floorholes are the issue? because it looks pretty dumb without them tbh
also: your pump will only really receive full flow once all the pipes left and right of the junction are full
floor holes are well known troublemakers, its worth a try
they should be full
what would happen if i just wait for update 8 maybe? it should habe come out 5 minutes ago
maybe itll work then
Had anyone tried to make a TAS for SF?
but its the stable release isnt it?
Turbo-Advanced Screws?
You can always put a dummy floor hole after building the pipe and foundation. It won't connect but it will look "right".
Yes exactly. Just like speedrunnera use for other games.
you think that is the better option instead of just putting the whole foundation 2m deeper, so that headlift till the pump is around 8m? thats what i was going tot ry now
I haven't had very many glitches floor hole connections. But I have had them. And I described what I do when it happens.
the shape of the pipe doesnt make a difference right? because i did them all noodle
It might look a bit wonky unless you use horizontal to vertical or have your connection points precisely placed.
But how much time are you going to spend just looking at details like that? Practically none.
noodle actually looks the best where i used it, as it is to go from the extractor through the floor, the rest is placed normal
i just hate if its imperfect
I can live with that.
You call that life?! 
just got back online after the update, i spawned in the hub and all my stuff is gone what the hell is this
Not #math-and-meta, but you weren't "logged in" when you loaded the savefile. This takes some time after the game has loaded, especially if you haven't opened it in a while.
i just killed mz old self, and took the stuff back in mz inventorz, was that wrong_
Have i overdone myself for not even having the space evelator?
yes
If you are having fun, you are NOT doing anything wrong. 
in #design-and-architecture are more of those weird images of that
youre just preparing ahead of time for nuclear waste storage =)
I had no idea you could do that...my old self from the Update 7 launch is still sitting somewhere...
How close is the correlation between WP and Sink Points of raw resources? (Or default recipe parts, for that matter?)
sink points of raw resources are very close to weighted value
tho it may have gone a bit off when they added/removed nodes
I did see some added coal on the dune spire cliffs....
So, it's generally safe to estimate SP efficiency of an alt combo using WP as proxy?
well, only if you count raw resources. Any intermediates' sink points are off already
Right.
I've been trying to sus out the most SP-efficient supercomputer recipe (including precursor part alts)...
I'm not really sure wdym by sink point efficient π€
since that essentially boils down to resource efficiency
Coupon-cost efficiency 
well, i finally found a spot where a truck makes sense to use
getting the full sulfur node in grass fields to blue crater via vehicle was too close to the hairy edge of what the tractor can hold that it made sense to use a truck instead of doubling up tractors on the narrow edge-of-map path
i could have probably positioned the truck stations a little better to cut the RTT for the trip to under 4 minutes, but meh, the additional fuel isn't going to be an issue
Trying to prep my figures for ficsmas. 60 stars per minute is quite a huge project.
remind me what all that takes
i always forget what the production line for ficsmas looks like until its all unlocked, lol
9000 gifts for starters. Thatβs 600 trees
where? i think if it is what i'm thinking of, that is a sam ore node
i think the default super recipe actually has the highest yield if you look at the fact it frees up aluminum to be used for turbomotors
LOL I forgot that exists! tbh I only saw it from a distance.
yeah, they added a few sam ore nodes around the map, 2 in the spire coast, i think and then a couple of others too
I really like the default super computer partly for that reason, and also partly because it matches 1:1 with the Caterium Computer alt. So i have a BP with 2 manufacturers in it. One for Catcomp feeding straight into the default supercomp.
all 3 recipes are pretty demanding
the OC SC recipe is the worst though, trying to hit 60/min of SC's will blow your bauxite budget like nothing else
superstate is the most resource efficient, but i find the recipe sort of meh for needing both batteries & ecr's
truth be told, i use a box factory with the OC recipe for most of my building needs because the only production chain that needs them is ADS's
i'm planning on automating it all, and with SC's i'm probably just going to look at my production, throw all 3 alts into the mix with whatever i'm already making and then figure out how to make up the shortfall with what resources i can gather in DD
really sort of one of those toss the kitchen sink at it sort of tacts π
It all comes down to trade offs in the end. Seams like one eventually is running out of sulfur, bauxite, or quartz depending on application.
If you dont use quartz to boost aluminum, you run out of bauxite. If you maximize aluminum, you have a lot less quartz to boost electronics and other chains like "rigour motor" etc.
And if you maximize wastless nuclear, and max aluminum via "instant scrap" you will be limited in how much sulfur you have if you want to throw batteries at super computers and still run a lot of drones etc.
Its all doable obviously. We just cant do all of it at once. And it cements the idea that using multiple recipes for the same products is definitely viable.
Ref: all the convos we keep having about Instant Scrap vs Sloppy-Electrode. They both achieve the same result of scrap. But the cost of Instant is potentially more limiting than the cost of Sloppy electrode. Im convinced that 100% sloppy electrode is probably best way to go. But any amount of instant is also fine if you dont want the sulfur and coal it will consume. I think a blend of the 2 will be very easy for most players. One simple needs to figure out how much sulfur you can sacrifice to instant. For me. I dont want to make 100% of aluminum via "instant"
Which is all a bit of a moot point since there are uses for bauxite other than aluminum technically.
I do wonder how much of these trade offs will/may dissappear if/when the "fix" is in to allow access to the resources that cannot be extracted by mk3 miners on pure nodes at 250% due to the limit of a single mk5 belt...
yeah, we'll have to wait and see what happens with the mk3 miner issue, if we'll be able to extract 1200 from pure nodes, it will very much change the calculus, and also whatever rebalancing they do will as well
btw, with OC supercomputer, bauxite isn't the only thing you run out of, it eats nitrogen, very easy to find yourself using all 12,000 of it on the map w/o realizing it
i guess at that point, you could entertain using the cooling system alt for cooling devices, but that recipe is sort of unappealing to me because it uses more bauxite than the default
Was the debate of "which of the perfectly equal recipes is better?" had again (even though by definition of perfectly equal, said debate has no objective resolution) and no one invited me? π
Oh no, @median heath , we didnt have the debate again. Just referenced the debate to make the point that efficient use of resources eventually becomes a balancing act, and certain choices necessarily restrict others. Assuming the player is trying to max out a lot of late game stuff.
I was wondering if that was a thing. Most calcs ive done on "max resource use" left a lot of N2 unused...
no im just getting a bunch of storage for well, items xD
Wow! That is quite a lot of iron ore.
no, thats: wire, cable, reinforced iron plates, iron plates, concrete, iron rods and prob more!
heres a photo from "outer space distance"
how do i get down safely
by falling xD
parachute?
no, i just eaten berry nuts (or how its called) and walked off
base:
why all the containers?
idk
Nice storage, bet you'll never actually use more than one container's worth until it fills up again though
yeah now i managed to comingle the concrete ON (almost) every conveyor belt in that base
the combo of OC Supercomputer, Heat Fused Frame and maxing nuclear pretty much will blow through all 12000 nitrogen, nitric acid becomes a really tricky thing to supply for it all
just this alone uses an eye-popping number of resources
max nucler uses another 3024 nitrogen, and you're still not looking at turbomotors with it all
This is why, thankfully we have alts for turbo motors and super computers that do not involve any nitrogen.
if i need to get 2,5 constructors with screws, how much do i need to underclock them each so they need an equal amount of rods?
Please help ;-;
yeah, for turbomotors, the pressure alt really does save pantloads of resources (most notably bauxite), but it isn't too nice on the nitrogen
2.5 screw constructors tally a total of 100/min, if you're looking to perfectly split the rods going into the constructors that are feeding it, you're looking at either a 3-way or 4-way split where you'd have each screw constructor making either 33.3333 or 25 screws/min; working backward, that would mean feeding each of those 33.3333/4 or 25/4 rods/min
there's much easier ways of accomplishing this all, but i'm just showing you the thought process to follow
if you don't know about hard drives & alt recipes yet; the cast screw alternate recipe takes 12.5 ingots and turns it into 50 screws/min
the recipe kinda sorta screams to be used with rotors π
Thank you for this
also, we're talking about balancing inputs, which was what your question entailed, a much simpler construction method is to use a manifold to self-balance belts into machines at odd rates so that you could connect 3 constructors for screws at 100%, 100% and 50% in a manifold and just send the 25 rods needed down the belt
eventually the machine's internal buffer fills, and the overflow makes it down the input belt to distribute the correct amt of product to each machine
the drawback is it takes a few minutes for the buffers of the machines to fill, but often it ends up being a simpler and more compact method of building
Thankfully?
Turbo Pressure ftw. All day every day.
@frosty pawn for alt recipe choices see #math-and-meta message
@rare steppe also see #math-and-meta message
Thanks !
hey does anyone have a quick tipp how to share batteries for drone usage quickly and efficiently? I play with a few friends and I specialized on batteries to fuel drones. As far as I understand it, a base A can be given orders to send any parked or incoming drone to another base B. I had a drone flying and bringing batteries but when the drone port is full it just does not come back and it does not unload the excess batteries in my base.
Plz don't copy/paste the same message across multiple channels.
afaik drones can only go between point A and point B , you'd have to manually redirect them? which sounds bad
@icy salmon but yeah honeslty - play through. There's a ton of little details in the game that are best learned through practice as it'd take forever to explain and you'd probably forget it in the huge wave of info. On the other hand you learn it quick messing around in the game
as you build you produce items and the HUB you get asks you to input items to unlock new tech
it's a really good progression method that helps you learn things at a good pace π
and don't worry about making mistakes - resource nodes are infinite and you get full refund on dismantling buildings
open it up and land in the map π grassy fields has some time open spaces to mess around with, dune desert isn't a bad begginer area
it's all the same map
and there's no "wrong" start
(and worst case if you don't like it, you can move to other start areas or even to non-start area)
I'm not a huge fan of it for various reasons but it's not a problem. It's not going to cripple your game in anyway
especially since you're just learning
Best starting biome.
thx
I would kind of disagree a lot of the areas marked easy have really crappy starting ores
others put you closer to the coal so thats fine
I was unaware that CSS added new items to the game called "crappy iron ore" and "crappy copper ore"
Must have missed it in patch notes.
The best starting location is honestly the desert
A lot of empty space and a lot of good starting ores
Which desert?
unless its been changed
There are 2.
the one near the edge
They are both near the edge.
RD is a great choice.
ye
Ore is ore though.
There is no crappy version.
Tractor that you get in the coal tier makes "distance to coal" an irrelevant factor, as you can auto deliver.
A lot of the starting positions have impure stuff
None of these are crappy.
Impure is completely fine.
hm except for any basic machine you make needs to have two or three of them
No..
Iron Plates needs 30 Ingots.
That's 1, nonclocked Impure node.
Iron Rod needs 15, that's half a nonclocked Impure.
Also the GF starting area I go to has 8 Impures.
Which is the equivalent of 4 Normals.
And no one is going to say 4 Normals is bad.
Neither metric matters.
Impure vs. Pure is irrelevant at a baseline.
What matters is "does the area provide enough ore in total?"
Because your factory does not care how the ore is acquired.
So if you need 300, and you can use 2 Impures to get it, using 1 Pure is exactly the same outcome.
how can i build a miner? to extract iron and cooper ?
auto hand miner? go to a workbench
no, something to mine auto
you mean the building? go to your build page and look at what's available
i dont have any?
I don't recall at what point you unlock them
there's a small tool you can drop on a node that will mine a stack of material you can collect after a bit
if you look at your hub you can look at the tiers and it'll show what you unlock
portable miner ?
you can drop more than 1 portable miner on a node
okey thx
Equipment Workshop
sometimes on things like an impure limestone node in the early game, it can even help to set up a portable miner along side a powered miner to 'stuff' extra limestone into a concrete 'factory'
(pretty sure you know that, but for the sake of others, i made the comment)
is there a way to make biomass without having to run and collect bushes for wood and leaves ?
like to extrat automatically ?
The point of biomass is that you can't (fully) automate its production.
There are more or less convenient sources of biomass though.
kill monsters
thank you
Trying to expand my Alumina production to make use of all the nodes near and just wanted to ask something to make sure I don't mess anything up. I have three nodes feeding into one train cart, 600, 600 and 300, so 1500 total. I know conveyors can't take more than 780, but assuming the outputs split evenly (I know some double output things don't split evenly, like large boxes), I'm trying to split it into 750 and 750 between two lines to then feed it into two Blenders each. This is the setup I've come up with, but just need a verification as to whether it'll work without issues. Mk.5 from each "out" from the train into a splitter with Mk.3 and Mk.4 belts (to limit throughput to 750), merged back into Mk.5.
personally I'd just use what is on the belts - you have 600/600/300, so build machines so that they use those amounts
Plan is solid 
The only issue is trying to move that much/min via a single freight platform
Alright, thanks. Was easier bringing the Bauxite home where I had Sulfur ready and tons of water than getting water and Sulfur to the Bauxite, then finished product home, so wanted to figure out how to do this.
Freights are loaded/unloaded instantly, round trip for the train is just 1 min, so doubt it'll be an issue there
there's a pause that diminishes the throughput
I'll of course build a buffer box right after the part I showed above
Usually, you end up needing to time trains accurately when moving more than 1.5 of a MK5 belt (~1300/min) and the higher throughput limit is less than 1.95 belts
my personal preference is 1 belt = 1 platform
Normally I don't over-fill stuff, but already had the train line bringing me 600 Bauxite and then remembered I had two extra nodes next to that unused
NOTE: Freight stations don't output/input to/from belts while they're loading/unloading trains, so 2x MK5 belts of throughput is impossible to achieve with a single freight
Yeah, I know it stops, but it still had a buffer box, the station itself acts as another buffer and it will be the same on both sides
I don't mind pushing it to 2x600 sometimes
I always fill things up to build buffers before getting production started just to prevent "stop-go" situations
sure, just saying it's my personal preference
Mine too, I never really do this, it's why I wasn't sure
Anyways, thanks for the help
And maybe in a future update they'll make programmable splitters have the option to output x/min to make it easier to micromanage things
With items stacking at 100, the throughput you're requiring is impossible.
See this for reference: #design-and-architecture message
I find that unlikely, at least not in such a simple way.
It would trivialize load-balancing (which just got a "boost" with blueprints)
Hopefully we get something at least. As for the thing you linked, it's interesting, but the round trip is short, so it should be fine, will have to test though
If you try to load/unload freights faster than what referenced in the message, the belts won't be able to keep up, accounting for the fact that more frequent load/unload = more down-time for belts
The numbers shown are the maximum possible. You can either get that much or lower, depending on how precise your setup is
how do i fly if i activate flight mode ?
Ctrl+F
Wrong channel, but double tapping space bar should turn it on/off
thx
where should i ask questions? in what channel ?
It only turns it off, to turn it on is different so that you can still use jetpacks and stuff. Anyways, I might have modify the train for an extra cart, but really don't want to, it's always a pain doing trains because the tracks won't snap right every time
#satisfactory , #satisfactory-experimental , #design-and-architecture , #dedicated-servers or #1038092680493801533 depending on subject and how complex the issue is ( #1038092680493801533 is the most in-depth)
experimental is shut down π
Can anyone lead me to some simple setups for early factories for iron and copper
"lead"?
To a website or such
I would suggest against using websites for simple things (especially early game), as that's where one can learn the game itself, but...
If you're looking for something that calculates stuff based on your objectives (eg: X reinforces plates/min), SFTools is probably your best choice
If you're looking for examples and discussions on setups, a Reddit search might work better.
I'd say that copying setups from reddit (complete with pictures and such) is probably worst thing you can do (you learn nothing π )
if you use online tools, then it's a bit better, as they usually just do math for you but you still have to figure out how to build stuff
but yeah, for first few builds the numbers are super simple, so it's best to learn game mechanics there and build them yourself
I get the mechanics, problem is when I start new I just want to rush faster belts etc
Never tried to optimize early game
optimise for what?
there's no "best" setup, it always depends on what you prioritise and what you want to optimise for
f.e. some people want lowest resource consumption (or lowest consumption of one resource), some want smallest footprint or lowest power consumption, some want to reduce complexity, etc.
Just don't take early game too seriously, you'll remake the factory at least 10 times going from start to end of the tiers, so just have fun and wing it with a calculator (as in normal one) and whatnot, no need to min-max everything
or you won't remake it at all because remaking is waste of time π
Fine, keep using Mk.1 conveyors while dealing with Alumina Scrap and see how that goes lol
uhhh what? I didn't say to not use better belts in the future
If you don't remake it once you get Coal, you won't have Mk.3-4
why not?
Because to build Coal you'll use Mk.1-2 until you can unlock better ones, if you don't remake anything, then you'll still have those
He meant like: don't remake the Modular Frame factory when you get to HMF, rather make a HMF factory including frames production
Also, Mk.1 drills...
yeah I mean don't touch factories that make stuff
if you need more resources, you can ofc upgrade miner and put splitter in front of it, but that doesn't mean you have to rebuild whole factory
You still will remake things because of alt recipes honestly
you can get most alts before building the production
Not always, you often will remake things, it's initial investment for more yield, but I get where you are coming from
not always, yeah. There's a few exceptions, which you mostly don't want anyway (like pure iron)
and personally I wouldn't remake things unless I need the resources and there are none left on the map, which happens like never
it's just better (time-wise) to make new factory than to rebuild old one
Alloy is so much better than Pure that I just don't get the point of Pure lol But unlocking recipes is a pain, 10 minutes of wait for a 99% bad pull of three. Really hate the wait time and also not having an option to "lock" recipes for next scan
But I'd argue it takes longer to carry everything to another node with conveyors and whatnot, clear the area, build from scratch and then carry everything back than just dismantle and rebuild (or expand) on the spot
you don't wait, you research it on the go. As you go to next crashed pod, you research the previous drive
and there's more HDDs than recipes, so you just pick whatever and move on as you'll get most if not all of them anyway
Have lost count of how many times I would end up with like 10+ drives waiting to get scanned once I went on trips to find them, would find them faster than they researched
carry everything to another node with conveyors
what?
you just take what you need and build new factory, you don't build conveyors from your previous one to the new one
sure, you may need to bring back conveyor or train with final product to storage, but you'd have to do that anyway
then you build next factory while drives are researching π€·ββοΈ you never have to wait afk
And then as soon as you are done building that, you get the recipe that undoes your work because it's so much better to use that one lol Has happened to me so many times, I get the recipe as soon as I'm done setting up
and? it doesn't matter, because the factory is finished and works. Unless you need the resources (which you don't because map is huge and full of resources), there's no reason to redo
you just use the new alt in future productions
Not everyone has a supercomputer to run 50000 machines all over the map though, gotta account for that too, it's why, at least for my PC, it's best to remake things than to build more and more
I'm not saying that... but recipes that are better in one property (e.g. more resource efficient) are usually worse in others (e.g. use more buildings)
if you optimise for number of buildings, then best course of action is to overclock everything
if you optimise for resource usage, then you'll have more machines by definition
and spreading factories over the map is actually easier on your PC than building in one place
The calculations still happen, even when out of render distance, once I hit 500+ machines, the game loves to crash on me and alts help minimize machines (especially smelters that you'd need up to 11 per node normally). Generally though, it's less trouble remaking than going and rebuilding elsewhere, especially if not in the Desert. In the Desert, you have so many nodes on almost flat ground, it's a joke to go to the next one and build new there, in other places, not so much because of terrain and distance.
yes, but stuff far away is less taxing, confirmed by devs and community
β€οΈ
U8 overclocking ratios
does this look right? (clock/100)^log2(2.5) cost?
https://www.desmos.com/calculator/05pn31mjzb
Imagine doubling your machine number to save 20% power demand π³
the biggest energy save per machine should be at around 40%
below that your machine numbers increase substantionally more but you have less savings per individual machine
(supposedly) the biggest energy save per machine is going from 1->2 machines, it gets worse from there
https://satisfactory.wiki.gg/wiki/Clock_speed#Basic_underclocking
that doesnt seem right from the test i did
at 40% it is roughly 2, but not quite
also please dont link to the old wiki hellsite
use wiki.gg
That looks like it's only true when you start with one building at 100%.
I'm sure the "sweet spot" is closer to 40% if you are producing substantially more.
Except where data there isn't apparently available on the .gg wiki?
wiki.gg says the same but I feel like the numbers are flawed in their presentation...
surely 2->3 should be a 12.2375% saving (where 1->2 is 20% and 3->4 is 8.8448%) ?
the 9.79/6.21 are the incremental improvement aka "1->4 is only 6.21% better than 1->3" but "3->4 is 8.8% better than 2->3"... statistics is annoying /:
(edit: it's kind of like saying...
"the effort of going from 1->4 vs the effort of going 1->3 only nets a 6.21% benefit"
vs saying "the effort of going 2->3 gets you 12.2375% and the effort of going 3->4 gets you 8.8448%")
Satisfactory Wiki
Production and power buildings, such as Miners, Constructors or Biomass Burners, can have their clock speed set to any percentage between 1% and 250%, with a precision of up to 4 decimal places. For production buildings, this allows them to operate slower or faster at the cost of greatly reduced or increased power usage. For power buildings, the...
(Specifically, the expandable spreadsheet on the AWESOME Sink page, showing the point value of input/output and point multiplier value of each recipe.)
they choose to represent it in relation to 100% usage, percentages can be annoying
it's the "for one more building" phrasing in this that's misleading, i feel like. but, oh well, im too lazy to do anything to the wiki
Real G's (green energy conservationists) use 440 times as many buildings to save the most energy possible π
https://satisfactory.wiki.gg/wiki/Clock_speed#Advanced_underclocking
I feel like what's needed is incremental energy savings curve, i.e. the slope of the curve that results from (%change in power demand)/(%change in machine number)
Im think im gonna comb over that section later today
this was a quick and shoddy diagram i did for this some months back. the power usage was tested directly with smelters
this is miasing the relative savings collumn though
yes but at any rate regardless of how you present it the biggest benefit for "adding 1 more machine" occurs at 1->2 for a 20% energy savings and just goes down from there
there's probably a way to present that curve in desmos Γ la (x-1)/x though
the ratio is always "double buildings = +20% energy savings"... ignoring rounding errors from the 4 decimal limitation (because the formula is log2(2.5) )
https://www.desmos.com/calculator/2vpjkjh8s6 enjoy this monstrosity
(the first purple table is what you want practically; red line is the actual savings curve, orange is the incremental gains like i was talking about)
tl;dr how much adding +1 building changes power cost %*100
Hello! Maybe I'm not thinking, but I'm struggling with the last part of my factory here. My goal is to produce 10 modular frames per minute. I have 5 constructors that each require 12 iron rods and 3 reinforced iron plates. In total, 60 iron rods and 15 reinforced iron plates are being produced for this assembly. The reinforced iron plates come from 3 assemblers and the iron rods from 4 constructors. The problem is that my brain can't comprehend how I'm going to split 60 iron rods and 15 reinforced iron plates into 5 assemblers. Is someone able to help me overcome this issue?
Do you have smart splitters?
No, I'm not there yet. : )
Smart splitters not needed, just manifold normally
Sev don't be pushing sushi too hard π
I'm not.
Manifold won't get my factory on 100% efficiency right?
Why would it not?
Why do you think manifolds don't achieve 100%?
(I am not being accusatory, I'm trying to help you learn)
Manifolds just have a saturation time associated with them to reach 100% efficiency.
Because in my mind it floods the assemblers until they are full. And then continue to the next one. That doesn't sound very efficient to me. But I guess in the end when everything is running it will. I wasn't sure if that had an effect on the efficiency. (My second world, my first world that I made a year ago was a very big mess. Want to do some very efficient stuff now. xD)
If nodes ever ran out or stopped, your logic is completely sound.
You have to remember that resources are infinite in this game. So if it fills, moves on, fills, moves on - eventually that is all full and operating at 100%
You can skip the fill time entirely by prefeeding the system and then you have 100% eff from the moment of startup.
Manifolds and balancers are completely equal in terms of output and efficiency.
It is a matter of preference.
Most people end up preferring manifolds because they are simpler to build and the only math involved is "am I supplying the total amount needed?"
That's fair. I'm making it more difficult then needed. I do find manifolds a bit less satisfying. But I can always hide them underground.
Sushi manifolds are more satisfying π
I'll look into it. Thanks for the help.
you manifold when it makes sense to, when you're dealing with 5 and 7 way splits, oft times its just a lot simpler to use a manifold because splitting in those prime numbers is messy and space consuming
something else to point out to you with your mod frame factory, since it works on a 5-way split, is that 5-way splits can be turned into 4-way splits if you clock the consumers to 125%
and of course, same also applies to turning it into a 2-way split for the clockrate of 250%
i really love this clean set up for exactly 120 ore in, reinforced plates out without manifolding. does anyone have a structure like this for Rotors?
This is my BP for RIPs, with is 60 Ingots in, 5 RIPs out. (x2 = what you have)
This is Rotors:
45 in, 4 out
that doesn't fit the 120 in i'm looking for. i'm only up to MK2 belts
Base Rotor recipe needs 45, that doesn't cleanly go into 120.
So either pick a different recipe, or (something I highly recommend) don't force 120 as the constraint.
If you need only 90 to supply something, draw out 90.
Don't force the use of 120 "just because"
i mean, i COULD, at the current point i'm at, unlock overclocking so that i could underclock a miner
could also try to find an alternate Rotor Recipe
So many large builds need something like 1195 iron to look clean as fuck, but people get hung up on "but I can pull out 1200 at this spot" and wrack their brains trying to deal with 5 ore for... no reason.
Definitely recommend.
I have over/underclocking unlocked ASAP just for dealing with the base Concrete recipe.
(By either underclocking a normal to 75% to feed 1 Constructor or overclocking it to 150% to feed 2)
(Pure would be underclock to 75% to feed 2)
To round it back to Rotors - underclock to 90 as your output will perfectly feed 2 lines of them.
Which matches your 2 lines of RIPs.
i can think of one big reason: upscaling. building multiple copies of one blueprint. with your 45 rotor thing, you COULD build a TON of them so that, overall, you need 360 input divided up amongst all of them, then use three inputs of 120, thus avoiding overclocking, but that sort of setup isn't viable early game.
This is still solving forwards though.
You're making X amount of Rotors based on "I have 360 input"
Instead of "I want Y amount of Rotors, how much input do I need for that?"
when someone comes to a situation like this, they have A: just underclock and not stress, or B: "how many iterations of this am i going to need to make efficient use of all of the excess ore?" and some people just get stuck on B.
Tip: Don't have excess ore.
If you need 90, pull 90.
Zero excess.
Pulling 120 just because you can = excess.
at the point i'm at, it's not "i need X rotors, how much input is that?", it's "i need infinity rotors and have X input, how many can i get out with what i got?"
once i get to making Smart Plates, then i'll worry about it your way.
You need 0.1/min
You want more than that.
So want is a number you can definitively decide upon, and solve backwards from.
There is nothing wrong with solving forwards, just to clarify.
It is a valid way of doing things.
Just tends to be a common source of problems from people that is fixed by solved from the other end of the chain.
If you want tips on solving forwards with less headache, @true junco is your guy.
ok. what i want right now is just rotors. period. i just need a raw, consistent, fast output of rotors for uses wherever.
Idk I tend to build forwards, I say I have so many resources and work out how many things I can make at the end
Using 90 is the simplest way to accomplish that because the math and building counts are clean AF.
So it will be consistent and fast to set up.
Oh yeah I should've read your whole message first lol
is this four out per minute?
If it works for you, it works.
Not something I will ever recommend though.
Yes. 45 feeds an Assembler at 100%, which is 4/min
So 90 would be 8/min.
You will have to adjust the building counts for yourself though, as those BPs use shards to maximized space saved.
My mind could change as I go farther into the game (past stage 2 of the elevator) but I think for early game it makes more sense to work forwards and maximize the inputs you have available
Since early game you just need to put out as much material as possible to reach objectives and such
shards?
π€·ββοΈ
And I just have such a hard time thinking backwards lol
Overclocking on the Constructors.
You have difficulty deciding "I want to make 20 Modular Frames"?
ugh... text on the diagram would be a great thing to show what the constructors are set to
Sec, I think I have that.
do you have a bigger screenshot that doesn't necessarily need to fit into a blueprint and shows how the ore is being input?
Ore input is just bottom right into the single splitter.
All of my Iron-only BPs are designed via single-input.
from the smelters
Combine all, put into single injection point.
like how this design goes from ore to ingots to crafters
You're going to be adjusting building counts anyways, so I can just try to give you the numbers you'll need for a similar layout.
3 Smelters for Ingots
6 Constructors for Rods
5 Constructors for Screws
2 Assemblers for Rotors
2/3 Rod Constructor per Screw Constructor (which can be done by immediately splitting and recombining)
input of 90 ore, three smelters, two of your blueprints.
Looks solid.
aw heck, now i'm just seeing a dude grabbing his schmeat...
curse my brain
gonna go lock myself away for a moment.
do you perhaps have a design that does not use overclocking?
The trouble lies in deciding how many I'll want
Not personally.
But the numbers above are not OC'd
Because I'm always afraid of underestimating that number
Sandbox games are built on you making your own decisions about what you want to do.
If "the trouble lies" in doing that... I have questions.
the blueprint you shared for rotors does.
Yes, because I personally DO NOT have one that uses overclocking.
basically your worry is "aww heck, this isn't fast enough now
The trouble lies in that because I'd rather produce as many of an item with the nodes I have available
Yeah exactly
3 Smelters for Ingots
6 Constructors for Rods
5 Constructors for Screws
2 Assemblers for Rotors
2/3 Rod Constructor per Screw Constructor (which can be done by immediately splitting and recombining)
So "the numbers above" are not OC'd.
gotcha
You will have to break from this eventually.
Given there is 74k iron on the map. And "Produce as many as nodes available" will melt your PC before you ever accomplish it from that metric.
The "nodes available" number is a much different value than "nodes that are reasonable for use"
Until I get trains I can't set up factories that are hugely far away and effectively get the resources from them
Truck Stops exist.
the 2/3 rod thing means 2/3s of all the rods produced need to become screws, correct? so four inputs of rods into five screw constructors?
Yes.
https://satisfactory-calculator.com/en/balancers there's no 4>5 balancer...
aww man...
4 1:5 splitters, and a lot of mergers
do you think two of these would work?
Or
Just 1:1 five of the Constructors by doing the immediate split and remerge thing.
And hook all the 1/3rd's together with the 6th Constructor.
confused... think i need a visual...
Immediate split then remerge, 2/3 going one way, 1/3 going the other.
is that diagonal setup better than having the two of them in a straight line?
If you do 2 splitters in a straight line you aren't getting thirds.
Like you could put the merger in-line and connect it to 2 of the outputs to still get the 2/3 : 1/3 split if you wanted.
"tonight I say, we must move forward, not backward; upward, not forward; and always twirling, twirling, twirling towards freedom!" -Kang
Sorry, not sorry.
that's what i was saying. does the length of the belts between the splitter and merger somehow affect the ratio?
No.
2 outputs from a splitter is 2 outputs.
in the top example, i'd think the top example would get more rods through to merger from the shorter belt than from the longer belt.
i suppose what would happen though is you'd just have more rods on the longer belt at one time
Maybe. But in terms of production that isn't really relevant π€·ββοΈ
You're supplying the correct numbers. It will work.
yeah.
Could put the merger 20 foundations away and it wouldn't matter.
just curious, how many meters long and wide are foundations?
8x8xSelectedHeight
thought so.
Why?
Freeform will do that. π
practicality question: i have several iron miners not being used to full capacity, and their leftover capacities almost precisely add up to what i need for another factory. should i 1) figure out a prime splitter config for each to give me the 2/5, 1/5, and 3/10 ratios i need, or 2) just slap a smart splitter on each and depend on the Overflow to supply the new factory?
Overflow 100% of the time imo.
probably the 2nd option makes more sense, but you may also want to revisit how you're grouping the outputs and see if something simpler can be done
another option just to toss it on the table is to insert some iron smelters on the line before it goes to the factory and siphons off the excess before it overflows with a smart splitter manifold, i do just that in a few places to pull somethink like 330 off of a 600 line before it goes to an early game factory consuming 270
Yeah you could probably do some quick math to only overflow fewer? But even then maybe not so 2
how tall is Snutt if that's an 8x8 tile?
4m
you sure? he looks toddler sized? 
warped perspective
actually hold on
thats not an 8m foundation
thats a foundation frame with walkways inserted
so its only 4 m wide
so snutt is about 1.8 m here
or if it is a foundation, its just a quarter of that
well then it is just warped perspective and snutt is about 3.8 m
compared to the walkway corner in the back, which is 1/4 of a foundation
1/2 side length and 1/4 area π
it takes 4 to cover a whole foundation, hence 1/4th
Giant Snutt, 12 ft tall π±
OK weird question:
How hazardous, really, is plutonium waste?
There's a lot of ways to state the answer. But it's definitely "VERY".
What I'm wondering is,
How much of it would you have to store, at ground level, near the center of the map, for radiation to be felt practically everywhere?
Satisfactory Wiki
Radiation refers to the effects of radioactive items and objects in the game, which cause damage to the pioneer unless a Hazmat Suit is worn. While Radiation is in effect, the screen will become slightly distorted, Geiger Counter noises will be heard and a radiation level bar will appear in the upper part of the screen.
@primal flicker 2,141,700,000,000,000,000,000,000,000,000,000,000~ for center of map,
236,420,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000 for corner of map
π γ°οΈ π
edit: actually this is wrong, idk how vertically different you can be, this assumes player is at identical height zz
and also by "felt" i choose to go with "capped on radiation damage with 4 significant orders of precision"
10^33*9.5185 barrels would be minimum damage at center
but, basically this
https://www.desmos.com/calculator/jflbnhhbcx
I assume this also assumes that all waste is collected in a singularity in one spot? π
yes, i don't know how they merge for calculation... difference of a few meters doesn't matter much tho
i.e. do a literal pile of barrel items on the ground all just calculate independently ? and add together total affecting player individually?
which would mean they don't gain distance as a group
but in a box with enormous stack sizes and slots ? they combine powers i assume
in general though, storage is not an insurmountable problem if you want to do it - plenty have. you can easily put up enough containers for a literal year of playtime, its just effort
I've made a huge mistake. I started this build in the desert when I was using the magic machines mod for water. Now I'm back to vanilla, and I need to figure out how to get 88 full pipes of water up here:
I would simply accept my fate and die of dehydration here
Or bring it in by rail but that'd be a pretty massive setup
You'd need an even 50 stations
that's a lot of pipes to run. I think I can get the water from below the east cliffs.
but that pipe work is gonna kill me.
Clip the wall holes. It'll take up just over half the space.
Just doing this one segment, A few misclicks have already made it hell. I accidentally connected around the back side of one, and had to delete a bunch to rebuild it. Doing that with double density sounds crappy.
Maybe smart mod will be mandatory
but my mod loader is broken, and I don't want to figure it out.
yeah, I don't hate the wall holes. Its worth the space savings.
I like diagonal clipping for pipe bundles. It conceals well and is still doable to select the correct ones.
I'm just gonna have to use scim to raise the whole factory like 8m to accomidate pipe fan-out underneath
π€£π
It doesn't look so bad clipped:
Only a few really shameful spots in the hub splitting 88 into 8 groups of 11:
I think 2.5 cluster per min and 5 explosive rebar should be enough right?
I mean, you can always go bigger. But that oughta keep you armed if you let it run a while.
MOAR
fair enough. however, this factory is going to replace my beginner steel factory
which is pretty pitiful rn
And by that I mean, I think my munitions outpost makes 5/min of every Nob except nuke.
Turbo Ammo ftw.
oh. wait. I can make turbofuel now.
i am already importing oil and sulfur...
hmmmm
ah. but I would need to transport recources from two different sides of the map for allu and rifle ammo
I do munitions at the sulfur node in the northwest of DD.
idk where that is
In the northwest of DD silly ππ
idk what DD is....
Dune Desert?
rock desert and desert
rocky desert, dune desert, desert canyons, pick one π
i dont think im gonna make turbo ammo its gonna be too much of a hassle atm.
drones are lame
they use batteries
I dont have those yet. dont even have drones unlocked
you might want to run it from the desert cliffs on down, its a bit further of a distance, but you'll not have to worry about headlift
π
π
I'm not sure I can fit 176 water extractors on the desert cliffs π
Is there a way to know for sure my headlift is ok from a water extractor? There's a few where I can't get a pump on the line until a little higher than I would like to. Water is flowing, but I want to make sure it can go at full speed.
Overclock them so you need less.
that is overclocked π
Are you the one who built a giant thirsty factory in the middle of the dune desert using mods and are now trying to quench the thirst without mods?
yes. I'm an idiot
Lol
Well. If it helps. You dont actually have to put pumps for every pipe.
Example.
I built dozens of water extractors in the lake in the box canyon in the western dune forest. And I put 1 extractor in the elevated lake. The elevated extractor has a manifold with every branch with a valve set to some minimal value. (Forget what, but it was mk1 pipe 300mΒ³ divided by 255, rounded up or something...)
That manifold tied into every manifolded set of extractors in the lower lake. The system once saturated took on the headlift of the line coming from the upper lake.
Tldr:
pipe system saturated with liquid, should take on the headlift of the highest contributer. Note that buffers can screw this up.
note that U8 puts a slight bit more damping on that it seems?
so you can no longer go quite the same height as you could with the original head lift
Needs more testing though
Hmmm. Do you think perhaps its averaging? Or maybe they tweaked the viscosity/friction factors in their simulations... tho that should only effect speed, not headlift. Really the only thing that should stop headlift from working as predicted in SF is airpocketing... but as far as i can tell up until now the game has ignored any existing atmosphere in pipes. Like it just pretends the whole system is 100% relieved to atmosphere but is still 100% "water tight"
Well I've got the first plants wired up and appear to be working. All the pumps are toward the very bottom, since the top of the cliffs are around the same height as the generators.
man, that's a lot of Dihydrogen monoxide, lol
nice use of that cliffside though, people rarely tap the sippy there
have any data regarding this?
i think i noticed that my coal plant was doing weird things in one of the patch releases with mk1 pumps shutting off with 'headlift exceeded' early in my playthrough
best i can share is a theory i made in here:
https://discord.com/channels/370472939054956546/1174954053650894980
but without official confirmation from G2, its all just that: theory
thanks for the link, i just read through
tbh, shared headlift has been wonky since update 5 or 6, to the point i changed how i build coal to not rely on it ever
its just always 1 pump per pipe and i'll eat the power cost rather than fiddling with the pipes to get the power plant online
what i found was a little strange is that when i built this plant a few updates on experimental ago, the pumps sometimes flaked on hitting their headlift limit:
nothing very fancy there, and should have been under the 20m mk1's provide, but i caught them cutting on & off several times... this was back when they were still zebra pipes though, so who knows what changed when
I'm considering something very silly, but I think it might work. I'm making lots of fused quickwire. I have 36 assemblers overclocked that take ~88 ingots / min of mixed cat and copper.
I kinda want to balance all of the ingots into 6 mixed belts (~528/m each), and feed 6 assemblers with a single belt.
Is that gonna jam instantly, or should I be ok as long as the input ratio stays constant?
Smart splitters plus an overflow sink to prevent jams. Sushi ftw.
I only want one belt into each machine, so if it gets a bad ratio it could jam, right?
so I'd need two smart splitters on each machine from the mixed line?
Yes, one to each input.
It works be very reliably if you set it up correctly, with only the occasional off-ratio item getting to the Sink.
which recipe is more useful, Cast Screws or Copper Rotors?
subjective
cast screw is very useful early game for rips & rotors, copper rotor is good late game when coupled with steel screw & steamed copper sheet
cast screw isn't any more resource efficient than rod->screw, but it saves power and machine counts
its honestly the first recipe i look for in the early game for the power savings in making rips & rotors, but it is quickly outclassed by other alts, so tl;dr it depends on where you are in the game progression
Cast screw is great. I will also rush to find it before I even need screws if possible.
Long term goes to Copper Rotor as once you hit T3-4 Cast Screw gets completely outclassed by the 2 steel alternates for making Screw.
Cast is great if it is something you acquire very early in T1-2.
where is the suggestions link?
You can send Questions, Feedback, Suggestions, and Bug Reports
https://questions.satisfactorygame.com
<3 @median heath
Be sure to search to see if what you have in mind has been suggested before.
hecc... i didn't...
π¬
hey every time i try to open sadisfactory it crashes after i get to the round thing in the loading screen'
is there any thing i can do?
...since rain was removed doesn't that technically make the entire map a single giant desert?
It would eventually become such.
But it hasn't been removed long enough for that transformation, and it will be back before things go bad.
I'll pray for fertile fields and a bountiful harvest in update 9
I pray for no Update 9 and just U8 -> 1.0
I'd guessed we see the remaining map changes and maybe the rebalance first for bugtesting but idk if there's anything on it
All of which could reasonably be done on 1.0 Exp
π€·ββοΈ
Anyone see an obvious solution to this? I have this little modular setup I tried for Instant Aluminum Scrap, but it keeps getting stopped up; near as I can tell the refinery isn't taking in water quick enough to make room for the next "glug" out of the blender, and the whole circuit seizes up. Any creative insights into how I might make it work?
Wait... why is the piping so complicated?
Instant's output is exactly the amount needed for Sulfuric.
So that should just be 1 pipe from out to in.
Not sure why all the extra stuff is going on.
Just trying to make sure the excess water gets prioritized.
There shouldn't be any priority.
Just 1 pipe.
Do I just unhook the input?
Output water from Blender hooked into Refinery.
Huh, OK. But the blender still needs water input.
Yes.
That helps. Thank you. I knew I wasn't seeing something obvious.
π
You may wish to inject some water into the Blender->Refinery pipe before startup, just to fill it.
But then you delete the injection point.
Aye.
Just tweaked it and it works a treat. Thanks again!
π π
It's possible using one belt per machine too, but as you guessed you would need to provide the inputs with constant rates (not too much, not too little) to avoid clogging.
In other words: only single-item belts (leading to a machine's inputs) allow for overflow management.
.
hey does anyone have that handy pdf about coal and water pipes? I remember it being a very detailed explanation on how stuff works, but i can not seem to find it
edit: found it
As a starter i am quite proud of this neat looking structure that i built for 10 RIP / per minute.
However, since everything should be at 100% efficiency, there is no manifold effect or whatever that it called. So there are a lot of yellow lights. What is the easiest solution here? just stuffing the smelters with 100 iron each? or is there more to be done before i start overthinking
wait a minute i didnt convert a tiny piece of the mk1 belt to mk2 from the mine oops
Also wondering if i could have been more space efficient and how, for 2 assemblies i find this to take up quite a lot of space
It can certainly be more compact, but for a beginner its fine, and so long as it gets the job done, there is nothing wrong with it.
good to know thank you!
