#math-and-meta

1 messages · Page 98 of 1

prisma kraken
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what's ugly is that screw number

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that's 2.5 belt's worth of screws

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so i have another idea for you

true junco
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Happy to hear it. But It might not be to bad depending on how i split and merge the belts. Which will entirely depend on how i place the Assemblers. Another option is to still feed the assemblers their screws 1 to 1.

prisma kraken
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how's this:

true junco
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I must correct myself. Outside of the workshop and buildables you can only make 3 things out of RIPS. 😆 Crystal oscillators, modular frames and smart plating...

prisma kraken
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yeah, rips sort of don't go the distance like wire/cable, etc

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with the idea of using 2 mf recipes, whether default or steeled, you gain some density, but also some steel savings too

true junco
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True. But when you need them, they can be very Unwieldy to build at a decent rate. And its definitely handy as a drop in module to feed a local storage of RIPs since they are used in a bunch of buildables. Constructors, assemblers, water extractors, coalgens, smart splitters, light switches and some signs...

prisma kraken
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i'm really thinking along the same lines atm

true junco
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Honestly. I could see plopping down one of this BP with regular storage to feed local construction materials.

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Like. Centralized storage is a thing... but when a handful of BPs can make all the basics at a good enough rate, it would save a lot of trips.

prisma kraken
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i may be a little ahead of you on that:

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that's left-to-right: rotors, rips, mf's, each taking 120 ore

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iron only recipes though, so i don't get the steel efficiency

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what i'm trying to do right now is consolidate the ideas i gathered from that into a single 32x32 bp

true junco
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Well. Life has been messy for me this week. Spent several days taking apart my rear bunper assembly because i noticed the bar where the hitch yoke is mounted was badly corroded. Got it all apart and removed the siezed and broken bolts, started welding it up and found out my grandfather has had a bad turn and i havent seen him in years so booked a 1 way flight last minute.... so yeah. Sitting in a hotel waiting to get a rental car in the morning. FML. 😆

prisma kraken
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sorry about that all, hope everything gets better

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i really like the 'build yard' bp concept

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i've been using adhoc variations of it for a while now

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it saves a LOT on resupply travel

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just 8 constructors set to concrete saves so much inventory space if you carry the bp rather than the product

true junco
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It wont. Lol. My life has been very consistently a slog since forever. Ive accepted it, and ive accepted that when i explain it every one reacts like its pretty messed up. So its almost funny to me how stupid my life has been.

But anyways...

Yeah. Applying "locally sourced" to Ficsit pioneering efforts is a thing I appreciate more and more. Lol 😆

prisma kraken
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(as such i have a lot of little dorky concrete factories littered around, lol)

true junco
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Hilariously i do that but with wet concrete. Its a bit silly what 3 refineries at 250% can do...

prisma kraken
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yeah, wet concrete is pretty good, but just 8 constructors processing 360 limestone/min gives you plenty of concrete for building

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its just so easy to build & deploy

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when i was building my first hmf line, i did so in the NF spot with the 6 pure iron nodes

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rather than try to use wet or rubber, i looked around and saw all the normal limestone nodes... built 6 concrete micro factories for 200/min each, and just used a tractor to round it all up

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i find it hilarious that i'm pushing 1200/min with a tractor

true junco
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Simple enough.

Definitely simpler than the 3x250 refinery concrete... that takes 900 limestone, 750 water and makes 600 concrete... yeah. Those numbers are dumb.

prisma kraken
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i thought about doing the wet concrete

true junco
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Its actually not bad if you DONT overclock it that much

prisma kraken
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there is access to water there in NF, but the extractors don't place nicely, as if the water level is like 12m above the ground

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its like 400 h20 for 600 limestone, iirc

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have you ever tried placing extractors in some of the NF estuaries?

true junco
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Now that i think about it and look at it. I had stopped myself from doing the 3x250. Because 3x200 is this chart

prisma kraken
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...its a little bit special

true junco
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600 water and 720 limestone is actually in the belt and pipe limits. So its a lot more sensible.

true junco
prisma kraken
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they work, its just that they think the water level is higher

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something that wasn't ever fixed after the NF rework in U5

true junco
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Lol. Might be a good candidate for some sort of structure to hide that.

prisma kraken
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yeah, i didn't want to bother with it, plus my dorky tractor is cool

true junco
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Incidentally. All the folks wanting to align easily with nodes... at least ive found that catwalks/walkways snap to the platform at the top of the oil extractor, so its easy to align foundations to them.

prisma kraken
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yeah, there's a trick to that with catwalks or road barriers

true junco
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Given how many machines have walkway snapping to their platforms. I would think that will eventually happen for miners.

prisma kraken
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i personally just snap to grid and fix the mess with a short belt segment

true junco
prisma kraken
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gotcha

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its too much hassle for me, i ran out of interesting ideas for miners about 2 years ago, lol

true junco
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I used to work at a salt mine... so i know what a headframe over a mine shaft is supposed to look like... so yeah. I always WANT to do that even if i refrain from doing so.

also the fact that oil extractors aren't pump jacks is annoying to me. Lol

prisma kraken
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hehe

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i do like their little flame burst thing though

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i'm looking at this and i don't quite know where to start:

true junco
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I built a couple of flare tips before. Pain in the freaking ass to make. At least the ones that customer wanted. 4 different grades of stainless steel.

true junco
prisma kraken
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oh, that's going to be fused wire

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don't think it won't be, lol

true junco
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As for the steel pipe... oi. If only there were alts for pipes and beams. The steel shouldnt be too bad to source. I pulled all the surrounding iron into the hole in the western dune forest and made pure solid steel ingots to make pipes and then encased pipes with...

prisma kraken
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the pipe is actually the easy part

true junco
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The factory ended up filling the entire hole to the brim. No more hole, just a small factory with a HUGE basement. Lmfao

prisma kraken
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i mean, i'm giving myself tons of space for this:

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pipe goes on the pink squares

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the machines after that are rotors, everything else is just temporary

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i think this is the geometry i have to go for with it all:

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and i just did the math on the sizing of it... that is barely enough space

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this build may end me, lol

frosty owl
frosty owl
prisma kraken
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that build is going to be 180 machines in a balancefold

ornate echo
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easy way to split 3 x 120 into 2 x 180?

deft lichen
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split 1x120 into 2x60 and merge

ornate echo
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ye thankies

wind spade
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Or use 3x120 and you don't have to do anything xD

ornate echo
ornate echo
wind spade
supple gazelle
primal flicker
# ornate echo what does that mean

It's a manifold that delivers more than the capacity of a single belt. Additional belts "inject" material via mergers at the mathematically appropriate points.

wind spade
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and is just strictly worse than building separate manifolds 😄

supple gazelle
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“Every machine gets a splitter and merger”, makes expanding super easy! At the cost of late game days trying to figure out where it’s under running (its belt limit, always is)

wind spade
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counterargument:
don't expand, build new

supple gazelle
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my automated wiring got way out of control (this building is 1/4 the map long) and I decided I was done with large manifolds. Modularize everything.

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expand to where lol that’s a quarter of the map

ornate echo
wind spade
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I personally never connect factory to other factory. Every factory makes final product out of raw resources. Makes everything small and constrainted to one place where the resources are

wind spade
delicate chasm
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Injection manifolds make sense with pipes but it's extra engineering with belts than not doing it and that's the difference.

wind spade
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I'd say with pipes it's even more bad because pipes want to be simple

delicate chasm
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The 3:8 is an injection manifold and is tiny and simple.

supple gazelle
oblique hollow
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technically yes, pipe wanna be simple,, but the classic coal generator setup is an injection manifold

wind spade
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  G  G  G  G 
E-+--+--+--+
E-+
E-+--+--+--+
  G  G  G  G

? 😄

oblique hollow
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that is in fact an injection manifold

delicate chasm
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It's not exceeding capacity to either side but the network isn't directional, so it IS an injector.

supple gazelle
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Pipe sloshing makes manifolds harder, gotta make sure you never hit 90% capacity if you do that

oblique hollow
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with mk 2 pipes at least

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mk 1 is perfectly fine

wind spade
supple gazelle
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ahhhh interesting, I’ve been trying to avoid shipping raw materials if possible. It’s only efficient with caterium (ingots first, ship those)

wind spade
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efficient?

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the only thing shipping with train takes is power and power is practically infinite

supple gazelle
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1 ingot is 3 ore, steel is 2:1 but iron/coal isn’t rare enough to be worth shipping besides for quantity I would think

wind spade
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if you mean "space efficient" in terms of space taken by materials in the train, then you wouldn't be able to ship anything other than the most advanced product 😄

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otherwise I have no problem adding a few cars if it means my factories are completely isolated and not dependend on each other

supple gazelle
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rn I’m shipping computers out to quartz/caterium to make supercomputers there cuz there ain’t enough in any spot for all of that

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Mostly all the plastic. The oilfield near caterium isn’t enough

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aluminum is so far from everything else despite being centralized, I can’t get around shipping my aluminum stuff on train 😦

wind spade
oblique hollow
wind spade
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if only they knew 😄

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||there is no best||

delicate chasm
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Linguistically, is it not different/distinct to apply the opinion to the selection itself, rather than the choices presented?

wind spade
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I'm just trying my best to teach people to do their own research instead of relying on random reaction from a stranger that just presses 1️⃣

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(and if they still want to hear opinions, at least put it somewhere where we can comment on our choices and reasons)

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and at the same time, the people responding should prefix their answer with something along the lines of #math-and-meta message

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because many times people reply "I like X recipe" which the OP translates to "X is best and I should use it always"

delicate chasm
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What concerns me is that the answers are getting less specific to the problem.

Seems like the idea is shifting away from "can't solve this without a massive amount of information" and more towards "even a complete view of the situation does not lead to objectivity"

opinion on the best recipe choice

there is no best

This isn't the same thing that's been said before, but it's not an improvement either. Best is relative. You or I can use objectivity to determine which recipe we need next, because we have the basis of understanding one needs to use objective metrics to decide. "I will build this next, I will not build that in this save, and I will not need the third part for many tens of hours. The best choice is option 1."

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Totally acceptable to not want to sit and ask a dozen questions to then be able to give a 1-word answer, and only THEN maybe have a conversation about why.

Totally understandable too.

wind spade
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what about instead giving the player the info and letting them decide?

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basically what you said in the long msg but without the "the best choice is option X"

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(or if you want, we can take this to DMs, since I have some ideas about a project that could "solve" this)

oblique hollow
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ultimately the thing is "what is the ideal thing to teach people about alts?"
Cause it neither is "listen to others" not is it "research them all"

wind spade
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"do your own research, pick one you like the most, if you still don't know, ask for opinions but don't blindly follow them, ask people for reasons for their opinions"
that would be my suggestion I guess

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which could be shortened even more to "know why you picked this recipe"

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(and "people voted for it" isn't "knowing" 😛 )

delicate chasm
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There being such a hard stance in the server culture is kind of polarizing.

It certainly FEELS like the alts are not the same value as one another - no two alts feel exactly as valuable/useful/situational to me. They are all unique enough that an emotional comparison naturally emerges, and that opinion is the thing I want from other people too.

What elicited a reaction from YOU as you played? That kind of thing.

oblique hollow
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cause arguing is energy and time intensive and you know how people like to optimize their things jace_smile

wind spade
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I guess the basis is the thread here https://discord.com/channels/370472939054956546/1034942142092689408
which is what we planned to do on wiki - replace alt recipe analysis with almost-objective list of things about the recipe (what it can do, what it pairs with, etc.)

my project I was thinking about is to take it a step further and make a website where you can browse all these without being restricted to wiki format and data, as well as allowing to generate a link with three recipes to kinda mimic the player's alt recipe selection screen, the link could be sent to player and he can get the info there

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as you played
I may be kinda in a weird place. (yes I did play the game long time ago).
When I was playing, I basically already knew all the meta, recipes and math around it, since I've made first calculator basically as soon as I opened the game. So I never was in the situation of "hey three new things I don't know how to value"

deft lichen
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when I was playing update 2, I thought you could get duplicates in the selection, so I didn't bother getting alts at all to avoid having to keep track of this

wind spade
delicate chasm
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You also deal with the data of the game in a way that neuters anything unique or characteristic about a recipe such as cycle time or a weird decimal input on this one single machine you are looking at.

You are more zoomed out, looking at a bigger picture. What I'd stress is that this isn't the right way to view the game. If there is a singular right way (I don't believe there is), it's absolutely not the abstracted god's eye view that solves the issues the game presents theoretically.

It's about actually building the factory and physically supplying it.

deft lichen
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@delicate chasm not sure how new you are in the community, but alt recipe comparisons have been a tough topic for ...years now
it's important to keep in mind to get how we got to this point

delicate chasm
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You can't play the game without producing something, but you can play the game without solving any mathematical problems.

oblique hollow
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we dont want people to consider every recipe possible

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but if you wanna do some alt recipe choice the you damn well have to pan out at least a little bit

delicate chasm
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I joined in mid-April of this year. I understand.
One thing I should probably say then, is that I am absolutely unafraid of people misinforming other people on the internet and feel that doing more than providing good information is a fruitless endeavor in most cases. But I respect the effort that goes in.

oblique hollow
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3 choices for possibly 3 different items forces you to already take a step back

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and then the ever dreaded "which one is the best"

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the question itself is fucking stupid

wind spade
# delicate chasm You also deal with the data of the game in a way that neuters anything unique or...

cycle time is only really useful to know for things like sushi iirc
weird decimals are very much known to me (repeating decimals are pain computing), so I'm very much aware of them and their problems (which basically translate to game problem of "can't have machine exactly as this", but can be "solved" by just clocking the machine 0.0001% more)

I'm aware that some of my views may change as I play the game, but one more thing you have to consider that I'm not just looking at raw data, I'm part of this community since release and I'm looking at what people build, listening to issues they have and helping them solve those, etc. I know it's not exactly the same as playing the game, but it's definitely closer than just looking at raw data.

But yeah I get your point, which is why I mentioned it in the first place. I just don't think it's as far as you make it seem.

oblique hollow
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rather then getting into a lengthy 5 to 15 minute discussion starting by asking people "what do you mean by best" we'd rather just point to a great read up resource

delicate chasm
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Essentially what I am trying to say is that countering "which of these is the best choice I can make?" with "best is relative" (my own choice of phrasing, mind you) is making at least 2 logical leaps assuming the person asking lacks an understanding:

1.) assumes they mean best recipe
2.) assumes they didn't already consider it with whatever (limited) knowledge they have of the parts AND/OR their own building plan.

median heath
wind spade
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if we can condense all the info into wiki page/website and then do something like

hey X, read this: which-alt.com/stitched-plate/cast-screw/iron-alloy

and that will lead them to the resource, that shows all the info in the world they could need (obviously more complex and advanced info being somewhere later in the article). That "solves" most if not all of the issues we have currently

  • answer is quick
  • answer is not assuming anything
  • points player to a resource they can study if they want to know more
  • gives player all the info to make informed decision
  • still leaves room for "idk I've read all and still need help to decide"
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(at least that's my view on the problem, I'm happy to hear feedback from other people)

delicate chasm
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If it is meant to be used solely for linking people who have asked the "which alt?" question, then I'd be happy with that so long as near the top it mentions "Hey if you just wanted opinions on personal favorite recipes from people in the community, make sure you ask what are you favorite alts? "

Reason I want something like that is IMO, every aspect of this should foster MORE discussion not less.

fierce ruin
delicate chasm
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In the same way that the conversation ending with people just saying "2" would be wrong, just a link to where they can decide for themselves takes them away from the community and discussion.

wind spade
delicate chasm
wind spade
delicate chasm
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The 3 recipes "quick facts" concept is good. It leaves room to give a different data set than what the wiki demands.

wind spade
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having discussion here is nice, but nobody wants to explain 200 times why they like caterium wire, if the explanation is written in an article

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like the best alternative in-discord I can see is having #alt-recipes with a thread for every recipe, with pinned messages of good points from people about that recipe

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don't say best is subjective

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the problem I see isn't that people don't want to discuss, it's that people don't want to discuss the same thing all over again with every new person asking

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and if we keep it at "just write the same thing again", then opinions of people who have more free time/are more determined will just prevail 😄

thorny cedar
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sev is 25/8 active and i still hate trucks and sushi xD

wind spade
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I'm totally fine with having something like

Did you read everything and still have questions? Feel free to drop in to #math-and-meta channel in Satisfactory Discord (link) and ask your question!
on top/bottom/side/somewhere on the page

delicate chasm
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Efficiency types could be the categories for the info box maybe. The metrics by which you would want to compare chains make the most sense, given that's exactly where you'll find the superlative information and like it or not, that's what people are looking for.

So one of the factoids about caterium wire would be that it is the fastest of the wire recipes but uses the least common of the metal types to make. HEC would mention it doesn't use screws and is the resource efficient version of HMF, etc.

thorny cedar
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so the first metric is (can it be automated? if not its inferior?)

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i dont see this applicable

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in another metric biocoal is way superior to biomass but since it cant be automated its shit?

wind spade
delicate chasm
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Right. Part of what we seek to avoid is stuff like

CONS: Uses Caterium

wind spade
delicate chasm
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Stitched Plate using copper when other RIP recipes don't use any copper - that could be a con! 🤣

wind spade
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it would simply be a statement "uses more X but less Y"

delicate chasm
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Yeah.

wind spade
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it's up to the player to decide what is fine, what's a pro and what's a con for them

thorny cedar
oblique hollow
wind spade
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and that's (what Hayli said) another big problem

we should analyse recipe paths, not recipes (which is super hard to do)

so all the "uses more X" or "uses less X" should be carefuly checked whether that's true for every possible path

oblique hollow
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and we cant analyse recipe paths all the way because thats way to intensive for the little bobby who just got his first 3 recipe choices

wind spade
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which is why instead we proposed the "recipe combos" section

delicate chasm
oblique hollow
wind spade
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so some of the info will be moved to "recipe combos", which would show how the recipe works with other things

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the website itself isn't hard to make, what will be hard is filling it with all the data. But I'd say the earlier the website is available, the earlier we can start filling it with stuff?

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(and another thing would be to come up with a good way to put the data in it so that it doesn't need a programmer 😄 )

oblique hollow
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if you could make a mockup of it where you can just... drag and drop boxes around and then add text thats all that we need really

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the functionality really isnt hard, designing the UI probably is the most time consuming part

thorny cedar
delicate chasm
wind spade
oblique hollow
delicate chasm
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Yeah I don't like that. How is that a drawback?

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It has to use something.

oblique hollow
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other question: what is it then

wind spade
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a point to consider

delicate chasm
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An ingredient?

oblique hollow
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a "side effect"?

delicate chasm
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An extra logistical consideration potentially?

Not necessarily given you could combine a route?

oblique hollow
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it definitely falls under complexity because it is an extra resource

wind spade
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instead of having "benefits" and "drawbacks", have a section called e.g. "things to consider"

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people will value things themselves

delicate chasm
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Yeah something like that would feel better. I don't like the idea of it being a negative that a recipe requires a resource when another alternative doesn't.

oblique hollow
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alright but im keeping benefits
I get not having negatives but nobody ever complained about positives

delicate chasm
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If it's a complete absence rather than an alternative it's different - see my beef with automated miner.

wind spade
oblique hollow
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like, benefits are definitely the things that make you want to choose a recipe, or what this recipe makes does... better?... compared to default

wind spade
oblique hollow
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uses less of the thing it usually needs to make the product is a benefit

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"but Plutonium"

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i can already see it

thorny cedar
wind spade
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another thing I kinda touched in the thread before is that ideally we don't want to "compare" to base, instead we want to point out what the recipe does

delicate chasm
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Traits or Characteristics would be fine IMO, as you can have a single table listing the things you should know/consider without adding any subjective bias to what you are offering.

delicate chasm
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Listing the differences without saying whether or not they are good.

oblique hollow
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you cant remove alt recipes from the base item it makes, and thus the base recipe

wind spade
deft lichen
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the problem is trying to split it between "positives" and "negatives", some of the statements are neither good or bad, just facts

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it boils down to "facts" and "useful pairings"

wind spade
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many people wouldn't want to just compare to base, but also to other alts making that thing

oblique hollow
delicate chasm
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I'd rather look at a comparison to base than look at a recipe in a vacuum, personally.

The idea of selection has its basis in comparison.

wind spade
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I'd personally not have any benefits/drawbacks, just a list of things
"makes more of product per ore than other recipes for X" can just be listed as a point, people will see that as a benefit

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I'd rather have comparison to other paths to make that thing, not just base

oblique hollow
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the paths are banished to the "frequently combined with" section

wind spade
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classic example: cast screw
it's just "strictly better" when comparing to base
it's suddenly almost pointless when comparing to all ways of making screws

deft lichen
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there is no way to compare plastic/rubber/fuel without doing a full path comparison

thorny cedar
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and i dont wawnt to start about uranium

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and if u bring energy eff into the mix the system might break appart completly xD

wind spade
oblique hollow
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"ultimately, all attempts at simplifying alt recipe analysis are doomed"
i really want outsider perspectives on this tbh

delicate chasm
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It's also not insignificant that if you have a recipe, you have a side-by-side (well above-below technically) comparison of all recipes that can make that in the codex.

wind spade
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especially since new players don't do research on other alts, they should be shown other ways to do stuff

delicate chasm
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Or they could arrive at that point of realization organically.

thorny cedar
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some ppl dont even know there is a wiki

wind spade
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oh the website will be filled with wiki links

oblique hollow
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which is why i like linking that article i made

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it is on the wiki and already links to some other pages

delicate chasm
wind spade
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well I kinda wanted to make a thread for this but it's a bit late lol

oblique hollow
wind spade
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but what if it's not for wiki? 😛

oblique hollow
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rename thread

wind spade
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not sure we have perms to do that

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oh we do

ornate echo
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with 360 steel ingots per minute, how much should i split it into pipes and beams?

wind spade
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that depends on how much of each you need 🤷‍♂️

deft lichen
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even for personal use, most steel ends up in EIB

ornate echo
deft lichen
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so pick based on which EIB recipe you're using

ornate echo
wind spade
deft lichen
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encased industrial beams

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yeah, if you're unsure, just make 1 machine of each and store it

oblique hollow
ornate echo
oblique hollow
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why not for plates and rods?

wind spade
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there's no point in making things you don't need yet
just wait until there's need for it and then build it

oblique hollow
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why for steel

ornate echo
oblique hollow
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yeah but steel parts are also just "ingot into constructor, part comes out"

wind spade
# ornate echo okay okay

it's not really anything against you, but if you decide now how much of each, there's very small chance of actually hitting exactly the ratio you'll need in the future

so building only what you need (basically "I need 20 motors/min now" -> how much raw resources that needs -> find resources -> build that) makes sure you never have too much or too little

ornate echo
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how to efficiently split steel beams into getting 48 per minute into one line

mystic moon
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Overflow

ornate echo
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what

spice egret
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What is currently on one line that you want split? Why do you want exactly 48 and what’s the setup?

ornate echo
wind spade
spice egret
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That’s a manifold design

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So as long as you have at least 48 coming in, it will get distributed after a few minutes

ornate echo
spice egret
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Any line that has at least what you need

wind spade
spice egret
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If you have 5 machines that require 10 each, you bring in at least 50 and the splitters will do the work

ornate echo
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okay other question so i know if i even need an calculation, do i need modular frames for anythign but versaitle frames?

spice egret
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Heavy modular frames are required some things

ornate echo
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oh i forgor

wind spade
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blueprint designer

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also these

prisma kraken
forest socket
#

Is it possible to get the full 600m³ per minute oil from an oil extractor to my 20 refinerys all using 30 per minute?
I cant get my last refinery filled and I tried everything that I found.
I mostly used this guide: https://drive.google.com/file/d/1MdZ8Xr8P_SF_FL7B6WDjCZGS-x9Cwt-x/view?pli=1
It really don't understand it and I am questioning if its a good idea to set this up using the full 100% from the oil extractor

forest socket
#

I tried it with a loop but it seemed like that it did not change anything so I uninstalled the loop

median heath
#

Something as simple as this works for looping, just for reference.

#

Also, did you let the pipe fill completely before turning the system online?

forest socket
#

This is a good question. I will try to shut it down and let it fill

median heath
forest socket
#

Seems to be good on first sight! What a simple oversight on my side 😅 Thank you!

median heath
#

I have all the Ref's on their own power circuit with a Switch.
So I let the pipe fill completely, flip the switch for 2s, flip it off, let the pipe fill again, flip it for 2s, flip it off. One more fill then flip.

That way the pipe AND the internal buffers are all full so there are zero fluid issues.

forest socket
#

That sounds really good I have to look into more setups with switches I currently use them very little

median heath
delicate chasm
#

Stuff like that is actually really interesting.

Other than flooding the pipe network, none of what you do is necessary but it details steps that are parallel to real-world startup systems and, like with them, addresses issues inherent to a linear system that needs to be continuous. (which you can address in other more direct ways if you choose to)

But the way you described it if followed as steps would lead to a person who doesn't understand why they are doing what they are doing to building pipes the right way, and that's impressive.

#

Normally I do a much more boring thing: I just build forward, and turn off 1 or more machines to allow flooding after I'm done piping. And end of the day, I'll never switch any of it off, so it works just as well...

But if I were to just describe the steps I take to build, it wouldn't be nearly as foolproof.

#

Anyway, point of the ramble: It might be a nice thing to have a section on the wiki similar to in other games a "strategy guides" section, which talks about stuff that you CAN use but don't really NEED to use, to put a spotlight on some things like sushi,, priority/regular power switches, sorting systems, and the like.

#

It's not really data but it's informative to point out that X is useful for Y, given that Y is not immediately obvious.

median heath
delicate chasm
#

Lock Sev designs behind a paywall, proceeds go to the Alt Analysis Objectivity Fund. 😉

delicate chasm
#

In any case I hadn't considered that you could use the switches to control the factory because I never considered that during start-up, you could do that instead of hitting standby switches.

#

And once the factory is on, there's not a need to control the factory, so it completely slipped by me.

#

Meta: Having an excuse to build a breaker room actually does make it better.

median heath
deft lichen
#

@median heath this is incorrect, right? there has to be a smart splitter somewhere

wind spade
#

injected manifold is always incorrect

median heath
wind spade
#

they do, if you switch to latest version

median heath
#

Your program is a "they" now? 👀

delicate chasm
median heath
#

It evolved into AI?

wind spade
#

Tools
plural 🙂

deft lichen
#

Sev, everything is AI now

median heath
delicate chasm
#

Hey at least my platform is up.

deft lichen
#

now try launching your Steam copy and logging in jace_smile

median heath
#

Eminem breaking the internet...

delicate chasm
#

Works as it always does. I play with -NoMultiplayer, so I'm always in my PC Pioneer body. ❤️

#

Hotbars for me, but not for thee. hehe

wind spade
median heath
# wind spade what is the problem with keeping old version anyway?

There is no satisfactory outcome to this line of questioning, as you keep old factories to build new, where I wipe everything that is not meant to be permanent from my world.

Same principle. Old things are to be archived for reference, not actively in use. 🤷‍♂️

wind spade
median heath
#

And they must suffer.

hehe

wind spade
#

it's intentionaly kept for those people (and for those who want to transfer production lines from U6/7 to U8)

deft lichen
#

I noticed you added an export/import function, is it possible to transfer between U7 and U8?

wind spade
#

yes, that was one of the main reasons to add it

ornate echo
#

anyone got a simpel plan to make 13 modular frames a minute?

#

or lets say 14

median heath
#

What alt recipes do you have?

ornate echo
#

where do i see

median heath
#

Codex?

ornate echo
#

i actually just need 11 more

#

middle one is easiest right?

median heath
#

All of them are the same level of easy.
Also I thought we were talking about Frames, not RIPs?

ornate echo
#

why are they so weird nu,bers

median heath
#

10, 20, and 3 are not weird numbers.

wind spade
ornate echo
ornate echo
median heath
ornate echo
#

all others show normal even numbers, only this recipe is weird

ornate echo
median heath
#

Well ok then...

wind spade
ornate echo
#

why does one manage to be normal and the other doesnt

median heath
#

See greeny's message.

ornate echo
median heath
#

How?

wind spade
median heath
#

Like, stop looking at those numbers, how many total do you want to make per minute? (of RIPs since that is what we are looking at)

ornate echo
#

oh my damn, im so dumb

#

i just realized the numbers are real

median heath
#

As opposed to fake?

wind spade
#

well they are not imaginary 🙂

ornate echo
#

does this mean i need 12 or 60 beams a minute?

wind spade
#

60?

ornate echo
#

oh good so atleast i didnt mess that up

wind spade
#

how would it need 60?

ornate echo
median heath
mystic moon
#

Which it also tells you if you just click on the recipie

wind spade
#

it makes 5 output per minute
makes in batches of two
so cycle time is 2.5 times per minute, or 60/2.5 = 24
2.5 times 12 = 30

ornate echo
median heath
# ornate echo wait what

Output is 2 Versatile at 5/min
2/5 = 0.4
0.4 * 60 seconds = 24 seconds

12 per cycle, 24 second cycle time, 30/min

ornate echo
#

okay so i just set up 6 foundries because i thught its needed for one versaitile frame a minute

wind spade
#

or use a calculator or some online tools 🙂

ornate echo
#

atlest i wont have to worry about steel now

median heath
ornate echo
#

i just got it okay

#

okay i need 6 assemblers making modular frames, got it

median heath
#

You need 6 Assembers to make 2.5 Frames?

ornate echo
#

no to make the amount of frames 6 would make

#

i wanna make 1 heavy and 2 versatile frames a minute, i am already producing 4 modulars a minute wich means i still need 12 wich requires 6 assemblers

#

is my math right?

split oxide
#

i need some help, i need to split 10pps into 5x 2pps. i don't know how i would go about that. i cannot change the 10pps output with out spending another 3 hours on this. for context i'm trying to make a smart plating factory out of two pure iron veins using mk1 miners and only log mk2. i have made a build plan(it is very bad but best with what i could use on hand.), and i finally got rotors to work after 2 of those hours. please send all of the mathematicians. TLDR: need help with splitting 10 parts per second into 5 machines intaking at 2 parts per second.

prisma kraken
#

two ways to do it, either build a 1:5 splitter, or clock the consumers to 125 %

#

i'm guessing that 10pps is UFR's

split oxide
#

UFR's?

prisma kraken
#

uranium fuel rods

split oxide
#

no

prisma kraken
#

5 way splits can be avoided with clocking to 125% or 250%

wind spade
#

or just building a manifold like I've posted above

split oxide
#

right hand side is rotors and left hand is reinforced

prisma kraken
#

just manifolding the machines is simple too

split oxide
prisma kraken
#

use a manifold, honestly if this is basic iron

split oxide
#

its just so we can have smart plating production

prisma kraken
#

you'll be tearing the factory down eventually anyway

prisma kraken
#

but to actually answer how you do a 5-way split, you split 6 ways and loop 1/6 back into the input

split oxide
#

prolly just gonna do more over clock

split oxide
wind spade
#

manifold then

prisma kraken
#

well, you have 3 solutions... manifold, clocking or loopback split

split oxide
wind spade
#

I mean manifolds are great in every case 🤷‍♂️ but you can keep clocking things if you want

prisma kraken
#

i favor the clocking in this case cuz balancing is cool, but for starter iron, it just doesn't matter too much

split oxide
#

well i dont want then last thing to have a 1/32nd chance of getting an item compared to a 50% chance for the first one

spice egret
#

It doesn’t work that way

split oxide
#

would it not?

wind spade
#

that's just until it fills up

spice egret
#

The first machine will back up eventually so as long as your input line equals your total needs it will balance and everything will run 100%

wind spade
#

then all machines work at 100%

prisma kraken
#

it balances eventually once the buffers are full, machines cannot consume more than they can consume when their buffers fill

spice egret
#

It overfeeds the first, then once it’s full it overfeeds the second, etc. Just make sure the input belt equals the total inputs

wind spade
#

you can also prefill to remove the wait

split oxide
#

i guess so, but all working at the same time does look statisfactory

#

thanks for the help

spice egret
#

^

#

That’s the downside to manifolds if you care lol

wind spade
#

I mean once they all fill up, they will work at the same time

spice egret
#

Yeah. Just belts are more stalled out looking on a manifold design

#

Efficiency wise everything works at 100% if your math is good

prisma kraken
#

sometimes balanced splitting is a better option, but 99% of time manifolds are just the simple more pioneer's time-efficient way of solving things

spice egret
#

Yep. For me, they are the simplest most space and time efficient solution for almost every situation

prisma kraken
#

if you are doing things like speed-running, or building on-demand factories that can be flipped on & off, the conversation can change

#

i personally enjoy the belting and geometry puzzles of the game, so i try to balance things out if it isn't too much effort, or for my own personal satisfaction

#

there's also an intangible feeling you get when you flip the switch and it all starts working at the same time 🙂

spice egret
#

I personally like function and organization … so if it isn’t clean working and there’s a cleaner way, I tend to pursue that

#

Less clutter

vapid nebula
#

How would I turn 5 miners into 6 equal outputs

#

im like brain dead rn and i cant figure it out

true junco
ashen stirrup
vapid nebula
#

its 5 miners into 6 equal things

ashen stirrup
#

Yes, that's what I just described 😂

vapid nebula
#

you said 6th miner

#

im confused

ashen stirrup
#

Oh sorry, you're right. Just turn what I said backwards then

vapid nebula
#

wait so take my 5 miners and make one of them split 5 ways and merge it with the other 4?

#

im still lost on how that would make 6

ashen stirrup
#

Never mind, I've just been totally misleading you

vapid nebula
#

oh its ok

ashen stirrup
#

The only solution I can think of rn would be to just split one belt into two, then run the whole thing through a 6:6 balancer https://satisfactory.wiki.gg/wiki/Balancer#Alternate_Examples:

Satisfactory Wiki

Balancer may refer to Load Balancer or Belt Balancer. Splitters are built in a nested way, such that all downstream belts or buildings receive an equal amount of material, regardless if the supply belt is providing sufficient input. A factory that is built this way tends to start up faster, as there is no need to wait for the internal storage to...

prisma kraken
#

if you have 5 miners, what happens if you split each 3 ways?

vapid nebula
#

get 15 outputs

vapid nebula
prisma kraken
#

what happens if you split each of those 15 2-ways ?

vapid nebula
#

39

#

30

prisma kraken
#

right, sans-typo 🙂

#

what happens if you merge each 6 together?

vapid nebula
#

27

prisma kraken
#

30/6 = ?

vapid nebula
#

5

ashen stirrup
#

That would be 5-5 then

prisma kraken
#

i got myself mixed up, lol

vapid nebula
#

oh you said each 6 not just 6

prisma kraken
#

if you grouped them by 5 instead

vapid nebula
#

mb

#

oh so 6

ashen stirrup
#

It feels like there has to be a more efficient way than that 😭 that's a lot of belts

prisma kraken
#

a lot of the belts can actually be elided

vapid nebula
#

how would i merge it into 5 tho

prisma kraken
#

like if you split a node in half and then each half in 3, 3 of those would end up getting merged back together so you can do each node as a split in 2 and split one half into 3

vapid nebula
#

6*

prisma kraken
#

then just merge 2/6 back in

#

that should give you enough to figure out the rest

#

there are other ways of doing it all

vapid nebula
#

so divide each half into 3

#

and then just merge until i get 6ths

prisma kraken
#

that's honestly one of the uglier ones people have posed

vapid nebula
#

yea it does sound like a lot

prisma kraken
#

its doable

vapid nebula
#

yea it is but if theres a better way id like to learn

prisma kraken
#

what you need to ask yourself though is why you're trying to do that, and perhaps find that you're solving the wrong problem

#

i.e. your forcing your input to be a fixed size instead of modifying what it is inputing into

vapid nebula
#

ik thatd be easier but id rather learn this now than later

prisma kraken
#

it is also a bit more complicated if each of your inputs is a different size

vapid nebula
#

cause i solved it back cause im trying to get 2 output values equal and i need inputs in sixths for that

vapid nebula
prisma kraken
#

that's a bit different of a problem then

vapid nebula
#

how, i just like things being even, figured out all inputs needed, now i just need to figure out how to get my 5 nodes into 6 outputs

prisma kraken
#

what speed are you mining them at?

vapid nebula
#

120

#

mk 2

#

what difference would that make

prisma kraken
#

so all of them are 120?

vapid nebula
#

mhm

#

they would be

prisma kraken
#

that makes it considerably easier

vapid nebula
#

im just trying to learn how to get 5 into 6 in a nice compact way

prisma kraken
#

5*120 = 600

vapid nebula
#

ik, i solved all of it

#

ik the numbers

prisma kraken
#

so you want belts of 100

vapid nebula
#

i know that

#

i just dont know how

#

just know i cant go over 270 on one belt due to mk 3 belts

prisma kraken
#

i'm thinking....

#

if i were in my main save, i'd build it for you

#

(slumming in a phase 1 world atm)

vapid nebula
#

creative?

prisma kraken
#

no, just a hub0 restart

vapid nebula
#

no, start seperate save real quick with creative?

prisma kraken
#

well i have a good save, might as well just load that

#

it really isn't that bad to build, its just a little messy

vapid nebula
#

you can just build a little diagram

#

instead of doing all the messy stuff

#

or send a link to a wiki article that shows how they work

prisma kraken
#

its fine, i'm loading my world now

#

(takes a bit)

#

is your input set of belts vertically or horizontally oriented?

vapid nebula
#

just go with horizontal

#

nothings setup, just planning

prisma kraken
#

there's other ways of doing it, but you're essentially pulling 1/6th of each input off and merging them together

#

that method of doing it lends itself nicely to being vertically stacked and should fit into a 2 foundation width space

#

(tbh, i don't quite see how to do these things myself until i actually start building them, lol

vapid nebula
#

im a little lost, left side seems to be 1/2 of the original taking 2/3 of the right side

#

wait im slow

#

nvm its exactly that

#

just had mental math wrong

prisma kraken
#

yeah, you're splitting 1/6 off of each line and combining them into their own line

vapid nebula
#

yea thank you

prisma kraken
#

you can do it some other ways, but that seemed the easiest to belt

#

and of course, you can tighten the spacing up a bit to make it more compact

#

you can also remove one of the mergers on each line if you route the 3-splitter's output to the unused output on the other splitter

#

i opted not to do that b/c it would have made the design wider

stray yarrow
#

anyone smarter than me explain any use cases of making balancers rather than using manifolds?

#

I have one idea (being balancing multiple inputs that don't add up to 270/s

#

but even then you could just add another input belt where applicable further down the manifold

prisma kraken
#

someone posed a question the other day where they needed 4 equal input lines of 275 split into outputs of 450, 360 and 290 for different production lines

#

because those numbers are kind of fugly together, the balancer made more sense than any other method

#

well, toss up btw injected manifold or balancer

stray yarrow
prisma kraken
#

another place where you don't necessarily need a balancer, is to ensure a train station with multiple frieght platforms of the same item all drain at an equalized rate

stray yarrow
#

right, again could go through a sushi belt and sorted accordingly

#

but at lower teirs would be useful

#

(I assume you get trains b4 sorters. i forget lol)

prisma kraken
#

what balancers do is pool lines together so that the rates of input and output of the balancer are always proper

#

sorters i unlock in phase 1, lol

stray yarrow
#

yeah, but unlike factorio you can just use a manifold in every circumstance I can think of

prisma kraken
#

ehh, injected manifolds get pretty fricking messy when you're dealing with 4+ 780 lines

#

the other thing about injected manifolds is that when you pick an injection point, you're kind of locking yourself in to the factory working a certain way

#

... if you decided to oc a few machines to save some space, your injection point would change

#

if you've ever had to do reconfiguration work in a logistics floor you made a while ago, it isn't the most pleasant task 🙂

#

i'm sounding pro-balancer, which i'm actually not, but presenting all sides

stray yarrow
#

same goes for a balancer redesign

#

I love balancers cus they are a fun challenge

#

but I

#

am lazy

prisma kraken
#

for that problem i was talking about with the 290/360/450 numbers, this is what i came up with:

stray yarrow
#

that is majestic

prisma kraken
#

pretty bulky, tbh

stray yarrow
#

but neat

#

so eh

prisma kraken
#

they're pretty cool to watch moving items

#

i feel like that one could be made smaller, but i'm not sure how yet w/o clipping

#

ehh, i see it

#

just not as attractive of a design 😦

balmy bolt
#

do i ask about best alternate recipe choice here

wind spade
#

@quartz gulch read ^ as well 🙂

quartz gulch
#

ok

wintry finch
#

uh... trying to figure out how many of these i can get made with a belt of 480 iron ingots a minute but im not sure i understand this calculator...

i have the cast screws, iron wire, stitched plates or bolted iron plate , and bolted frames recipes

kind cairn
#

I'm not sure which tool you are using here, but with https://satisfactorytools.com/production what you are trying to do can be done:

  1. Create new production line
  2. In the "Items, Input" tab, add in 480 iron ingots, and remove all iron ore.
  3. Select the alt recipes you wanna use in the recipes tab
  4. Back in production tab, select modular frames, and set rate up max
wind spade
#

if you want to use iron wire, then it's roughly this

#

you can get more if you don't use iron wire and use copper instead

wintry finch
#

well i could use copper but that requires finding another copper source nearby or i can just use a belt of 480 iron ingots a minute im not doing anything with currently. plus i know of 2 or 3 untapped pure iron nodes right next to each other

wind spade
#

(for the future, I'd recommend planning based on what you need, not what you have)

oblique hollow
#

backwards solving and then scaling up always works and is less of a headache than directly starting with your raw ingredients and trying to find out how much you can make

oblique hollow
#

@drowsy glacier heres a snippet

#

machine weight W is calculated as:
Machine volume divided by (resource efficiency + speed)

drowsy glacier
oblique hollow
#

basically

drowsy glacier
#

I honestly wouldn't mind a copy

oblique hollow
drowsy glacier
oblique hollow
#

that is the weighted machine space

#

literally just "how space efficient this recipe is in this machine"

#

If a constructor is 640 m³ and a Refinery is 6200 m³ and the Refinery recipe is twice as efficient and fast as the constructor, then the Refinery volume will only be counted as a quarter of the original value

#

so 1550 m³

#

in that case, 5 constructors would be equivalent to 2 refineries in terms of "Volume efficiency"

cinder perch
#

Hi all, quick question, if I do 80% clock speed. Will the power be 80% too? (Say 4MW to 3.2MW?)

oblique hollow
#

for constructor or similar? no

#

it will follow a power function curve

cinder perch
#

this is for constructor

#

power function curve?

oblique hollow
#

if it was 4 MW at 100%, at 80% it will be:
4 * (80 / 100)^1.32192
= 2.98 MW

cinder perch
#

what

#

interesting.... what ^1.32192 come from?

oblique hollow
#

its an equation of the form X^A

#

1.32192 is the log2 of 2.5

#

its just a constant the developers use for this

cinder perch
#

I see, so if you do say 40%, the calculation would be 4 * (40 / 100)^1.32192 ?

oblique hollow
#

yes

cinder perch
#

Thank you!

oblique hollow
#

the only buildings who are linear with clocking are generators

cinder perch
#

interesting, I just finished phase 2, and now considering to make a map to organize my production line. Do you all have good suggestions about what to use for the calculation besides excel?

oblique hollow
#

theres a website that calculates production lines for you if you want

#

so you can compare your results

cinder perch
#

I just found one, that is amazing!

kind cairn
# cinder perch legorin.github.io/satisfactory-calculator

just fyi, this is outdated and does not have all the current items
This is my favorite, but a few days ago it started breaking (missing icons). It's great cuz it'll let you plan out multiple lines of the same product, so you can make groups of 100% clock machines or make each node a machine if you want. Tricky to get used to tho, and the missing icons make it even worse.:
https://satisfactory-planner.vercel.app/

Next best, and most popular:
https://satisfactory-calculator.com/

And finally the most easy to use that I've found:
https://satisfactorytools.com/production

cinder perch
#

I love those resources! Thank you so much for sharing!

#

I do want to build a nice product line, but given my current development, I feel that I will have to destroy them later for the update. I am thinking about unlock everything with unorganized patter first, just get the phases finish. When I finish all the research and phases, then I will start make good planning. How did you all balence this part?

#

patter *pattern

oblique hollow
kind cairn
#

so like, if you have a Mk1 miner on a node, just build a complete factory using the max output you can get on it, then once you get Mk2 miners, just expand by making a new factory next to it instead of rebuilding....

#

basically: dont set yourself up to need to rebuild things later on

oblique hollow
#

cause u8 is basically equal

#

the production lines havent changed at all since U6

#

you can just toggle the ecxperimental U8 but its basically identical

cinder perch
oblique hollow
#

Rebuilding old factories is actually counterproductive

prisma kraken
kind cairn
cinder perch
oblique hollow
#

rather than tear down and rebuild, just build a new factory

#

you can tear the old one down later on

#

but for now, the old one serves a critical role: it keeps supplying you with parts for building

kind cairn
prisma kraken
#

or you can start a new world and keep the old one as a lab, etc

kind cairn
prisma kraken
cinder perch
river chasm
#

quick question: how many plutonium fuel rods can I make with 1600 uranium waste? (assuming I have enough of everything else)

#

im struggling with the math tbh

oblique hollow
#

apparently, 42.6666

river chasm
oblique hollow
#

but thats with fertile urnium

#

disabling that, you get 14.2222 /min

#

and without the fuel unit alt, it gets lowered even more, down to 9.481/min

prisma kraken
#

i think if you do instant cell vs plut pellet that increases as well

river chasm
oblique hollow
#

then 14.2222 or 9.481 is your limit

river chasm
#

that's fine

kind cairn
#

so, is this considered a bug exploitation?

#

logically, i wouldnt expect that to function irl, so.... yes, right?

#

(not that i think theres anything wrong with exploiting bugs unless it affects fellow player experiences)

mystic moon
#

I don't think it's a bug as much as a quirk

median heath
#

Valves working as intended. hehe

prisma kraken
#

it has always bugged me that doing that for a water tower works, lol

oblique hollow
kind cairn
#

thats what i was worried about (if bug, it might get squashed)

true junco
oblique hollow
#

its just a non-return gate valve then

#

non-return plus pressure limiting doesnt seem that outlandish

#

it can be thought of as a non return and a gate valve in series

prisma kraken
#

that stuff really hasn't worked right since u6 was in experimental, i used to play games with headlift to save on pump power and just kind of gave up when it sometimes worked & sometimes didn't

true junco
#

I was thinking about it and thats ultimately it. The SF valve is the same as a seriea of real valves and devices. But irl ivenever seen a single device that was all 3 at once.

stone delta
true junco
#

Good question. I know somebody was talking about how somethings changed. Im not concrete on it myself tho.

glacial saffron
# kind cairn thats what i was worried about (if bug, it might get squashed)

it's a bug in that it does not take into account flow rate of sources to evaluate the head lift
for instance one pump pushing at 50
and a lot other pipes with pump to 25
then at 30 the flow "should" drop to only one pipe worth
because only one pipe go over 25 head lift
so in the case of the valve
only the valve input would go to enough head lift
so you'll get the full flow of .. 0 m3 at that level

prisma kraken
oblique hollow
forest walrus
#

this one is gonna be a dumb split that i need help with, i have 147 copper in one input, and it needs to end up in a 2 output split with 27 going in one direction and 120 in the other, how do i go about this

delicate chasm
#

Unless they're needing to split to separate truck stations or something...a single splitter.

#

It'll feed 73.5 in both directions but the one needing only 27 will back up and the remainder will go the other direction.

#

If you must though, you can do it with a smart splitter overflowing 27 units (output to a mk2 belt), or build a balancer that merges parts back onto the belt and splits several times.

forest walrus
#

im overthinking this, there's a 2nd copper deposit at blue crater that i forgot about, i can use the impure to get the 27 and the normal for the 120

#

everything else in the line im working on is divisible by 2 or 3, now that i know ive got another copper to work with, it does mean ill have to deal with a few more belts but atleast the math works out

delicate chasm
#

Just making sure you understand that I am saying the math does work out here too, and that you don't even need to account for the difference between the two belts, right?

#

It could also be that you need 80/60/27 and a regular splitter doing a regular 3-way split onto 3 of the same kinds of belt will eventually balance itself. :)

forest walrus
#

the 147 copper needs to go into 120 for copper sheets 27 for wire

delicate chasm
#

Are you gonna just split the 147 or going ahead with the bigger build?

#

Oh you said impure to get the 27, nevermind.
If you're already able to get all of the copper you need from 1 node though, I would just stick to that personally.

forest walrus
#

well preferably i would like to stick with just one, but im wanting to keep the factory at full efficiency, and seeing as each side of the split is going to a different product i would have to sacrifice efficiency from one

delicate chasm
#

Why would you need to sacrifice efficiency?

ashen stirrup
delicate chasm
#

If you feed 73.5 units of something when it can only accept 27 units, what happens?

ashen stirrup
#

The line backs up

#

Nothing bad really happens

delicate chasm
#
27              120
^                ^
73.5 < Split > 73.5```
#

And when it backs up...it backs up all the way to the splitter, which is still getting 147 units but now is forced to put EVERYTHING to only one side when there's no room.

#

So the backed up side only accepts 27/min once backed up, and forces a full 120/min down the other side.

forest walrus
#

suppose that could work, would be alot easier then running another belt across blue crater

delicate chasm
#

It's only unbalanced until it fills the slow belt. You can always speed up the process by stuffing some ore into the machines yourself, if you happen to have any laying around in a box for instance.

prisma kraken
#

well, finished the iron build yard bp

#

getting 4 smelters, 11 constructors and 3 assemblers into a 4x4 wasn't easy

#

pretty nice rates coming out of it though:

#

couldn't quite get belts not to clip a tad, but i'm pretty happy with the belting

#

...just almost enough space 😛

heady vine
#

quick question: best™️ recipe for turbofuel?

median heath
heady vine
#

oh, right. i need sulfur effeciency because... idk why
both are used elsewhere for some things

wind spade
heady vine
#

also, funny, when i exited discord i was thinking "what's the benefit of turbofuel anyway?.. i still need same amount of fuel gens, but it complicates logistics"

wind spade
#

yeah, turbofuel is basically "save oil at the cost of sulfur and coal"

#

and since oil is pretty common, it's usually easier to just build one or two oil nodes worth of diluted fuel, which can carry you to nuclear

#

(obviously depends a lot on how much of other stuff and other gens you've built)

#

but you can always add more power, so it doesn't matter much 🙂

heady vine
#

damn, i don't have dlued fuel yet on this save. time to go talk to stingers...

wind spade
#

you'd want diluted fuel even if you would use turbofuel anyway, that's usually a pretty good pick 🙂

heady vine
wind spade
heady vine
heady vine
wind spade
#

if you handcraft, you're just delaying the problem and making it worse

heady vine
wind spade
#

well if it needs power, build more power first. 6 coal gens is really low, most people do 24+ before fuel

heady vine
#

simply i don't yet have logistics to produce heavy modular frame - so i do it myself 🙂

heady vine
wind spade
#

I mean you'll still need decent amount of power to kickstart fuel

heady vine
#

i think a thing that saved me some power is less storage for items

wind spade
#

huh? item storage doesn't cost power

heady vine
wind spade
#

producing stockpiles also makes sure that you have resources to build stuff, like more power 🙂

heady vine
#

difference is that i only store 4 stacks of rotors instead of 24

wind spade
#

(I'm not here to tell you that you're playing the game wrong because there's no wrong way to play a sandbox. I'm just suggesting that you may rethink some of your approaches since that may be benefitial to you later)

heady vine
heady vine
wind spade
heady vine
#

oh, i disabled oil, haha

#

maybe i don't need rifle ammo anyway 🙂

primal flicker
heady vine
heady vine
#

i remember rifle being needed only as a means of dealing with hatchlings before they cut the distance

primal flicker
heady vine
#

perfect. i don't need rifle

tired viper
#

Is stitched iron plate any better than standard?

snow dove
#

it uses wire instead of screws, produces more rips per machine

river night
#

stitched is more resource efficient then standard or bolted, and also simpler then bolted i believe, especially since bolted needs a tier3 belt-level of screws

wind spade
river night
#

honestly stitched has very little downsides

#

especially if you throw iron wire at it

wind spade
#

depends on what is a downside to you 🤷‍♂️

#

some people don't like the increase of machines with iron wire
some people don't like weird numbers stitched have
etc.

river night
#

increase in machines compared to .. making screws from rods? or are we allowing for cast screws? 😄

wind spade
#

compared to copper wire

#

(and we can also allow for steel screws)

#

like there's so many options that people can take, that comparing recipes in vacuum is almost impossible

#

and usually hides the bigger picture

primal flicker
#

Could be reduced machine count if you use fused wire tho

radiant lance
#

hi yall, I'm playing again for the first time in about a year, and I'm wondering what sort of steel production scale to go for atm. I'd like to future proof the design relatively well, so I'm gonna unlock mk3 belts and miner mk2s before properly making the factory, but i'm not sure if I should go with 240/m coal & iron or 480/m. obviously gonna use solid steel ingots, though I also am not sure what ratio of beams and pipes I should make. I'm coming to the realisation that you actually need tons of pipes for other recipes while beams tend to be used for stuff you construct yourself and probably need a lower number per minute

wind spade
radiant lance
#

that does totally work but at the same time I very much like building aesthetically and it'd be a real pain to have to tear up a detailed factory to improve capacity

#

I think I can manage with a decent amnt though snuttstach_think

wind spade
#

what I'm suggesting is building factories and never touching them again

radiant lance
#

yeah I love doing that lmao

primal flicker
wind spade
#

you either have to plan everything or accept that you can't future-proof

radiant lance
wind spade
primal flicker
#

You can plan a factory that uses 720/720 coal/iron, and only build 120/120 of it to start with.

wind spade
#

oh, so you plan from raw ores, instead of planing based on what you actually need 😄

primal flicker
#

Iron out the details of how much to produce of what, when you get there.

radiant lance
#

yea I should be able to manage things now snuttstach_think

#

tyty yall

wind spade
#

I recommend to plan from end product instead to plan based on nodes around 😄

radiant lance
#

my last save file I planned things out in a kinda silly way where I completely forgot about the idea of logistics and just made each factory produce things from scratch

#

it was not very pleasant by the time I got to supercomputers.

wind spade
primal flicker
wind spade
heady vine
#

subjectively, is there any reason to use "better" recipes for Mall, or just go with simplest factory?

wind spade
#

unless it's for direct sinking

primal flicker
#

Clear as mud, I'm sure 😅

mystic moon
#

Multioutput factories 😔

heady vine
primal flicker
#

Anyway I just finished booking up all the mfr inputs for gas masks. Now to start laying out fuel gens.

#

In this case, the gas masks and fabric are to-sink byproducts.

wind spade
wind spade
#

so I don't understand the question about using better recipes for storage

#

since everything goes into storage 🤔

heady vine
#

ah

#

let's pretend i will conenct smart splitters and overflow will be sinked

#

so question is more like "considering that all machines will be online 100% of time, and mall doesn't consume that much raw resources, is there any real gain in using optimal (by any mean except power and space) recipes for the mall?"

#

when put like that seems like obvious "yes"
than what calculator can help with that? (there' s always backup option of going through wiki and picking compact/energy-efficient recipes)

wind spade
#

I'm still a bit confused tho 🤔 I'm assuming mall = storage
and since you agreed with "everything you produce goes to storage", then the question is basically "should I use optimal recipes"

heady vine
primal flicker
heady vine
primal flicker
#

Once again, it boils down to "WHAT do I want to optimize through recipe choices?"

wind spade
# heady vine i am confused by what's the alternative

well, I'm confused why are you specifying "for storage", since all things end up in storage

if it was just a question of "should I use resource efficient recipes", then my answer would be "if you want to, sure". But since you specified "for storage", then I'm a bit confused why the specification is there, if it anyway applies to all recipes

heady vine
#

because its a low volume production

celest juniper
#

@primal flicker What software do you use to make your diagrams?

wind spade
#

and what other production is there? 🤔

#

if everything goes to storage anyway

heady vine
#

unlike when you do it for power generation or phase unlock

primal flicker
wind spade
#

(wrong greeny)

primal flicker
#

Goddammit

celest juniper
#

thanks <3

primal flicker
#

Well the wrong greeny got ghost pinged

heady vine
wind spade
#

I mean in most cases the "small amount" production for mall actually uses way more resources than any power production

#

(in total)

heady vine
#

fair (unless its not sinked)

wind spade
#

anyway to your question, the basic answer is basically "up to you"

some points to consider:

  • you'll most likely never run out of a single resource (with maybe uranium being the exception, or sulfur if you do tons of turbofuel)
  • you'll never run out of space
  • you'll never run out of power (assuming you do build nuclear power)

so in the end, most recipe choices boil down to "how much time I'll spend on X vs Y recipe" or "how much I want to deal with X or Y recipe" or "how much fun it is to do X or Y recipe". But of course you may have your personal goal be something like "save as much resources as I can" or "have smallest footprint factories" or whatever.

heady vine
primal flicker
#

I know more or less what I want to produce for a mall at this stage (next stage), but not how much of each thing. Ideally, it should keep up with my use of building materials, and only minimal overflow rates to the sink. But I'm blind guessing on those numbers based on stacks-per-hour accumulation 😅

wind spade
heady vine
wind spade
#

personally, mall (storage) is what I'd spend most time on, because it's the thing that will stay forever and will be used all the time. So I wouldn't cut corners and build it properly

wind spade
#

use whatever recipes I prefer (which for me is resource efficiency, but it's purely my personal goal and nothing to do with actual game/map limits)

heady vine
#

small note: for now i don't care about routing outputs (final products) into single place because of the mode i use

dawn jungle
#

If I wanted to max out energy production of those three oil nodes (two normal and one pure IIRC, all overclocked to max) on the beach on the west coast, is my optimal formula the blended fuel alternate and then one of the turbo fuel recipes? I know it would take an insane amount of refineries and blenders....

#

I had it semi worked out on paper for a prior game but I'm not even sure if my math was correct

wind spade
#

yeah, though I'd just use diluted fuel and don't bother with turbofuel

dawn jungle
#

It might not be worth fooling with but I need at least one turbo fuel thing so I can make turbo fuel and the ammo and get the other unlocks

wind spade
#

well turbofuel isn't required for anything iirc

dawn jungle
#

You need turbo fuel to unlock turbo rifle ammo in the MAM now, I think. nice to have.

wind spade
#

sure, but that also isn't required for anything 😄

#

my point though is that you don't need any mass production of turbofuel, you can just do something small, and for power use normal diluted

dawn jungle
#

Well that is true.

#

And I do remember that blenders eat a whole bunch of power so wouldn't want to overclock those, much more sensible to make more unless there's a space constraint and there's all that empty space over the water to use

wind spade
#

space is never an issue, unless self-implied

dawn jungle
#

Once I was going to build a butt ton of coal refineries down below the edge of the map near that big lake but I kind of lost interest in the project after a while.

primal flicker
dawn jungle
#

Ahh so that's a big factor. I'll have to look at the different turbo fuel recipes again cuz I definitely don't remember

median heath
primal flicker
#

Not sure what's the hypothetical use case for turbo heavy...

dawn jungle
#

Yeah the coal was a hassle but I figured you need less of it if you completely migrate away from coal power to fuel generators and then if you move to nuclear from turbo fuel then the sulfur consumption is less of an issue right?

primal flicker
dawn jungle
#

True. I might make just enough turbo fuel for the jetpack and vehicles and ammo and otherwise just not bother and go straight to nuclear

primal flicker
sacred orbit
#

Is it “meta” to put a Smart Splitter on a resource node to try and squeeze >100% out of one? Like, my bomb factory is using 240 iron ore for solid steel for the pipes. If I put a Smart Splitter on the input and set one output to overflow, would I be able to use excess from the manifold being full to produce other things, albeit much slower?

median heath
#

Not really, but it's completely fine to do that.

heady vine
delicate chasm
#

Discounting the one-time investment of building materials, it saves resources by not demanding as much power, yes.

delicate chasm
#

Other than the convenience of building, I don't think it's good personally. Have only used it once, as described above.

true junco
true junco
sacred orbit
heady vine
prisma kraken
#

so i was just doing a little math, thinking more about the topic of build yard blueprints, specifically with the context of making steel parts, and realized that one stack of wood + some iron can be turned into 10 stacks of steel pipes thinking_helmet

#

where i'm heading with the idea is maybe it would be possible to make motors somewhere remote without access to coal

#

possibly HMF's as well, but that's a heavier lift

hybrid star
#

https://www.satisfactorytools.com/production?share=iEHDcD7oNhCOcaDYZfN4 this is a link to making Uranium Fuel Rods in a planner. Its fully using one Uranium node, 600 per minute. Have I missed a beat? It says it makes 14.4 rods per minute. Is the math right on this or have I missed something basic thats going to make me sigh

vapid gorge
hybrid star
#

Perfect, the only component I'm missing is the cells which I will build away from everywhere else. I was concerned when I looked at the wiki and it was talking about 1 per minute or 60 per minute, the latter I didn't think was possible

true junco
#

The wiki says that the 60/min shown isnt possible. Its just for comparison because all comparisons on the wiki are for 60/min.

prisma kraken
#

yeah, it normalizes rates of everything to 60/min for comparison

#

not sure if that is the most useful way of looking at things, but at least it is a standard

#

@true junco is it you or @delicate chasm that was interested in the build yard blueprint concept?

oblique hollow
#

better / more reasonable normalization on the wiki would be nice

prisma kraken
oblique hollow
#

individual normalized values per item

prisma kraken
#

lets take rotor for example, just to pick on something simple

oblique hollow
#

modular frames? 10, 20, 30.. anything goes really

wind spade
#

I'd go for "resources to make 1 of item"

#

no reason to put /min in there

prisma kraken
#

the recipes for it ouput 4, 5 and 11.25 for rates

oblique hollow
#

these abstract factories are nit helpful in visualizing how complex it really is

prisma kraken
#

might make sense to normalize that at 45 or 90 instead of 60

wind spade
#

normalise to 1 = best

oblique hollow
#

most abstracted form of normalization

prisma kraken
#

i disagree, harder to see what the numbers really look like if you're dealing with .001 rod/min

oblique hollow
#

normalization should make all production values easy to view and understand

#

and should contextualize it

wind spade
#

I don't think there's a recipe with 0.001 rod/min

#

normalisation to 1 makes it easy to compare costs per item

oblique hollow
#

1/min Screw is not reasonable, not easily contextualized and not nice to look at

prisma kraken
#

i was just pulling something out of my rear

wind spade
#

1 or 10 then

prisma kraken
#

what would be somewhat useful is for recipes like copper rotor or default hmf/coputer, to list in a column steel beams/min

wind spade
#

though I'm not sure if we even need the normalisation given that the only thing you compare are recipes for one item, which is basically just the recipe table

oblique hollow
#

it should be on the level of reason that we apply to the coal generator ratio

#

i mean, we sorta settled on 3 to 8 for no reason other than "no clocking needed and its the smallest ratio"

#

We could just as well have said "screw ratios just clock all extractors to 75%"

prisma kraken
#

well, its also mk2 belt tech's limit

oblique hollow
#

so? get more miners and belts

#

we picked arbitrary limits but we adhere to it like a golden standard

#

so if we do that we should do the same for all builds, really

wind spade
#

it's just smallest integer ratio (at same clock speed)
it's not "build 3 X and 8 Y". it's "build them in 3:8 ratio"

#

if you build 4 gens and one extractor clocked at 150%, you build them in 3:8 ratio

prisma kraken
#

i'm pretty ambivalent to it being a rigid unwaivering standard, what i do think the wiki could do a better job of is helping you to figure out what recipes work well together

oblique hollow
wind spade
#

ratio of what? 🤔

#

I guess I'm a bit confused on what the original topic is

prisma kraken
#

stuff like 'if you clock an ai limiter assembler to 90%, you can direct belt in steamed sheet and fused qw'

wind spade
#

there's like infinity of these tho 🤔

prisma kraken
#

some aren't readily apparent

oblique hollow
#

so are the infinite sizes for the 3:8 coal gen ratio. 6:16 and so on

wind spade
#

no I mean, like infinity combination of recipes

oblique hollow
#

just pick one and see how well it goes

#

Didnt we say we wanted to kick the optimization the wiki does regarding resources out?

#

so like.... we use iron wire whenever we show something that uses wire

#

just kick all of those odd choices out of the wiki recipe showcase

wind spade
#

well we have two options:

  • show all possible ways to make wire (not practical)
  • just show amount of wire (not ideal)
#

but in the second option, the player can then go to wire and check what is happening there

ashen stirrup
#

It's very nice that solid steel ingots makes a foundry output the same as 1x beam constructor input or 0.5x pipe constructor input

#

I about cried with joy when I realized this factory wouldn't actually require any wacky manifold stuff to get ingots to beams

vapid gorge
#

the simplest and most direct way to get items between machines?

ashen stirrup
#

I'm limited to mk3 belts, so I thought I would need to inject some of the foundries into the manifold at different points to have the manifold handle the 348 ingots for beams

#

Don't get me wrong, I love a good manifold. I just didn't want to have to try to figure out at which point I needed to inject the other foundries

vapid gorge
#

dont do injections then

No real point - if you have to do an injection manifold with 1 injection you might as well jsut do 2 independent manifolds

#

2 injections? just make 3 manifolds

#

the only possible mechanical benefit is occasionally you might be able to build a 1 or 2 fewer machines

ashen stirrup
#

There'd still need to be some balancing between the two, since it doesn't work out nicely to assign an integer number of foundries to any number of constructors

vapid gorge
#

you can have a ton of control by selective merging items from the output

#

say you're making 600 ingots pm and have mk3 belts - you could just have 3 manifolds of 200 and group the ingot producers in the right amounts

ashen stirrup
#

This takes up rather little space as well

ashen stirrup
#

The foundry input is manifolded, and the beam constructor output is manifolded, so it'll balance itself if something happens

vapid gorge
#

I mean you can always do that if you clock the machines if you want 1:1 feeds

#

play around with selective merging and clocking, you can get some very smooth set ups going

ashen stirrup
#

I'll definitely have to do that

wind spade
true junco
#

Yeah. I was organizing manifolds into arrays a while ago. Came up a lot when some production lines were thruput limited on some inputs but not all. So the materials that were the least belt capacity limited ended up being a "manifold of manifolds" which j was referring to as an "array" And then the other inputs were seperate manifolds fed from seperate production lines.

stoic gorge
#

if I reboot my pc i need to create a backup of my worlds or they will be saved by steam?

snow dove
#

they are saved in your files and in the steam cloud

#

don’t rely on the steam cloud tho

lethal ice
#

I was thinking of pulling all the resources in from my starting area into one factory.

I want this factory to make Iron rods, plates, screws, reinforced plates, rotors, Modular frames, wire, cable, copper sheets. (I guess concrete too)

I was thinking, I would have a line for each listed above, but then once a line became full, I would reroute items (smart splitter) to craft others. So if rods and screws storages were full, they would reroute to make rotors.

Before I go any further, any thoughts?

#

NGL, I start to sweat when greeny spends this long typing

wind spade
# lethal ice I was thinking of pulling all the resources in from my starting area into one fa...

first of all, Satisfactory is a sandbox and as such, there's no "wrong" way to play the game.

that being out of the way, the following is my opinion based reasoning and should not in any way be considered "correct", just me explaining how I feel about the game and what do I recommend.

For the "pull all resources to one place" - I don't really like doing that. The game seems to be heavily designed around putting factories all over the map (and is recommended by both dev team and ADA to play like that, as well as generally having better performance when factories are separate over the map). So I'd rather go item by item, figure out what it needs and find a nice place to build it. You can obviously still make multiple items in one place, but rather than bringing resources to a single place and then trying to use them, do the reverse - first figure out what you need, then find a place for it and then build it.

For the "once line became full" - not a big fan of this. If you have a factory that relies on overflow of different factory, that means there's no guarantee that it will ever run (or that it will run when you need it). I'd rather just connect every factory to enough raw resources to run them at 100% and if you want them to never stop (many people don't want their factories to stop), you can overflow resources to sink.

And finally, my recommendation is to not connect factories to each other, meaning e.g. if I you want to make reinforced plates, you make them out of raw ores. If a next factory needs reinforced plates, you make them again from raw ores in that factory. This makes every production separate, which means you can easily rebuild one if you want to rebuild it, troubleshooting becomes easier and your factories don't depend on other factories (so you don't end up with that cycle of "I need more modular frames so I need to upgrade modular frame factory, which will need more reinforced plate factory, which means I have to upgrade reinforced plate factory, which means I need more screws, but there's not much more iron so I have to ...)

hope this is useful 🙂

ornate echo
#

for 200 cables a minute i need 420 (roughly rounded up) wires per minute, right?

ornate echo
wind spade
lethal ice
# wind spade first of all, Satisfactory is a sandbox and as such, there's no "wrong" way to p...

I understand, just to be clear, I was thinking the "overflows" would be extra. There would still be a dedicated line for rotors, but if screws and rods became full, it would just make even more rotors.

Eventually If an item couldn't be rerouted to make something useful (totally extra, different from dedicated lines) I would just dump it into the awesome sink.

Does that train of thought make sense? (also we're talking from a very small area of the map with like 9 iron nodes, I'm not pulling from an entire section of the map)

wind spade
ornate echo
ornate echo
wind spade
#

what is 6.67? 🤔

ornate echo
#

200 cables trough 30 per minute is 6,67, therefore i need 7 machines making cables, 7 times 60 wires is 420

wind spade
# lethal ice I understand, just to be clear, I was thinking the "overflows" would be extra. ...

I completely understand what you mean with the overflow

but it still means that the factory doesn't run all the time, so for me that's wasted potential. the only real reason I could see why would you do that is to increase your sink point production (if both screws and rods are being sinked, rather make something that has more value), but if you're at the point that you need the sink points so much, I'd rather make a proper production of something straight to sink (e.g. project parts often give a lot of sink points).

and as a separate point - screws are usually not needed to be made, as you need very limited amount of them to progress and then they are not used for anything other than awesome shop (which you usually build just once) and some equipment (which you usually build just once)

wind spade
lethal ice
heady vine
#

why would i need that?

ornate echo
wind spade
# lethal ice I guess that's my biggest unknown, I don't know how many basic items I need (sc...

with the approach I suggested (make all items from raw ores), you usually just make a small amount (30-60 for early items, 10-30 for later items) per minute for storage, because you never need that production to connect to anything else

and for most cases, my answer to "how much I'll need in the future" is "don't care about future, build what you need now, you can always add more later"

heady vine
#

oh wow only now i realised that water tower is a tick to not use pumps lol

wind spade
heady vine
#

but that raises question even more: why need a water tower that allows backflow during blackouts?

lethal ice
wind spade
#

I mean you can just keep it and let it run and produce whatever it is making 🤷‍♂️

lethal ice
#

It's empty 😦

wind spade
#

(or you can completely ignore everything I said and play in any way you want 😛 )

lethal ice
#

No, I agree with your train of thought more

wind spade
#

eh, I personally build the buildings after the factory is finished 🙂 you can never plan for the exact space anyway

ornate echo
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so how much wire do i actually need for it to be constant

wind spade
ornate echo
#

200

wind spade
# lethal ice It's empty 😦

but yeah if it's already built, you can just keep it and then fill it with factory later when you figure out what to build there (with resources that are either nearby or transported here)

wind spade
ornate echo
wind spade
#

you build machines that have total of 666.6667% clock speed

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so e.g. 6x100% + 1x66.6667%

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or 2x250% + 1x166.6667%

ornate echo
#

how many iron bars will i need for that

wind spade
#

I could tell you that but I'd rather just teach you how to get that info yourself

look in codex on the wire recipe you want to use

ornate echo
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wait no i need 14 machinees

wind spade
#

it has an output (e.g. if you're talking about iron wire, it outputs 9 wire)
it has an input (iron wire has 5 ingots)

so 5 ingots get converted to 9 wire
then you just do the math on how many ingots you need for 400 wire

wind spade
ornate echo
#

6,7 x 60 cables a minute

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makes 400

wind spade
#

you said you want 200

ornate echo
#

i need 13,5 machines making wire

wind spade
#

which recipe are you using?

ornate echo
#

normal

lethal ice
#

So my follow up questions, Where could I learn more about building clean/compact, logistic designs for transporting items throughout the factory.

wind spade
#

well, you need 13.333

ornate echo
#

13,5 easy im set on it

wind spade
wind spade
lethal ice
ornate echo
#

so i need 202,5 coper ingots a minute

ornate echo
wind spade
ornate echo
wind spade
ornate echo
#

good so i need about 6,7 smelters aswell

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okay i can work with that

wind spade
ornate echo
#

so i need cooper now

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dammit

ornate echo
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i convert 180 ore into 180 ingots wich i convert into 12 constructors to make 360 wires per minute, wich i feed into into 6 constrcutors to make 180 cables per minute, is that right?

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i need that confirmed please i did my math

wind spade
#

codex can confirm it 🙂

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or you can use some online tools

leaden depot
#

According to all my calculations, I have a train station that is getting 720/min throughput. Nothing is backed up, and everything is running 100% after wuite a while, so I'm pretty sure its accurate.

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But the station still says "718" after a long while waiting for it

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is it ever going to show the full 720?

deft lichen
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did you account for the lockout that happens during docking?

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items stop flowing for 27.08 s