#math-and-meta
1 messages ยท Page 101 of 1
absolutely is a ton of work, especially when you get things like quickwire. had to mess with speeds there.
same with Rotors. @median heath knows all about my fight with rotors
if smart splitters and sinks work with your goal that could also help
this was Sev's design. it requires 45 ingots input. that doesn't cleanly fit with the production outputs of 30, 60, and 120. through my arguing with sev, he made it clear that rotors will always take 45 ingot input, at least using the base recipe.
these last two crafters should allow me to pump 270 along the MK3 belts
That is how math works, yes. ๐
Overclocking, on a constructor? :o
Literally ALL the machine lights in my latest build are blue/white.
While I absolutely wonโt say youโre playing the game wrong, we deffo arenโt playing the same game. lmao
If there was a light to show underclocked machines, I think almost all my machines would have it.
To the above: yes, because OC allows you to fit Rotors into a 3x4 space.
Except for extractors (not water). :p
i'm just going to play devil's advocate here with you for a sec and try to understand what you're doing... the base concrete recipe takes 45 limestone/min, and you seem to be on mk3 belt tech, so why not just split a 270 line into 6 outputs of 45?
Can't expand that manifold easily though?
... i just facepalmed...
i mean, it really is as simple as doing a 2-way and 3-way split
up to the 240 used 16 units of this. the extra two to reach 270 made it 18... 18/3 input belts...
6 machines per belt
ugh
if you want to get fancy with making concrete, do an 8-way split in a blueprint and underclock the machines to make 90/8 = 11.25 concrete/min
now im confused
Waterpipes with Mk2's are still kinda buggy aren't they? So better to do BP's with Mk1 over Mk2 pipes?
i'm just saying if you absolutely want to be fancier about making concrete do something that underclocks an 8-way split of 270 which can then be fed later by higher tiered belts without OC'ing the constructors
none of the ratios for concrete really work well for it, but my point isn't that, its that concrete is an easy 6-way split for an input of 270 limestone
yeah... i just realized that after you said it...
That'd require filling the 270 entirely though. Are you able to do it with your nodes?
we sometimes get manifold-itis and try to make more complicated designs than what things need to be
๐ค
I think we've already been over that come to think of it.
Can confirm this, hard. Spent 3 hours earlier today on some tiny thing for manufacturers.
i'm a big proponent of using both manifolds and even splitting in builds... have both in you toolbox and use whichever makes the belting easier
End of the day, it's just math
well, its whatever gets the job done that makes it less of a chore
one of the things right now that i've been noodling is that i have a bunch of 780 manifolds for solid steel, and i'm just really unhappy with the amount of time it takes for them to spin up
Currently working on a blueprint for refineries I can use to make steel and the likes. Not looking forwards to that right there tbh...
so at least a few times in a session i lay out new geometries trying to force it into being an even split instead of being dominated by 13
for refineries, i kind of just use the same bp of 3 refineries with the pipes laid and switch up the recipe on them
there's not too much specially different you need to do for any refinery build, so just getting the pipes into a bp with the power saves me enough time
Seems like I'm going to wind up with 2 BP's, one with 2R's and then an endcap with just 1.
i also have a 1 refinery version of the same to deal with making a row of refineries that isn't a multiple of 3
i could make a 2 refinery version, but that only saves me from connecting a single pipe in a build, so meh
I'm doing one with two because it'll fit better in with the current design I'm doing. Are recipies usually more 3-based?
kinda hard to answer that, there's not a lot of refinery builds
i have a fairly large world, and a lot of stuff going on
but for oil processing, its really one of two builds, a recycled loop for rubber/plastic/fuel or a turbofuel build
the bottom half of all of those builds is exactly the same, 300 oil->400 hor + 100 rubber
the top halfs are slightly different, but they all are a block of 4 blenders and some belting mojo
outside of that, the other refinery builds are aluminum and the 'pure' recipes
Hmm, I see...
all the pure recipes are essentially the same, pipe a manifold from a miner into a line of refineries & supply somewhere between 300 and 780 water
and the number of refineries you need is dependent on the recipe and miner output
you probably could do a nice split for caterium & copper for 600 ore input - 24/min for caterium and 15/min for copper go evenly into 600
actually i lie, copper... 600/24 = 25, so you'd need to OC the machines to 125 or 250 to get a good split
grrr, meant caterium
even then you can't get a good split, lol that would only take one 5 out of the 25
Yeah. Could underclock and make more machines though.
yeah, pure recipes just want to be manifolded
doing a pure build for a 780 node is pretty sizeable as-is
for copper, its 52 refineries & caterium, 32.5
Pure builds are always my goal. So... this'll be fun.
Somewhere up in my head, mentally, there's this little voice telling me I'm wasting soooo many resources not going for pures.
wet concrete iirc goes with 5 refineries for 600 or 6.5 for 780
we're leaving out steamed copper sheet, and that's 22.5 per refinery
Ah man, just realized I'm going to need to make some BP's for proper trainlines before I really get this going
Just for the sheer volume of resources
i hate doing the pure builds because they're really all the same over & over
plus a little piece of me cringes at the power demands
but getting back to the question... the only other real refinery build is aluminum
what i've taken to doing for that rather than tuning the build to the recipes is i just use 4 refineries on the alumina solution direct piped into 4 refineries for the scrap
I'll be honest. I have 1.3k hours in the game, and I never completed phase 3.
its easier for me to just use a standardized build for it all and as i get the recipes switch it over to sloppy+electro
thisis my standard aluminum
you'll note there isn't a VIP, and i'm using mk1 pipes
VIP being?
its a device that uses an artifact of headlift simulation to prioritize one input over another
no valves, no buffers, just an extractor pumping in the water needed to satisfy the need for new water in the system
you technically can do sloppy+electro with 3+4 refineries and a crossbar manifold connecting them, but i think it better to just direct-pipe the alumina solution btw the refineries
there's really not a lot of builds that you can do with refineries that vary from what i've listed
Going to be a lot to explore once I finally reach that stage
yeah, aluminum is its own thing, it takes a while to figure it out
the only other build i can think of is 'intro oil' which is a temporary thing for phase 3
that's just making 100 rubber + 100 plastic and 450 coke with the hor to get some rubber & plastic going for the hub unlocks
Oh well, judging from the amount of time I'm spending making these BP's, it'll still be some while. So I don't need to stress up quiitee yet
also, something i'll point out that i'm guilty of at times myself, is blueprinting something that you're going to build once is a real waste of time
you'll laugh a bit at this... my most useful blueprint is just 8 constructors for making concrete ๐
No, no that sounds about right. Constructors are quite commonly used :p
i just drop it on a nearby limestone node when i'm building
just saves so many resupply trips ๐
Pre U8 my most useful blueprint was signs flipped on their sides..
Okay, that one you'll need to explain. I'm intrigued.
yeah, that sort of stuff when you're doing design work is great
it was very time-consuming to orient signs in differing directions before u8
Take a 4m Label Sign, aim it at a wall and scroll. It turns now.
In U7 and earlier, you would've had to use beams to get them to rotate
Which, if youre doing a lot of it... gets... repetitive.
yeah, you used to somehow figure out how to get a horizontal pillar where you needed the pivot point
Funnily enough still one of my more useful blueprints is just a vertical Pipeline Junction
that's a really good idea!
I'm a bit OCD and like to snap things to the grid, so.
That blueprint saved me from having to place, delete support, snap junction on the end
well for stuff like running water down from the desert mesa, that would be pretty useful
that's a project if you've ever done so
Hehe yeah
getting the mounting holes or supports in the right place for those long vertical pipe continuations... not hard, but time-consuming
plus i get OCD about pipes too
Don't think I ever used signs in U7 or earlier to run into the issue. Always ran real bare.
no you just need to lay them out right
Mk 2s are fine below the limit, but at their limit there are a few rules to make them work
i'm starting to think that the problem with the mk2's at limit might not be a floating point precision thing, but instead fluids moving in the wrong direction and the pipe not having capacity to level out
i don't have a firm reason for thinking that, but it just seems weird that you only see problems with them at capacity
Yeah I've had issues with mk2 at 570 similar to running at 600, both fixed with loops
it really feels like longer manifolds with large volumes of fluid sucked out per minute causes the issue
I also overclock things a LOT so that might just show up the problems more?
i feel like there's just something bugged in the pipe simulation generally
if you've designed a manifold to expect a flow in one direction of 600/min, any flow backward in the pipe due to what we call sloshing will take away the transfer capacity
Even if not at 600 right? If a back flow ever stutters the production suddenly youโre not feeding the machines enough
i guess? without sitting in a debugger with the code, who knows?
but when you loop the pipe, you're effectively doubling its capacacity, so that's probably why you find it works so well
where i've actually observed the flow issues with the mk2's, i've had 1) the pipe at capacity and 2) things consuming from the feed on different cycles (coke & fuel), and i think that may also be a contributing factor to it
then again, i've heard people say they've had reactors exhibit problems as well ๐คท
one wish i have is that CSS would just sit down with the code and figure it out and give a little info so we can stop speculating ๐
bigger manifold = more junctions
And the layout matters too
for mk 2 at max flow, ive considered having the input NOT at the first junction but simply at the second or somewhere in the middle
cause that is in effect the same as a loop but probably more stable
(actually not really like a loop, its a big forking manifold, but whatever)
Wdym by โinput not at the first junction?
just connect the input pipe not to the end of the manifold, but somewhere more towards the middle
that does shorten the effective manifold - which still might lead into the 'many big suckers causing issues along the length'
only way to find out: more tests
Does anything weird happen when you connect mk1 pipes to mk2 pipes?
depends
on a junction with 1 pipe input and 2 pipe output? yes
you get a flow split that is 1 to 2
Mk 2 Input at 600 and mk 1 and mk 2 output ?
You get 200 in the mk 1 and 400 in the mk 2
Ok, that's not too weird
Yeah. If you're working with full pipes, though, it shouldn't matter, right?
the flow split will still be 1 : 2 if fluid doesnt need to flow back
Perfect for something that needs a 2-3 flow balance.
So does this not work if pipes and machines are prefilled?
sure it does. but this will rely on backflow
the initial fluid split will be 200 / 400, then it switches to 300/ 300
the mk 2 pipe here will likely exhibit oscillating behaviour - flow rate ramping up to 600 or so before dying down again.
but thats pretty normal
Mm-hmm. This is what I thought when I showed up, too. It's deductive reasoning from knowing related concepts in programming and having decades of video game playing under the belt. There's something simple going on here; the mechanics line up with the errors and it doesn't take heavy CPU load or dozens of instances to replicate the issue - a true rounding error this profound should be making other things in the system break, if that were all it were.
Still though nothing to say that there is a singular issue unrelated to the others. I have NFI what's up with buffers and can't even replicate most of the known issues with them in tests (but they do cause issues eventually, usually...mysteriously not being full all of a sudden and refusing to top off chief among them).
I'd love to hear some details on what is known internally about it but it wouldn't do any good as I'm not going to be able to fix it, so... ๐คทโโ๏ธ
My only guess is buffers are actually given some kind of internal priority, so they supply before they take, and then they can't maintain flow rate because they aren't full enough to supply or take.
That is one of the prime reasons why mk 2 manifolds have issues
The pipe manual covers that
loop "solves" that usually
usually
in U8, i tried a loop on a not quite even mk 2 manifold and that failed spectacularly
Dont let the valve part distract you, these flow reversals happen in every dead end pipe
and a machine input pipe is nothing but a momentary dead end
even if the looping pipe is above the main pipe?
above? why would that affect it. Because its overflow?
side view:
|
V
|
+--+-----------------+
| |
+--+--+--+--+--+--+--+
the +s in bottom row are splits to machine
this way the loop keeps the pipes full and slooshing shouldn't be an issue (theoretically, I'm just asking whether this has been tried, because from logical point of view this should work)
Oh so the input is on the loop
this technically should improve things
though i have to try how uneven pipe heights affect this
which one? i suppose pure copper ingot?
and in turn, this page: https://satisfactory.wiki.gg/wiki/Tutorial:Picking_an_alternate_recipe
Everyone plans their factories differently and thus has different conditions for choosing recipes.
Spoiler warning: There will be mentions of certain production lines which you might not have unlocked yet.
it's already linked in the message ๐
I just remembered
yeah but thats not helpful
If you need a short summary for all 3:
- Most steel efficent recipe for encased beams, but the numbers can be considered odd
- Decent wire recipe, if you can afford to spend caterium
- Increases copper yield at the cost of space , power and water
i see
how is it not helpful? how can we make either the message or the article more helpful?
hmm
But the link on the wiki tells you this anyway
as the wiki allows you to compare other recipes
What i wrote here is a recap from the wiki info
what @oblique hollow just replied was helpful, ofc the article cant cover every recipe
i was just asking as a newbie basically
the article covers how to get the info yourself
That article was supposed to help newbies, so of course we are invested in why it failed
i was thinking pure ingot for flexibility, but now that mcgalleon mentioned 1) is most efficient im debating haha
If you need the steel, thats the point
yeah yeah i understand dont worry
(and there's much more info about each recipe you can gather from wiki or looking at them ingame/in codex)
the main point is that every recipe has advantages and disadvantages, and by looking at it yourself, you value the advantages and disadvantages based on your preferences
which is why we try to not give you "pick X recipe" answer, but rather give you tools and hints on how to make your own informed decision
(and there's no "pick X recipe" definitive answer anyway, since any recipe can be useful or not useful based on your preferences and situation)
Would a short summary like what i just gave you help more if similar summaries were on every recipe on the wiki?
is there an index with all the recipes?
wiki ๐
or some other third party tool if you want to use that (usually some calculators have codexes)
f.e. my tool (Satisfactory Tools) has a relatively decent overview of all recipes when looking at recipe list in production tool
would be nice if every recipe page had a quick summary like galleon did for me
like i just wanna get some context about how the recipe does in the meta without having to go deep into numbers
maybe its asking too much, but just my opinon
we would like to implement that on the wiki, but it's a much bigger feat than it seems at first
ill take a look next time
No no, its a fair point
A few pages like the wire and cable pages have such similar summaries
But not all pages yet
we've recently did a lot of discussion about how to implement this and there's some preparation for making something similar to what you're saying, but for now all we have is the article and the message I've linked you at the start.
The main problem is that pretty much every person is looking at the recipes from slightly different angle, so we need to cover all of that and ideally in a way that doesn't make it sound like "you need to always pick this recipe" or "you should never pick this recipe", but rather leave it up to the person to decide if it's worth or not
Providing quick and easy info without too much bias is the short of it
and another very important thing is to also mention things like combinations with other recipes or other recipes that can make the same item, because otherwise we're just comparing the recipes in vacuum, which isn't ideal
so yeah, it's a big project ๐
(it's also the reason why we wanted to know why you didn't find all the provided info helpful, because that is also new and we want to improve it as much as possible)
i mean i think you got the important point across very well, there is no best recipe, its all situational
but as a newbie there are probably some recipes that might be a better pick than others, idk. either from being easier to use or just making things easier
And every situation has different combinations of recipes based in different optimization priorities.
That "probably better recipe" depends on where your priorities are. Like if you just found a hard drive at tier 3 and you are given the option of pure copper, that useless to you right now as you need Tier 5 to use it
there sure are... if you tell us your preferences and game stage ๐
(e.g. "I'm at tier 2, aiming to start steel production soon, I prefer resource efficiency over power/space efficiency and I want to reduce amount of recipes to minimum")
Hence why the most important thing in picking a recipe is finding out your personal priorities
and why you're the person that should do the picking, even if you're new ๐
In effect, pure copper and caterium wire could both do the same thing: make wires cheaper (replaces the material or reduce the cost of it)
Encased Steel Pipe is the only alt for encased beams and its cheaper on the steel.
Usually worth a pick unless the numbers are a bit too odd for you and the concrete cost is too high
personally i dont pick things based on what im going to do, but what i could do with them that would seem like easier routes, casted screws is probably the best example
in the future i probably would
Fair. Fun thing about casts screws is they arent even the peak of screw making
they just cut out one step
but the other alt for them, while initially more complex, is ridiculously compact and cheap
(and that step can be instead upgraded for resource efficiency, which is why they are not "always better")
yeah but the caterium probably requires more work to do logistics and the encased steel pipes probably complicates the math a little bit, so i went with pure ingot cause i imagine its the one i most likely could make use of it i wanted to
Caterium is situational
if you found it or have it near you, it can offload some of the burden from your copper
like, if you need copper sheets
then the caterium can be used for cheap and compact wire making
and in turn cables
The Pure Copper Recipe is indeed good, but being in Refineries means you have this big bulky machine thats power hungry and needs water.
If you need copper ingots directly and don't have caterium but DO have access to water and power, then it can indeed be decent
for now my brain strictly compartmentalizes ores with its own products to learn the basics and get a sense of everything in general before trying "new" things
so caterium was pretty much discarded from the get go
i guess thats fair. Compartmentalize your local area resources too however
Locality is a big factor in factory planning
also, try not to think about it as "what can I do with nearby resources", but rather "where can I build factory that produces what I need" ๐
If you haave a recipe that can turn one ore type "into another ore type's items", then you can pretend that node belongs with the others
yeah i guess thats true
But do take these things at your own pace
If youd rather keep them seperate for now, then do so
Later on you are forced to mix some anyway
oh im a turtle, my symmetry ocd goes wild in this game i kinda love it
Too bad the later machines are asymmetric i guess
Foundry is already a contender
Symmetric inputs, asymmetric outputs
yeah i just mirror everything so i keep some kind of balance
might need to start with some shifted symmetric setups soon
where the machines are arranged symmetrically but the belts and pipes are no longer mirror-images for each side
or vice versa: symmetric belts and pipes but asymmetric machine lines
Mirror-versions of machines when..
in general just giving you some guidance, the pure recipes are late-game ways of increasing yield at very high energy cost, or to stretch resources farther at a specific factory location with a limited supply of an ore. As such, pure iron is very unuseful, pure copper is useful only if the 2x yield you get from copper alloy isn't enough of a gain and you wish to pay the refinery tax to get a 2.5x yield. Of the other two recipes, cat wire can make a lot of wire in a very power friendly footprint at the cost of a pretty rare resource (that also has better alts), and encased pipe, which is the one i would pick reduces the amount of steel you need to make to make EIB's, and trades a bit of production density (and as a result, power) for the increased resource efficiency. Of the three, i believe EIP to be the best of the 3 recipes, but as others have stated, best is relative to your immediate demand
yeah, appreciated, EIP also seemed the best to me (after whta galleon told me) but pure copper ingots seemed something interesting to get into at some point
i wouldn't so much mind the foundry's assymetry, if it weren't for the fact that the output interferes with the input when running belts perpendicular to the machine
i've done a lot of iterations on world sized factory plans, pure copper really isn't needed in any world-sized build until you start looking at trying to max out nuclear pasta production
there's ~29000 copper ore extractable on the map, doubling that with copper alloy to 58000 ingots is really more than sufficient for any build that isn't trying to hit +16 pasta/min
the one asterisk next to that is that when you use pure copper & pure caterium together to make cat & copper ingots, the ore requirements for each end up being 1:1 for fused quickwire, but that's a very late game consideration
i generally recommend that you use pure recipes sparingly until you are primarily generating power from fuel and are in phase 4
incidentally, because the term is over-loaded, i mean 'pure' recipes to be the ore+water ones with the additions of wet concrete (though it is more reasonable than the rest), steamed copper sheet, and cheap silica
'pure aluminum ingot' even though its name would suggest otherwise I exclude from the umbrella term
Am late, sorry, but yes! Fluid settling seems to be the step that has the greatest priority, and this kind of design is what I've been using in all of my piping lately. A very long vertical pipe going straight down from an otherwise horizontal manifold also is largely immune to issues caused by flow reversal.
The junction needs to be vertically aligned too though so there is no horizontal part of the pipe going down.
btw, chiming in on the flow stuff quickly (i have to run in a few), a week or 3 ago, i was experimenting with a different configuration for a recycled loop
Hello, hopefully this is the correct channel for this:
I'm trying to create a 5:3 balancer for my screws > reinforced iron plate production to meet the demand of creating the tier 2 metal cubes.
However, I've run into a snag of unable to create a balancer with the limited conveyor management you can make. I've managed to create this, but it's biased towards the middle which might break things
https://imgur.com/a/OakQHkO (Link to a balancer concept I drew in mspaint, it's unfortunately not balanced)
Is there something I'm missing I could be doing to make it balanced?
Oor are balancers not as important in this game?
Here's what I usually do when all the inputs are under the belt's max speed capacity, where I just make it all share the same belt
and i was trying to pipe the 1000 h20 needed in through 2 500 pipes instead of the configuration i normally use with 2 400 pipes + a 200 pipe for the resi rubber... because the blenders for the loop were at a lower altitude than the resi rubber refineries, they were always getting starved, seemed the blenders were always gulping water from the pipe before the resi rubber could get its turn, most likely due to gravity prioritizing backflow down to the blenders
balanced splitting isn't as favored in SF because manifolds are generally simpler to build
So this entire time it's pointless to worry about balancing outputs equally?
i still try to do so when it is an easy thing to build, but most kind of poo-poo the concept
hey, if you want to wait for a production manifold to warm up to see if it's working, instead of doing a balanced split, its a free world
there's pluses and minuses to each method of distribution
๐คทโโ๏ธ Honestly I've been doing the second belt all this time, but on a high output belt such as this where I'm expecting 180 screws per minute, I need to make sure there's no holdups
i personally am all-for more resources on balancing to keep people thinking of it as a option
Do you happen to have a solution to the 5:3 problem?
i know how to
i've built a 4:3 balancer recently, its a matter of adding another belt to it
literally just anothe belt on top of this
each fork of the 3-way split is merged down into a single line with something like this:
5:3 is weird because your inputs can exceed the outputs by a lot
in any event, true balancers like that really aren't needed in SF
if you're thinking you need one, you're probably trying to solve the wrong problem
i personally just find them fun to belt up ๐
they're all little geometry problems and figuring it out is sort of a thing i enjoy
gtg for a bit
Thank you for the explanation, I come from over 800 hours of factorio in which I've been hardwired to balance everything
Hi guys i just wanna ask simple question, can we restrict conveyor speed like mk1 conveyor is carrying 60 but i want 15 or 12 something like that ?
a splitter and some patience
the other alternative is to push a steady rate of something like 48/min of another item down a mk1 belt to fix its capacity; care with that needs to be taken involving the merge priority
often times you don't need to do this because consumers only take from a belt what they need after their buffers fill... a belt taking 12/min to a modular frame assembler, for instance, won't transfer more than 12 items to the assembler after the machine's buffer is full
that's a lot of storage ๐
also since you opened the door on it, hoarding items in SF is generally bad, because resources are effectively limitless, there's no point in keeping them
in SF, its better to sink your excess product
i think i need to that
there can be a case made to cache some for bursting production (specifically of elevator parts), but generally lean manufacturing is the way to go
I combined different products according to the speeds I needed, for example, I combined 180 cables and 300 screws according to the mark 4 conveyor and sent them back to the storage system because it would be unlimited, so I took care of it with 1 conveyor, but what I didn't think about was the problem that unlimited arrival would restrict the arrival
i've found anything more than a single container's worth of a product is just excess that i'll never yuse
yeah, also screws aren't needing storage, the only building that requires them is the awesome shop
they feel really important in the early game, but they're really not that useful ๐
(unless your goal is to handcraft 10k chainsaws or something silly)
This is just an example. The screws in my system come in at 1440 per minute, so nothing can filter them, so I take them directly to production.
ahah yeah you right
gtg for now
now I have to bring about 20 products separately
lool my setup is still all over the place. i should pick a day and just built in the sky so everything is nice and flat
Here's the end result of 10 modular frames per second, all of it balanced
what the ff
5:3 is most simple, cos 3 is exactly output from splitter. So merge all 5 outputs(if belt is capable to hold 5xproduction) and send it to splitter. Each output from splitter connect to one machine. Splitter will split them equally to 3 parts
Anyway, my advice is always manifold, but in such easy setup like this, you can simple use balanced input
when you're speaking of full balancers, it usually is in the context of a volume that exceeds belt capacity
but you are correct that a single splitted on an aggregated input line can perform a 3-way split ๐
I mention it, if belt is capable to keep 5x production(maybe translation issue, my english is not very good). And based on his picture, it is, anyway i warned him ๐
what's interesting is that if doing something like this, keeping the splitter there is actually better:
To be honest, i did not checked, what he will produce where. I supposed, there will be equal demand on all 3 machines, in that case he can balance it. If there is different demand per minute, of course, manifold is right option.
It's for automating Heavy Modular Frames
@ruby imp see #math-and-meta message for alt recipe choices
value of recipes depends purely on you
I wonder if 1km of storage with mk4 belt transfer item much faster than single mk4 belt stretching 1km
Why would speed be relevant?
Factories run on steady state rates. Not start/stop times for individual items.
I have definitely had a 2-player save where an ISC of steel beams was not enough storage for steel beams. granted, making a bigger steel factory would've fixed that, but adding a second ISC also fixed it
items can move instantly from the input of a storage to the output, so yes, each item would zip along a chain of storages much faster than on a belt
but there's no practical application because speed and distance don't matter, only rate
what now:
also yes ik preference but
same answer, read that message
i still cant decide
literally uncomparable
also there's still third recipe?
you gotta look around your factory if one of them seems useful
yeah but biocoal thing
caterium wire seems useful to me
Do you have caterium in your base?
all recipes are useful
steel rod as well
if you cant decide between these 2, pick at random
define base
steel rod gives you a lot of rods
if you don't see any as useful, just pick one at random
hmm okay ty
Within 150 foundations of your main smelting area
you can get all recipes anyway
what is "main smelting area"? smelting is done at nodes
sometimes the choices are pretty equal so at that point you just have to pick withever one seems ok enough
Sounds quite resource-inefficient
why?
Are you really putting down refineries at every node?
well, in every factory
(and why refineries?)
Because of the alt recipe
there's two alts and base recipe. I use whichever seems best for given location (and given product)
(if talking about iron or copper)
Yea, that's fine if you don't care about max resource efficiency ๐
I don't because there's no way I'm using all of the world
sound pretty unimportant unless you strangle the map
if you're using the whole map, then your pc is probably on fire
Can confirm from experience
Not everyone does.
I didn't say everyone does (.)
I do care about resource efficiency and it's the main property I want to optimise towards. But that doesn't mean that I'm locked to only use the most resource optimal recipes (which are those anyway? how you define resource efficiency if you have multiple resources?)
Weighted Points 
There is no right or wrong answer. I like alt recipes that make the footprint smaller. I like alt recipes that make the most out of resources
It's a trade off
I wonder if using all map resources is viable if we utilize alts that maximize inputs instead of maximizing outputs.
If we favor high consumption, and low building count recipes, can we consume all resources in production chains (assuming only sinking the most complex parts we can manage from all production lines) without melting the CPU?
like using worst resource efficiency? ๐
Prettymuch. If consuming all global resources using worst resource efficiency recipes isnt even viable without most people's CPU melting down, or hitting the UObject limit, then that would imo render all discussions on global resource efficiency utterly pointless.
UObject limit I'm pretty sure is doable even with most resource efficient recipes... if you don't build things like foundations and reduce belt lengths to minimum
I could see that. It wouldnt leave much wiggle room for aesthetics.
I need help with my coal plant, one side is working while the other side isn't when it's pretty much just a mirror image
water starved on the left side of your pic?
on the right side
what is "not working"?
2 of the coal generators aren't getting enough water in the bottom right
did you prefill it?
What do you mean?
fill all pipes and machines with the fluid before turning it on
are the first 1-2 generators seeded with coal and water?
seeded?
full on water and coal.
greeny was right on letting the pumps build up before turning on your generators
alternatively, you can turn on your generators one at a time
Oh I thought it would just balance itself out over time
it will but full pipes are happy pipes and you should always prefill
yup
Oh then am I able to just use one pipeline instead of just splitting it halfway for all 8 on each side?
you still need to transport 360 water through pipe that can only handle 300
so you still need to do "two pipes"
I've found that distributing the 3 pumps as evenly as possible lets me get away with "1" pipe fed from 3 sources
G G G G
E-+--+--+--+
E-+
E-+--+--+--+
G G G G
or any other variation, all should work equal as long as no pipe segment carries more than 300
Oh so I basically need to tear down the whole thing and restart
no
your thing will work
just prefill it and then run it
if it breaks after that, there's probably an issue with piping or something
If you choose not to prefill the coal:
let the pumps run for bit, then start the gen closest to the coal input, once its full start the next one
The reason i said I need to tear it down is because I have one extractor trying to power 3 generators without it being overclocked
underfed gens would be a problem, but no need to tear it down...just turn off the ones that wont get enough
Thanks for the help ๐
that way when you have the resources/OC to feed them its just a switch, or faster belts needed
do i need pipeline pumps to boost manifolds that go upwards? using a logistics floor and i'm not sure if i have to use the pumps, it's a 6 meter floor btw
depends on if you need the headlift
i'm not really sure if i do
by default they are capable of going 10 meters up right?
mhm
alright, then i think i'll be fine for now
thanks
just tested it, it does work without any pumps
guys, I have an issue, I'm dealing with an input of 46.666... (lets say 46.5 to rounds things up) and I have to split it into 4 outputs of 18, 10, 6 and 12.5. Do you have any methods or pattern you apply when dealing with precise item flow like this one ? Or do you I need to wait until the programmable splitters (which is pretty far from where I am in the game currently) ?
poggers donโt help with that
Manifold.
manifold it and move on with life
Also 46.5 is a round down from 46.666
what's manifold xd ?
!wikisearch Manifold
Manifold Schematics.png
Manifold, a.k.a. in-line splitting / merging refers to a type of building style where splitters or mergers are aligned in series (that is, one after another), usually parallel to the arrangement of buildings. This allows for compact building space and easier expansion.
yeah indeed
that would be cringe to use this in my current factory lol, everything is perfect atm
is worth it make screws direct from ingots ?
instead make them from rod
it's the same iron cost per screw if you don't have any other alt recipes
wut is the "best" for screws ?
that depends on how you define best
there's basically 4 possible ways of going ingot -> screw:
- iron ingot -> iron rod -> screw
- iron ingot -> screw (needs Cast Screws)
- steel ingot -> screw (needs Steel Screws)
- steel ingot -> steel rod -> screw (needs Steel Rods)
each one has different advantages and disadvantages
isnt steel expenssive than others ? since u need more power and "higher" cost ?
specially if i'm aiming for something like 10k screws
it also makes shitton of screws per ingot
steel screws make 13 screws per ingot, steel rod makes 16
so in a basis, if aim for simplicity i will get a "advantage" on eletricity
if made by steel i got more per ingot
in comparison, iron ingots are 4 screws per iron ingot
bit more than 3x and 4x
๐ค
essentially. Though steel screws are more power efficient than cast screws iirc
there's no 3x, both normal and cast screws from iron make 4x
i think i cant expand my actual steel production to aim for 10k screws, i'm kinda in shortage of coal around here
so i will stick with ingots > screws, arigathanx for answers
maybe the question to ask first is "why doing 10k screws?"
Steel screws are also very logistically effective. 1 beam makes 52 screws. And 1 constructor can make up to 650/min when overclocked to 250%.
So it can pretty much make every recipe that requires screws very simple to feed.
i wanna product 10/m heavy modular frame
Designing my factory to maximize screws as an intermediate...
(Not intentionally, its just working out that way. Lol)
that definitely does not need 10k screws
modular isnt the only thing i will product, so i need more screws
at most needs 1900, alt recipes can put that down even more
can even do it completely screwless
HMFs can def be made without a single screw...
Or if you use bolted plates, bolted frames, heavy flex frames. 10HMFs will need 3690 screws...
Slightly related: Am interested to see if Heavy Flexible is one of the recipes that changes.
Kind of curious about that myself. Im planning out a factory that uses Heavy Flex Frames...
Screw part will probably be adjusted because it is one of the only recipes you cannot OC to 250%.
Yep. 200% OC brings the screw consumption to 780 exactly.
If you're on #TeamDoubleOutput for mk3 miners, that needs to be fixed.
People on #TeamMk6Belt see it differently.
Mergers/Splitters connected directly to inputs/outputs when
Hopefully never.
At least its a round number of shards. And it still gives a higher max HMFs per manufacturer than the other alts at 250%
I have been told that supposedly wonks with trains/vehicles, but I don't quite see why?
because you could lock a merger on their inputs and feed 3 belts into one slot
what difference does the Bolted Frame recipe offer to the standard Modular Frame recipe? if i'm inputting 30 RIP/min, i'm still getting 20 Frames/min out of the machines...
You can make screws instead of steel pipes.
the only REAL difference i can find is that Bolted Frames would need less assemblers for the frames...
you put in same amount of RIPs, slighlty more rods (converted to screws) and get same amount of frames
one machine works 2.5 times faster than normal frames tho
so the benefit is a higher output rate at the cost of using slightly more iron.
indeed
standard mod frames use rods, not pipes
(well, not higher output rate, but higher recipe speed / shorter craft time)
aka parts being made faster.
because the machine is working faster
output rate is often connected to "rate between ingredients and products", so I clarified
Bolted plates and bolted frames are just space efficient vs base recipes.
I use them a lot because iron is so abundant that conserving iron is silly.
well local availabilty is something else than global ๐คทโโ๏ธ
building in the speedrunner spot.
Basically, i will happily shove in just a little bit more steel to save a lot of space and reduce my own manhours setting up the factory.
As for local availability... I wouldnt try to make a huge amount of iron products somewhere that iron is scarce...
any ways to fix this fluctuating capacity? running 8 coal gens with 3 extractors, water is not an issue
@scarlet path The tip I've seen/used is you fully fill the water line and coal line and coal plants while coal plants are toggled off. Then manually turn on the coal plants.
i did that, but it just burned through all the coal
right after i turned them on
it worked for about 10 minutes
so i'm most likely doing something wrong
Idk, sounds like too slow of inputs then. Ala slow belt, miner.
Or your piping has bottlenecks.
maybe i should underclock them?
Mk. I miner in a pure coal node, so the miner isn't the issue
Is it the conveyor belts?
probably
they're running fine though
Mk. I for the entrance
wait actually, yeah all of it is just Mk. I belts
not to the generators themselves, but to the splitter
the ones in the manifold? or everything
Mk 1 belts can rlly only do up to 4 generators on their own unless you got 2 nodes
Depends on how much coal is being extracted per minute
Mk 1 belts can only extract 60/min
Mk 2 i believe is 120
And mk 3 is 270
Have you unlocked the production of steel?
yeah, but i haven't messed with that just yet, finishing moving my factory
Ok for now id upgrade your belts to mk ii, but try to work on steel as soon as u can
This just me tho
Is your miner mk 1 or 2
1
Pure, normal, or impure?
pure
Ok good, i would just replace the first conveyor belt extracting the coal feom the miner to a mk 2
i think i did
If you are splitting it immediately then the rest of them should be able to be mk 1
Checking your numbers on the wiki is good. You need 120 coal/minute. So miner needs 120 coal/minute and belt transfer needs 120 coal/minute (mk 2 belt).
^
Just basic fundamentals. Do it, easy peazy.
Gens only need 15 coal per minute, one pure node can power 8 coal generators with a mk 1 miner
all of the belts are Mk 2 until a specific point
From there just do mafs
as soon as they enter the transport line, they all become Mk 1
When do you split them?
at the end of the line
I assume all the belts up to that point are mk 2?
nope, mk 1
Theres your problem
that's probably the main issue
Some point is bottlenecking your coal to 60/minute
Belts gotta be mk 2 until you split them, then they can be mk 1
then it's this part
i don't have enough reinforced plates to upgrade the entire line though
So waitโฆin the first image did you just go from a mk 2 to a mk 1?
exactly
You could try to split them earlier if thats not too much of a hassle
i just realized i messed it up
it's quite the hassle
Yikesโฆ
Images are a little hard. I would try to hop on a call but I cant do that rn cuz i gotta study for finals ๐ญ
Yeah thats an issueโฆ rlly only solutions is to either upgrade all the belts or split the conveyor sooner
This is why this game is great, you always run into problems and always try to solve them!
why in the WORLD did you not use the lakes right by them?
i wanted to "have my generators close by"
but i realized how bad of a mistake that is after i finished
XD
its a heart monitor
I'm extremely bad at math and feeling shameful but I have a whole piece of paper scralled with notes trying to figure out if it's better to run a refinery just producing "fuel" or if it's better to produce heavy oil residue and then make residual oil. I THINK my math is showing directly making fuel is a way better oil to fuel process. Am I right?
You should consider Diluted Packaged Fuel before going further with this
Assuming your goal is power
Tho not to be confused with the similarly named "Diluted Fuel" recipe that you won't get until much later in the game
Just for my own sake can someone make sure my math is right. I tried to convert everything back into their per-unit oil cost. Direct fuel takes 60 oil to make 40 fuel, meaning a 1.5 oil cost per fuel.
Residue costs 30 oil to make 40 residue meaning a 0.75 oil per heavy fuel residue (and some resin I don't need)
Residual fuel turns 60 residue into 40 fuel. Meaning it costs 1.5 residue to make one unit of fuel. So the same the direct recipe. Now wait... that would mean the extra step produces a bit more right? Because residue is only worth .75 oil. So it's a 25% bonus? Am I doing this right?
Man it seems so obvious now. Both residual fuel and normal fuel give 40 fuel for 60 of a precurser chemical. In one case it's oil, in the other case it's heavy oil residue. Heavy oil residue is produced from 30 oil turning into 40 residue. So you're getting a little bonus.
And you're getting resin out of it
as a picture, updated:
had some messiness with the dpf number including 600 compacted coal in my original image
the turbofuel numbers in the comparison are calculated as-if you have 600 coal & sulfur to spend and whatever isn't turned into TF is burned in coal gens
do pay attention to the 'power used' number in the calculations, it isn't exact due to variations in how you'd clock water extractors and miners, etc, but gives you a good indication of what the realistic yield from each build would be
finally, consistency
what i want to point out is that there's a real quantum leap in power output between the default/residual fuel base recipes and where dilluted and turbofuel get you
also, that default fuel has the highest %yield and lowest entry cost for fuel power
i think most people on their first playthrough tend to build power on-demand rather than understanding that it's good in the early game to overbuild coal power, and that low entry cost for default fuel power comes more into play
i'll also note, the numbers i presented are for 900 oil, as if you were doing a late-game power build, the numbers are easily cut down to 1/3 of the size for 300 oil for most any of the fuel builds and should be accurate if you just divide-by-3
also worth noting because it is omited from the table, 600 compacted coal in coal generators will provide 6.3 gw
(i don't feel that's really ever a good idea to invest in building, but i'm adding the data for completeness)
Well I don't know if all my math worked out, but I ended up with this. 2 new refineries on the right converting a single shitty oil deposit into residual heavy oil, sinking the resin, and using the rest to expand my existing residual fuel operation that was otherwise fed entirely from my rubber and plastic. Managed to do 9 fuel power plants.
I also have one sad little refinery operating at like 5% just to make coke to fuel up the local trucks
I also did a pathetic "you tried" attempt at not obliterating the local water ecosystem by putting the whole facility on alternating concrete foundations so the water can flow between everything
i just watched a video about byproduct management and yes, the extra step gets more production
For the default turbofuel panel, is that assuming diluted fuel as an intermediate?
yes, and uncoverted DF is burned
those are the numbers laid out as a comparison for me to see based on how i'd think to use the resources
It's still a useful comparison, though
i did it as a 'how you'd really build it' rather than theoretical
the winners in it are without a doubt diluted fuel and blended tf in my mind
Definitely, with the tradeoff being that they're locked behind blenders
i don't find either build very different in terms of construction
the blender thing is pretty moot for me, i'm not getting to fuel power until very late in phase 3 or early phase 4
Yeah, I figure it's moot for you. It explains generally why those paths get to be so much better though.
i've been avoiding building very much in phase 3 in my past few runs
4 normal nodes on coal power is enough to get aluminum bootstrapped in early phase 4 which gives you the blenders, doubles the power on the coal nodes, and gives you a bit of breather room to just whack the power problem pretty good with a big df or blended tf build
what i'm unsure of and i keep thinking about is whether it is better to get a motor factory running in phase 3 or wait for the mk3 miner & mk5 belt
if you build it with the nice recipes, everything pretty much stays under mk4 belt speed
you have to play some games with the belting of the fused wire for stators and the steel screw for rotors, but outside of that, you can build a pretty good sized motor plant on mk4 tech
the question is whether you'd want to build it in grass fields or dune desert, so you could do normal nodes at 300/min with mk2 miners, and then switch the input in phase 4 to mk3 miners on impure nodes... i'm not sure of whether that's a great idea or not
the other issue with that is that copper rotor requires steamed sheet to be at all efficient, and i'm not sure its worth paying the refinery tax for that in phase 3
if i start another world before whatever rebalance patch comes to the game, i'll give that a try and tell ya how it turns out
what i can say is that doing motors in phase 3 as a non-box build for some sort of bigger-than-a-machine yield, is actually preferable than just making them as a temporary thing off of other production lines
i've done that both ways, and i really like having the steady supply of rotors/motors/stators going into phase 4
@fervent carbon there's no best alternate recipe
see #math-and-meta message for more info about picking alt recipes
(and personal opinion is that Cast Screws are kinda pointless for most of the game so I wouldn't bother with them)
Guys i'm trying to understand something. If you can help me i really appreciate.
Miner 60/m
MK1 Conveyor> Smelter Overclocked 60/m usage out 20 Caterium ignot
Mk1 Conveyor > Constructor Overcloked usage 20 ignot out 100 quickwire mk2> output
What I normally expect is for the machines to run continuously without ever timing out. So mathematically this is what should happen. But for some reason the machines are filling up with input material. By the way, it is not about the container limit. I'm trying to understand whether this has something to do with the game mechanics or whether I'm making a mistake. It's not really something to worry about, but I like how the machines work 1:1 like this.
I see a yellow light on the rightmost machine, is it not running at all time?
there is another machine there
they all seem to be running at 100% ๐ค
and I don't see anything filled except for the caterium ingots but they are not filled in the smelter, so it may be just a backup from when you turned it on?
The machines are working. Just wondering why the input material keeps getting stuck inside? What I mean is, if I produce 1 product and burn 1 product, I shouldn't have extra product, right?
(also I'd put the 133.3333% as 133.3334%, since you need 133.333 repeating)
I take it the material to see if it would fill again.
maybe you turned it on one by one? or changed clock speeds as it was running?
Yes i did but Then I took the materials inside the machine. This system has been working here for a long time. I'm just trying to understand the logic inside. Before build big factory ๐
I overclock to adjust the input/output values. To avoid getting materials with numbers like 17/18
Is the overclock x% value more important than the output value?
yes, the output value is ignored and the clock % is used
and the clock % has only 4 decimals
so it's usually recommended to round up so you have very slightly more speed than you need, rather than very slightly less
(it's most likely not causing your issue, but still a good practice)
oh make sense
It seems like it would be better to use x% non decimals value instead of output value
Thank you
the output value is just calculated from clock speed (and rounded, so it may not be 100% accurate)
For a good while, % was the only thing that was even shown on the UI.
People complained incessantly, so they added ppm to make them feel better even though nothing in the game actually cares about ppm.
It would be logical to make overclocking values not only with x% value but also with input/output values.
Explain.
As a result, all interconnected values and mathematical calculations. It shouldn't be that hard to do this
Oh i mean we are using overclock rate atm right?
x% value
Ok, but dial it back one level.
Remove the very concept of overclocking.
How are you making a Constructor function at a basic level?
How does it operate? What does the game do, specifically, in your "more logical" version of things?
but we can write the value into the input/output ratio. For example, when the machine is at 100%, it takes 10 materials. I want it to be 15. When I type 15 into the input value, the machine can overclock itself by x%.
That does not answer my question.
I didn't mention removing overclocking content. I talked about making the current version more usable. I think you misunderstood
I think you didn't answer my question.
Language barrier. i'm trying to understand sorry ๐
the problem here is that the ouput sometimes can't be expressed in clock speed % with 4 decimals max
for example if machine was 15 and you wanted 10, the clock speed for that is 66.666 repeating, which is not possible to be 4 decimals max
I understand what you mean.
There was the same logic in a construction game whose name I cannot remember. Input/output values and x% overclocking rate can be adjusted anywhere on the machines. That's why I thought something similar could be done here. When you adjusted the overclock value, the input/output value changed, but when you needed a certain amount of input/output, we adjusted the input/output value and the x% overclock machine calculated itself.
But Satisfactory math working different so satisfactory cant do that i gues bla bla bla
well this works in Satisfactory too. You can change the output per minute in the overclock menu and it will calculate the clock %. However it just rounds the result to 4 decimals, so if you need more than 4 decimals, then it's not 100% accurate
Which is why I asked how machines work.
and I'm pretty sure that the game you were talking about had the same issues. There's only so much precision you can have with decimal numbers, so at some point it's not accurate anymore
at the very least, you'll need a decimal for frame time ๐คทโโ๏ธ
I remember these numbers being rounded. When it is greater than 0.5xx, it is moved to the next number, if it is smaller, it is moved to the lower number.
๐คฆโโ๏ธ
sorry ๐
1 Frame per Second. ๐
seconds per frame is better unit
1 Unit per Unit
It seems fun to chat here ๐
wait until someone asks what is the best recipe
I read it on wiki. I had the same question in my mind For now, I'm choosing the things that I think will be most beneficial to me
The best experience is to try :D.
you're a rare species then. Pretty much everybody else thinks that there's some tier list for recipes or that some recipes are just always good
(which is not true, every recipe can be useful)
I think this depends on what kind of build the player wants to make. I guess I like producing ridiculous amounts of screws in the game for no reason. last time i did 3k screw with iron road a min for HMF
I just found a new HMF recipe and I'm planning to make it.
this one
If you use bolted plates, bolted frames, and heavy flexible frames, you can make 10HMF per minute with over 3000 screws per minute as an intermediate item. Lmfao
Bolted Frame ftw
Screws really aren't too bad if you can feed the screws directly from constructor -> assembler / manufacturer. With steel screws, the logistics are really just moving a small number of steel ingots around, rather than thousands of screws.
I pretty much always use bolted RIPs and Bolted Modular frames now. And i always use Steel Screws now too.
Which machines are filling up what and (roughly) how fast?
This is why I'm such a fan of solid steel ingot. With it, foundries feed 1:1 for steel beam or 1:2 for steel pipe.
Everything is 1:1 with silly enough clock speeds (/j)
I wonder if it's possible to find pair of recipes that have no clock speed pair that would be 1:1 (due to 4 decimals precision limit)
where i'd look for that is silicon cb and cheap silica
that being said, what is displayed in the gui as 4 decimal places is just an approximation of the actual value
the clock speed is exact
if you take a constructor for concrete
and other things are displayed with 3 decimal places ๐
which is fine, given you want to do the math with clock speed anyway, not with any other values
and enter the rate of 13.3333333333333333333333/min into it, you will end up with 88.8333% as the clockspeed, if you instead enter 88.88888888888888% as the clockspeed, you stilll end up more correctly with 13.3333/min
well the rate isn't saved at all. It's just used to calculate clock speed and that is saved
and since it rounds to 4 decimals, then obviously some rates will result in same clock speed
the point is that 2 rates that were indentically displayed had different clock speeds
the game just has a bit more precision in its internal representation than we can see
which is why you once again should use clock speed for math, not any other displayed value
game doesn't really do X/min anyway, that's just calculated value from clock speed + recipe time
i believe you are correct, but i'm not sure if it is that simple
i'm specifically thinking of the mk3 miner
its clock cycle is so stupid short, i'd be surprised if they don't do something to optimize that
well it is ๐
a machine has:
- set recipe
- set clock speed
- % progress on current production (a decimal)
every tick it:
- calculates how much time has passed since last tick
- calculates how much should the % progress bar move (based on recipe speed and machine speed/clock)
- moves the % bar
- if it's 100 or higher, it produces items into output slot and removes 100 from the progress
it's 13/s
ticks are either 30 or 60/s
so it's still pretty long compared to game ticks
then again, you always see the miners at 780 having full output buffers
floating point math, the issue can be anywhere ๐
i think the tick for the miners is for each ore, so 1/13th of a sec, right?
13 ticks/s or 13 ore/s, yeah
but there's (iirc) 60 ticks in a second, so it's basically every 4th tick to produce
not sure how would you optimise that ๐ค
if it was something happening several times in one tick, sure, that'd make sense. But something that only happens every 4th tick is kinda hard to optimise for
i've been seeing the miner's over producing and stuff getting stuck in their buffers
I mean it can be basically anything ๐คทโโ๏ธ
i think its just trying to tick 1/13th of a second and the duration of the tick is rounded down
the machine doesn't do it's own ticks tho imo
the whole world ticks at steady rate and it propagates to machines
i think from a performance perspective css was pretty dumb to use 13 for the max speed
and the tick "duration" may be different each time, hence why all calculations are based on delta time
i like how it causes all the math to be dirty and messy, but they didn't make it that way to make the game fast ๐
i can definitely say that i'm seeing cases where 780 belts aren't carrying a full 780
that seems largely tied to fps lag
which can be belt issue (wouldn't be first ๐ ), not miner issue
even in a non laggy situation though, you set up a miner to drop 780/min into a sink, you'll see the miner's buffer fill slowly if you watch its screen
i find that a tad bit strange
i think that's a different issue than the mk5's missing items, but you start looking closely at things you start noticing a lot of funny stuff
arguably bolted iron plate the best one no?
same answer as always - whatever you find most useful is "best" for you
i think sometimes an argument can be made
bolted plates is fast but cost more iron
wire is slower but uses iron instead of copper
copper rotor can be very resource efficient if using steamed sheets (and is just rotor recipe with different ingredients)
it's impossible to compare these, so again, pick one that you like most
I have become a very big fan of Bolted plates and Bolted frames because i see iron as abundant enough to waste a little to achieve my goals.
Copper Rotors, are part of the "Bolted" family imo. But its actually very resource efficient.
I wonder though... stitched plates are very close in terms of saving space and power to bolted iirc, why not use those?
Final answer is go get more HDs and get all 3 of those recipes. I like them all for similar but different reasons.
Ive done stitched plates before. The bolted combos are just way better for making compact BP modules imo.
fair, just wanted to know ๐
cause its 33% space efficient?
you get 5 per min while bolted is 15 per min which is a massive upgrade
1 bolted plate assembler directly feeds 2 bolted frame assemblers with all machines at thr same clock rate.
stitched don't make 5
5.625
ok bro
but you need to consider power up to ores, not just for the recipe itself
Stitched plates do make for denser factories vs default and adhered of course. But bolted is just so compact when combined with steel screws.
I made a nice compact BP that makes beams, RIPs and MFs
The above fits pretty well in a BP since i OC all the machines to 250% except for the 2 steel screw constructors.
for 60/min RIPs:
base - 468 MW, 84 machines (12 assemblers, 48 constructors, 24 smelters), 720 iron ore
bolted - 403 MW, 91 machines (4 assemblers, 60 constructors, 27 smelters), 790 iron ore
bolted + cast - 316 MW, 69 machines (4 assemblers, 38 constructors, 27 smelters), 790 iron ore
bolted + steel - 250 MW, 48 machines (4 assemblers, 24 constructors, 2 foundries, 18 smelters), 617 iron ore, 77 coal
stitched - 318 MW, 52 machines (11 assemblers, 24 constructors, 17 smelters), 300 iron ore, 200 copper ore
stitched + iron wire - 338 MW, 57 machines (11 assemblers, 28 constructors, 18 smelters), 522 iron ore
power is free, its just the time it takes to set up
stitched is very close to bolted, the big gain is steel screws, not bolted ๐
power costs resources/min
well everything is free you could argue
Well. Steel screws has been my favorite recipe for a while now for a reason.
yeah, just saying that without them bolted would be very bad imo
(and it's a great example of why recipe comparisons shouldn't just compare recipes in vacuum)
no it wouldnt
Agreed. Im well aware that the viability of "Bolted" RIPS and Frames is entirely dependant on the Steel Screw recipe. Interesting to see that steel screw bolted plates is both the least buildings and the lowest power consumption tho.
which is irrelevant since you can just build more machines
and the comparison I've made is 60/min RIPs from all sources
Bolted takes slightly more input per item to need many less machines per item.
Its a choice.
well it isnt in my opinon but i was refering to the efficiency in general, but your comparison was made for 60 per min so nvm
building more machines is kind of a pain for me
everything needs to be perfect
Efficiency must be defined in terms of something. If you define it in terms of output per input. Bolted is strictly worse than default.
Its when saving space and power comes in that bolted alts shine imo. Which is why i use them.
I'm not sure I would use slightly only on one side of that sentence
either on both or on none
resources are (bolted vs stitched + iron wire) 150%
power is (stitched + iron wire vs bolted + steel) 135%
so the resource increase/saving is technically more % than the power saving/increase, so putting "slightly" on the resource side of sentence seems weird ๐
(and yeah I'm aware that I'm comparing different sets of recipes each time, but that's just so that I don't have to deal with "how much coal equals to one iron" thingy. If you have better idea how to compare this then I'm all ears)
Id have to think about it.
But i generally dont think about iron and steel much anymore since we can make rediculous amounts of both ingots, and so many recipes exist that also reduce how much iron and steel we need. The set of "value added petrochemicals" recipes having a few strong examples: coated iron plate and steel coated plate being pretty big ones that i like to use.
"efficiency in general" is automatically in terms of one's opinion.
thats true but i think making power is easier than everything else
That implies anything is difficult to make.
yeah, obviously there's like 1000 more possible combinations to reach RIPs (not all make sense, but w/e), so finding all options is kinda... pointless ๐ hence why I just showed a few that I thought were often used
(and also this is why making the analysis/stuff about alt recipes is just SOOOO hard)
Efficiency is an objectively calculated thing. The choice of which one to care about is subjective.
Ie: the ratio of output per input is an objective thing. So is output per MW, and so is output per machine, etc. But the choice of which to optimize for is entirely subjective.
Well. Unfortunately i enjoy this sort of thing... lol
I do as well... until I find out that something I want to calculate won't fit into 100 TB drive
Well.... there is that. ๐
I can't believe packaged water is only -10 sink value vs rotors or fabric ๐ตโ๐ซ
has belt mk3 always been 270?
yes
Yeah. But how much fabric can you make out of crude and water vs how many packaged waters?
Also... it might matter which is the most sink point efficient recipe for empty containers... i wonder...
the problem is that you can't really decide "most sink point efficient recipe for X", because you need to decide everything at the same time, a.k.a. "most sink point efficient way to do X"
The iron/copper alt for containers, I think.
IF going strictly by WP (which is cumbersome and not 1 size fits all)
The more I dig into it, the more I realize it's irrelevant once you reach turbo pressure motors.
the alt container recipes probably have a negative point value that rivals automated miner
(its not that bad, but they're pretty bad)
Nope. Alt container recipes have huge boosts in sink value... because my dumbass just calculated them. ๐
2 plastic to make 4 containers
2ร75pts to make 4ร60pts
240/150 = 8:5 = 160% conversion
2 ironplate and 1 coppersheet to make 4 containers
2ร6pts + 24pts to make 4ร60pts
240/36 = 20:3 = 666.6667% conversion
3 steel to make 2 containers
3ร8pts = 2ร60pts
120/24 = 5:1 = 500% conversion
huh, never realized they were that much of an increase
they're still pretty bad recipes, but for sinking points, i guess if that's your thing
does industrial fluid buffer require pump into a packager in the same level?
there is no way
hahahaha ill keep that in mind, im just testing things tho
buffers have 0 use apart from buffering a train station for load/unload
Buffers have been tested thoroughly.
That is why the conclusion is "do not use them."
i think you need a pump on an industrial buffer's input to get it completely full, but really a problem you shouldn't be having ๐
Buffers have several fantastic uses to make your fluid system unstable on purpose "for funsies" ๐
they also look prety spiffy
Hey guys, I was looking at power consumption and with the imminent recipe balance pass in mind, and looking over the QA site for posts on power use, I feel like it might be a good time to talk about power a little from the perspective of game progression.
Even if we don't conclude anything new right now, I feel it's not mentioned often but I'm not sure that power is in a good place right now.
maybe a thread for that?
Yeah, good idea!
I have some suggestions for power as well, but let's hear your first ๐
lol technology parts without any metal at all
its like wire+wire into cable without any plastic at all
Well. Irl power transmission cables are rarely insulated and the main use of cables in SF is to connect power.
But yes. The in game item definitely looks like it has an insulator, so it is funny. Not as funny as amorphous empty canisters that change shape, material and transparency according to the fluid poured into them. ๐
hmm good point i guess
the only reason to package heavy oil residue is to process is somewhere else no?
or can it be sinked
meh, make permanent dedicated power stations, don't rely on garbage power from crappy oil byproduct
good for early points is sinking coke
i mean, if you make it right the stream of coke is never changing
i wouldnt consider any amount of power made as a defacto by product to be crap
I dont think there is any direct use for packaged oil or packaged HOR. They both have energy values tho, so i think one or both might technically run a vehicle.
Just checked. Both crude and HOR packaged can run vehicles. And neither can be fed into any recipe other than unpackaging.
both
first oil factories use poor recipes to throw some rubber and plastic around and become terrible quickly - no sense in having power coming from it.
either you have a good buffer for power in the first place and it won't do anything before you take it down or youre playing games when you want to change up the plastic/rubber situation
I mean, it is kind of crap, but you can have net positive power from your initial oil products with it so...eh.
poooooiiinnnnnnttttssssss
Sure it takes 25 coke / min in a coal gen but like
you make pet coke in sizeable quantities
if your'e making that much waste hor that early that's on you. You generally need very little oil products before you get to the point where you have better recipes
im talking about the fact that base pet coke ratio is 120/min
Petroleum Coke is ๐ช because it is so easy to make in huge quantities.
It may be less potent on a 1 to 1 basis with coal. But you only need a bit over 900 crude oil to process all the bauxite on the map (tied for the best conversion with instant scrap) of each of the paths to make steel, coke steel can produce the most globally (all other paths run out of coal or sulfur)
And you can run a hell of a lot of coal generators with coke. And a stack of coke lasts longer in a vehicle than coal does because of the stack size.
interesting
And you should make it from the HOR alt directly in all of those cases, and not burn it for power (because when you are doing those things, you can make fuel instead)
Oops. Correction: need just over 900 crude oil to make the coke to process all the bauxite on the map
978
I pretty much only burned coke as an overflow protection from very early petrochemical production lines.
yeah it should be good to offset the costs of plastics
Thats it. There are a few spots with Crude near the middle of the map where the band of bauxite is centered where there is more than enough oil to handle all the aluminum productionand still make tons of plastics and rubber for manufacturing.
would make sense why the refineries take so much power
Refineries are definitely power hungry. The hurdle of Initial oil processing is definitely helped by burning coke.
also the jetpack burns fuel pretty fast lol
Yeah I pretty often get 4-5 fuel gens set up alongside my very first oil production, converting HOR into fuel. Helps get over a short-term power shortage prior to setting up my first "proper" fuel power station.
Packaged crude and packaged HOR for jetpack when? ๐
You could do it with HOR -> coke -> coal power instead... but it's just easier imo to make fuel from the HOR
Its been so long. Do we get fuel gens with the first oil processing unlocks?
yeah but crummy output before diluted fuel
or at least so quickly after oil unlocks I never noticed
no, it's a bit further along and of course you need a few computers to build each one (can usually handcraft them if needed for a small number of fuel gens tho)
true, but i don't really care for a temporary setup that just needs to hold me over until the glorious dillute fuel power plant is built
just coal power until then. 3-4 nodes of it will do you for ages
yeah also viable. i just don't tend to build more than a couple GW of coal power throughout a play through. I am always thinking I'm going to want the coal for steel ๐
using distant coal for power is perfect that way. only need to drag a cable back, leaves nearby coal for tons of steel :d
how do you get petroleum coke?
with refinery from crude oil nodes
From heavy oil residue*
its on tier 5
Hor is either obtained as a byproduct of oil refinement or can be produced directly from crude oil as an alt recepie
so basically you can make circuit boards straight out of oil
Yes
can petroleum coke be used in coal generators?
Yes
Yes
ooh baby
25/min
Stop copying me.
HEY stop being mean
โค๏ธ
what are sushi manifolds?
manifolds with sushi belts
meaning?
which of the two you don't know?
sushi belt
sushi belt = belt that has mixed items on it feeding machines
that's smart
Thank you.
yeah, it's not normal splitter
smart splitter
Programmable even 
did you also try one input only sushi?
don't programmable require power?
no
No.
No
No. That is Ven's domain.
ah
You also don't need poggers for sushi manifolds. Smarts work just fine.
does anyone else use Pulse Nobelisks to bomb jump around their world?
I do
I donno, most i done was 8
And smacked them with a basher so they explode all at once
Too many will kill you though
yeah, 6-7 pulse nobs will get you pretty much anywhere ๐
i wish oscillators were a little earlier of an unlock to be able to make the pulse nobs
They are the hyper cannons without needing to make tubes
i still need to make hyper tubes
do you guys find it worth it to use belt splitters for the last machine in a manifold?
usually i don't but it makes it marginally easier to expand it later
^ That and just your personal preference of looks are really all that matters. They donโt add any real functionality. I tend to use them because it looks better to me and itโs not like splitters are expensive to build
have any of yall been working with this?
https://youtu.be/w8rLQwU5L4Q?si=kdoyY4ibNVkYiGqh
All credit for the blueprint shifting goes to @pobkac who's technique is causing him to blow up on youtube right now. Head over there and give him a sub, he deserves it.
Check out the original video. https://youtu.be/cbJmzpu4mlI?si=IuRzyEPcfUkffsXF
I took his technique and applied it to design these curved based blueprints.
If you're int...
to make it look nicer. I don't expand my manifolds, but it's generally easier to just do consistent things rather than having exceptions
i mean, functionality could be seen in changing belt speeds.
Not sure what you mean there
manifold speed MK2
input speed to machines MK1
that actually increases the time it takes for manifold to start working at 100%. I recommend building everything from highest tier possible (if you care about time till 100%)
You would have that same thing by just running a MK1 belt from the last splitter to the last machine, if you didnโt have that splitter
i do it for all machines
Iโm just not sure what you meant by it adds functionality. Itโs all appearance, you donโt gain anything in that moment
I also include the final splitter even though it's not needed. I've done without it before when building in natural wall-having areas, to avoid clipping.
Manifolds yes. But specifically when it comes to whether or not to use a splitter on the last machine
all of these machines are 100%. if i overclock them all equally, will the ratios still work out?
I believe so, yes. The overclocking is a percentage of inputs and outputs. Power, however, isnโt consistent. So having 2 machines at 100% and 50% use less power than a machine at 150%
Yes, as long as you don't max a belt
i got up to MK3, so im good there
i've got to do a few starts in grass fields and dune desert to figure out the 3 most accessible HD's in those biomes... it hurts me to see people build with the default screw recipe ๐
it hurts me to see people using cast screws ๐
works great in phase1 for the few hours you run builds with it while you're out grabbing drives for solid steel and steel screw
well for reinforced plates I just go stitched
really the recipe is more useful than that, but it is an early game recipe, as is stitched
i use cast screw for the initial rotor build and stitched for the initial rip & mf build (if you could call a belt from a plate & wire box a build)
really at that stage i've been keeping things as power efficient as possible to hang out on biomass until grabbing the steel recipes
if you avoid unlocking coal, solid steel will be 9th or 10th hd you research
cast screw & stitched plate are guaranteed in the 1st 5 hd's if you don't unlock part assembly too early
altogether, i've been tightening the routes and figuring out the sequencing to hit all the unlocks for it all in about 2 hrs from start of the tutorial
at some point i need to figure out what the hd routes would look like for a gf or dd start
but for rd or nf, i think i pretty much have that solved
i've not been working too hard on the rocky desert start because it really is just 'run to speed runners bluff doing half of the 3rd hd expedition along the way'
you can actually set up shop on the bay coal instead since there is enough there to get things going with the pure iron & normal copper node there, but its still slower b/c you need to get mk2 belts to double the miner output from the iron
i suspect the gf start's hd route is a little bit slower and there would be a fair amount of travel
these aren't new ideas, people have been over these things many times in the speedrunning circles, but what is new in update8 is that there's 5 free hard drives in the spire coast region and the parachute makes a lot of transit early much quicker
those changes change things enough that its worth doing what i'm doing
I can see that. And its not hard to get to the spire coast from the Dune desert either.
i'm sure if someone wants to chip at that problem, that there's some nice routes through the desert
the real issue with dune desert is that nothing is incredibly close to anything else, and you just spend a lot of time in the early game running btw containers for build stuff before you have the tractor to centralize it
you have the same sort of issue in GF, but cleverly placing the hub next to one of the coal nodes there saves a lot of time
if anyone is interested, these are the first two routes i follow:
the 'X' in the first one is to grab some mycelia in the cave there to make a parachute
something i'm experimenting with on the first route is stopping by the black powder crash site to gather the mod frames there for the basic steel unlock
right now it makes sense to do, but as timings tighten for me, that may become unnecessary
it isn't stuff that is useful if you're trying to speedrun, for that you're making other choices to shorten the time for the first elevator delivery, this is more along the lines of completely draining the research pool as quickly as possible to quickly establish things and position yourself nicely for a mid game
what i'm finding is that without breaking any land-speed records on making it through the tutorial, i finish that around the half hr mark, and have enough of a production line set up with logistics & field research unlocked at about the hr mark to do the first trip and then the clock on the 10 minute timer for the research starts
the recipes i really want out of the first trip for 3 drives are cast screw & stitched plate, with a luck i can also nab copper alloy. after the second trip, those are guaranteed, along with iron wire & the inventory expansion at which point the 50 smart for package 1 is at least being made if not getting delivered, and by shortly after the 2hr mark, package 1 is done and steel is unlocked and i'm ready for the 3rd hd trip into rocky desert for all of its drives, which gets all of the steel recipes
Anyone have solutions for mass item storage? Talking MILLIONS of concrete here
Please ping if you have an answer, Iโm going to bed.
For 1 million of concrete i'd just get 42 industrial storage containers.
But it really depends on what your plan is. If you need that much concrete fast, just get 15 wet concrete refineries making 1200 per minute
Whatever you plan that needs you to store millions of concrete it seems really odd without more context
yeah you can make more concrete pm than you can realistically use pretty easily - just do that
usually if you want tons of items, it's better to just get some production and start using them, if you have enough production, by the time you used what you had, it got produced back again
Those shouldnt be to hard to reach if you follow this gap thru the DMP.
Are you like trying to carpet the entire map or something
Basically. XD thatโs a lot of what Iโve done so far
Death mountain pass?
Lol... DMP = Desert Mountain Plateaus. its the name of the region on the biome map. Oddly its color coded as part of Spire coast and not the Dune desert.
What happens with materials if you clear blueprint designer while its storage box is full?
!wikisearch blueprint designer
It goes to your inventory. If that's full, it makes a crate.
and the crate is supposed to appear under the designer bench?
did test, box appeared under the machine ๐
Testing is much easier when you know what result you expect โข๏ธ
whats the math meta for foundry making steel then constructors making beams then full conveyor lines.
its such a mess lol annoying af. ive got 12 foundry to 9 constructor making 135 beams and i can go up by 90 output but its never divisable by 60,120,240..
i think im just gonna make 20 foundry to 15 constructor for 225 output 450 input .. annoying but hey
don't make it divisable by 60 then ๐
but i want full belts >.>
to optimize versitle frames into full belts i think i worked out i need 480 beams per min ;] maybe ill try to hit that target xD
omg but thats divisible . fml
make extra and sink ok
but i still cant divide it down to fill my belts ffs
that's usually source of issues
Question. What is the least amount of urainum needed to fuel 168 fully overclocked reactors if we are also recycling waste and using it as fuel.
that's a weirdly specific question
I have made several attempts to solve it myself but any tool I can use fails to even make an awnser
which ones you used? ๐ค
Satisfactory calculator
And trying to solve it myself
I mean normal tools won't solve this anyway
since it's optimisation problem, not just solving problem
I mean. The number is already over the maximum amount of urainum that can be produced in a minute
Hence why to run the terawatt project at all we need to stockpile fuel
there's 2100
We need 8400/min if it's burning all uranium unless I'm that far off
For 1.05
This is not using alternate recipes bc I cannot account for them yet
2100 uranium can feed 252 uranium plants and 224 plutonium plants, which produce 1.19 TW (with alts)
Huh?!
Hold on
That dosent make sence.
If one uranium nuclear plant is using 0.5 rods per minute
And producing 25 waste a minute
I mean even wiki says that
https://satisfactory.wiki.gg/wiki/Plutonium_Fuel_Rod#Trivia
The most Plutonium Fuel Rods that can be made per minute is 30.54 alongside 22.91 Uranium Fuel Rods.[2] However, this does not yield the most power. Producing 22.4 Plutonium Fuel Rods alongside 50.4 Uranium Fuel Rods does,[3] sustaining a total of 476 Nuclear Power Plants producing exactly 1,190,000 MW (or 1.19 TW) of power.
that's uranium only
How the fuck we produce plutonium
from uranium waste
Did you do all the math if you were asking how much uranium X number of gens needed?
Iโm very mad.
Yesterday while playing I found a much simpler way to make RIP with 120 ore/min using cast screws and slight overclocking. Slightly tweaking the speed of the cast screw recipe gives 15 ingots -> 60 screws. Base RIP recipe uses 30 plates and 60 screws per minute. If you double that speed or use two assemblers, then you can use three constructors at base speed for plates to make the 60 plates/min and two constructors slightly tweaked for cast screws to make the 120 screws/min you need. In total, thatโs 90 ingots for plates and 30 for screws, or exactly 120 ore input.
This upsets me because the original modular unit I used looked cooler and had stuff moving all around, but itโs much biggerโฆ