#math-and-meta
1 messages Β· Page 110 of 1
machines have slight delay before they start running iirc
a delay ?
so even though ive filled it with 1.3 before its done. it still sits idle because of this delay ? tf lol
it's like a second or something afaik
but yeah if this is at the end of the manifold, then looping should help
Have you tried switching some fuel generators idle, until all refinery and generator buffers are full, and then switching them back on?
looping wont stop a delay in satis mechanics ?
the machine will only fill so fast with my curren setup. because thats what the matth calls for.
do i need to over feed to account for this delay ? or ensure they sit with full storage ?
the delay is only turning on after being turned off
yes ive had everything off in stages and filled it all up
right. it wont turn off if i over feed it crude and make sure the storage is allways over packed ?
If this is fluid behavior as a result of the mods you're using, the answer might be Yes
In which case I would recommend overfeeding every step by a nominal amount. Even a 1% difference ought to do the trick.
i shouldnt be affecting fluid behaviour lol
just the balancing of how much fits in a pipe and how much a machine requires.
the way water moves should be vanilla ?
then my consuption and max consuption can never stabilize ?
How does it change "how much fits in a pipe and how much a machine requires"?
by what amount does it change ?
ideally you should prefill, then turn it on, it should never stop
If issues persist, might want to ask on the modding discord.
i did prefill and i have prefilled again and ive stated this and ive stated this again. ive filled and ive re filled and ive turned them all on and off and it dont work lol
it breaks itself
Then the math is broken, somewhere.
so you guys now see my annoyances lmao
the math is perfect.
yes it sucks itself dry at one end.
if i over feed it. i can resolve.
but then im not consuming my max consuption all the time.
no such thing as perfect power? lol >.>
i mean its really not a huge deal but why >.<
i need to get the crude away from the oil extractors and into the other end of the pipe more efficiently
Try this. Or something similar.
ill try some things after i get home from work
thansk for all the patience π
i was thinking more like this.
so it comes off the extractors at 2 points. and hits the rifineries from both ends ?
May not be needed. If your modded pipe capacity is 150 and you're extracting 120, I wouldn't expect that to make a difference.
Removing dead ends and allowing bidirectional flow oscillation would make a difference.
Referring to my sketch, it may be enough just to loop across the end of each side, without the center crossover.
And if you elevate the end loops, it's added insurance to keep the feed pipes full.
see also #math-and-meta message for ideal setup of pipe manifold
Do you guys align foundations across the whole map, but not only in terms of placement (grid) but also height and spacing for curves? Iβve just built a 300 piece skybridge for rail only to find out itβs misaligned with the βmainβ grid by 3 meters vertically (3/4 of the thickest foundation) and around half the foundation width because of curvingβ¦ I donβt like it at all.
Different people build in different ways.
There is no singular method of doing Foundations.
anyone know how to split this?
Back to the drawing board I go. My OCD wonβt let this one slide.
Single splitter.
wouldnt that make it 50/50?
What happens when you send 50.28 to something that can take only 10.56?
Also, use Tools.
i am using tools here though?
oo
You are not.
kinda wish satisfactorytools.com/production had a 'using the rest of the provided resources, try to maximize these items' option, or some sort of maximization priority like 'max this first, then worry about the others'
Yeah the only place I've ever done excact splitting is my coal power plant
I just overflow everything else
Why is everything black and white
thats just my brain
Ah
i still have one water extractor on my coal gen flickering..
i think my plan is to build a sub gen with fuel thats big enough to carry the refineries and extractors for my main power. like a backup. as well as extra to fill up a fuel storage cause why not. then ill balance that and remove the coal lol
idk why these water extractos seem to be duplicating ? o.o
Okay so I have a question, how do I split 30 iron rods p/m to 20 p/m and 10 p/m
What, that goes to 15/15 tho, no?
What happens when you send 15 to something that can take only 10?
Yeah fair it backs up and the rest goes through the other end
Welcome to the mechanic that runs arguably 90% of all belting systems in the game.
Building a balancer is rendered nearly pointless by the fact resources are infinite.
Single splitter will always auto-balance your system.
Yeah okay okay, I am overthinking it then, Iβm currently on the way to build rotors and then smart plating and doing it with full resources and no overclocking or underclocking
Keep it simple π
what the fuck is this a carbon copy of the convo we had yesterday?? ππ
About 70% of conversation on this server is about how to do basic splitting or pipes
totally not contributing to that number ππ
Is it possible to make a u-turn with foundations, where the returning path goes not next to the forward path, but over it? There is elevation change involved but the sloped foundations have the exact same size as the flat ones, so that shouldn't make a difference. So far I haven't been able to align the returning path to the same grid unfortunately. I'm using a 3-foundation curve blueprint.
The direction is aligned OK, but I'm getting a 1m gap.
It's hard okay! π
it's not, just do a manifold (and loop it if pipe)
I mean I know how to do pipes :kekw:
I still remember that from my old playthrough where I fcked around with the coal generators and managed to make it 100% efficient after 5 attempts xD
But I was just overthinking the splitters
should i bother making this more compact? I have no idea how ill even expand this π . Its a copper factory that produces 60 wire and 30 cable per min. Im still very early game.
i dont think i can expand on this until i get mk2 belts, since 60 items is basically the max
this looks very compact
Think big. You can leave it as a basic production place, but once you get new tech and need more materials, go build bigger elsewhere.
usually compactness only goes up until the point of clipping
the moment you start clipping it goes back to being spaghetti
yeah im nowhere near that point π
i want to get coal power asap, bio sucks so much
chainsaw helps alot though
You can also start thinking vertically at some point, it adds a whole new dimension.
the map is so big that even if you didn't care about compactness at all, you will never run out of space
did you automate conversion to solid biofuel?
it's a fun challenge, local space can still be wasted
i automated biomass but not solid biofuel yet, ill get onto it thanks
I mean obviously you can do it for your challenge, but I'm just saying that in the end it doesn't matter
yeah thats true ill keep it as is for now
not a critisism - just very common problems with new folk
I was thinking of making a big connected factory but i think having seperate small factories is cooler. But gotta run back and forth though. Got the cable and wire boxes at the back for easy access
(spoiler: it is not only cooler, but logistically much better to work with)
oh really? thought the idea would be to have one massive storage area where all the smaller factories distribute towards
the storage is the final destination
oh misread
instead of producing thousands of wires, sending them to storage and then distributing to factories, you instead make each factory make its own wires
storage only gets building parts
right yeah
once i unlock part assembly ill just connect my iron and copper factories together
into another factory
and then do as you said, where ill find a better spot and have the factory create its own things for that specific building material
i just need to find a place that doesnt have impure nodes everywhere
with splitters and mergers is there a through put limit on it or is it based on the input/output belt speeds. Asking as ive noticed that the input on them some time casue a backlog. this was on a merger with 2 mk3 belts and one mk5 belt out
Throughput limit of a splitter is the input, provided the sum of the outputs is equal or greater.
The opposite applies to mergers.
Mixing belt mks is also known to cause issues in some cases.
ok. so most likely a graphical stutter then
Outside of the junction between belt segments (were items may change position rapidly/in a stuttery manner), whatever you see should correspond to something happening.
Eg: if items seem to back up, the belt is backing up.
How do you split off 10% off of a belt
one splitter
explain?
it splits 50/50, but what happens if a side that needs 10% gets 50%? π
It overflows I guess
exactly π
so one splitter can make any ratio split you want, just have to wait until the slower side overflows
in here what you'd want to do is set up smart splitter -> prioritise rubber to go to back to the recycling and overflow rest to storage
(or overflow to production if thats what you need it for)
I did it finally, after 2h of trial an error. With only a very small slit at the final junction of the "teardrop", almost invisible. I can live with that.
Iβve been trying to test the 600 m^3 fluid/s mk2 pipe bug as a way to better understand, validate fluid production lines. What production lines especially reproduce the bug? My initial attempts to reproduce with simple refinery (pure iron, wet concrete) didnβt have the bug. (Non overclocked, non looped fluid manifold, no pumps, single level)
Coal generators, fuel generators, wet concrete, packaged water were the initial round of testing options I was thinking of.
Try alumina?
Seems like not a good choice due to the catalytic water.
And high flow demand per machine
High flow demand per machine seems like a better reason.
4 refineries at 83.3333% should max a Mk2 pipe
Or three refineries doing sloppy.
Playing with the radiation intensity equation, and it's a bit surprising how much plutonium waste would need to be stored in one place to make even a 1km wide exclusion zone.
2x10^30 stacks of waste to inflict capped radiation at a 500m radius? Or am I missing something?
Even minimum radiation (0.2 intensity) requires almost 10^28 stacks.
Long term storage looks more trivial, the more I look at it.
Even on a 24/7 server? Sounds like a fun challenge π
If you get close to maxing out plutonium waste production, it comes in at 300/min. That's one ISC every 80 minutes. You'd have to build a lot of them, sure, but that's trivial with blueprinting. Someone here crammed 64 ISCs into one bp.
Still, standing on top of that would only burn through a stack of filters in 10 minutes.
And the growth rate of the radiation area would slow exponentially as it fills.
Still, one ISC per 80 mins, is 20 ics in 3 days. So would need 4 blueprints just to last 2 weeks.
But good to know. I 'll go nnuclear without waste processing in my run then πππ
Yeah, 2 of those BPs per week of uptime.
Good. I like those odds. π
But considering how few saves are played for even 1000 hrs past that kind of point, it's a pretty good ratio imo.
It's not max power but it's about 90% of what max nuclear gives you.
I was just thinking 2-3 nodes. So not a problem then,indeed
idk if ill ever get to 1000 hours on one save file. i keep restarting xD
im almost at 1000 hours total play time
Felt π
Eh, there's apparently something weird about mk2 pipes and junctions but it's mostly just an effect of sloshing. If you don't know what you're testing for how are you setting up the experiment?
So, I'm trying to reproduce the 600 fluid m3 pipe bug. Starting with very simple setups as shown in #screenshots. The idea is having a 600 fluid/s pipe + exact ratio belted item. The belt travels through a priority smart splitter so if the 600 fluid/s drops rate, the belted items will back up causing items to flow into the overflow.
Buttons
that looks like an experiment in sloshing since you'll probably get stuttering from back flow, which is not a bug
I don't care about the semantics of bug or not. I'm just trying to reproduce pipe not flowing 600 fluid/s.
The original question here was if there is a more detailed description of the behavior and/or if there's characteristics of a 600 fluid/s production line that especially produces the behavoir to save me time when testing.
fluids flow in both directions - machines leave bigger gaps
more of an issue when dealing with 1 pipe doing 600 flow
I've heard people say they can manage 300 in a mk2 w/o looping? so it sounds like it's just a physical effect
So the screenshot are all variations of wet concrete with combinations of overclocking. Once equilibrated, it appears that none of them have an issues flowing 600 water/s through the pipe. Yet, I hear about the issue a lot.
If there isn't really the info I'm asking about that's perfectly fine; figured here was the place to poke around on the topic.
'pipes sucking fluid from the middle of the manifold creating a gap for the fluid 'ahead' to flow back and causing a stutter' is pretty much it afaik
Not all systems need a loop - smaller manifolds tend not to and I've gotten loooong TF generator manifolds to work w/o a loop.
probably because TF pulls very little from the manifold
Do you have a feel for the type of produciton line that people complain about 600 fluid/s pipes the most? I feel like maybe power generation because the readout for stutters are so common?
I will say, it does seem like water extractors internal fluid reservoir is empty on startup which does cause slight drop in production. I could see diluted fuel having issues with that.
try a dozen fully overclocked pure copper refineries
do you not flood the system?
I was playing around with pure iron ingots, but I'll peak at the copper one.
I do flood the system. I'm describing the fluid buffer internally is empty on loading the save regardless of how you initially setup the system. I could be wrong.
Ala if you turn your PC off, turn it back on, load the game -> behavoir slightly different while the buffer euqilibrates.
the internal buffers shouldn't be depleted on load
To google I go (could swear I read this a while back)
there used to be an issue where on load a small amount of fluid might get deleted from all internal buffers but that was solved ages ago
it led to people overproducing fluids for systems
https://www.reddit.com/r/SatisfactoryGame/comments/ugsgrc/is_there_a_way_to_fix_fluid_buffer_loss_on_load/ Seems like a 2 y old post, true.
Is there an example of a production line setup (big picture) that "breaks" in a non recoverable way if a pipe doesn't flowo at the full 600 fluid/s?
Trying to think of where this behavoir is really an issue even.
Thinly overprovisioned power maybe.
Honestly I'm dubious of this not having occasional stutters
aluminum water recycling
that too
Mk. I'll keep it in mind. Well, I have the testing framework for in parallel testing finished, so I'll post here occasionally as I run tests.
a lot of systems may only ever have 1 machine with the shortest possible stutter before going back to green light so you do need to stare at them
Afaik if belts + miners robustly deliver the proper item/s than my setup will eventually show stutters. 600 fluid, 720 limestone required; if 720 limestone is robustly supplied and fluid can at max be 600 fluid/s then any dips from 600 fluid/s will cause a non-zero drop in production eventually backing up the belt shunting items into the smart splitter overflow. * production line is scaled to exactly 600 fluid/s consumption.
Now, is a different readout like power graph of fuel generators better? Maybe. But Iβm playing with the free power setting currently, so not starting there.
if you set up an overflow on the limestone to a container you'll see that there's some stuttering I guess from the belt?
if you don't want to stare at the lights
Why do trains feel like they suck? They are fun and frankly I love them just for the coolness factor, But they just seem ridiculous. The fact that they stop conveying items when they are being loaded, they seem kinda slow tbh, and i feel like the train cars have a stupid low capacity. On top of that, I feel like Train stations are WAY too big. I get and like the look of gantry cranes, but man make the stations less wide on one side so i can fit more stations in the same space. They feel clunky. Give me a mk2 train thats faster, has more capacity per car, and loads and unloads and doesnt stop conveying. What do others use for long distance and mass transport of items?
if you have a buffer it solves the lock out time? still can't use 2 full belts mind you.
and if you don't like them use other logistic choices. They're pretty great, run tons of trains on the same tracks rather than a billion belts
Stopping while loading and infrastructure size are both balance points of their design.
They have incredible capacity, so idk where you're thinking it is low is coming from. Even if you had more capacity per car, belts are the limiting factor -- so that increase wouldn't matter.
Faster trains also have lower throughput, so you don't want that either.
Yeah i like em because they save me time on building, but i feel like if I want to use them for my main long distance logistics half the space of my factories will just be trains stations lol
have them on the bottom floor and factory stuff above to save space - stack them vertically to save space - further process items to reduce the number of cars you need to move. All choices to be considered
If "half the space" is literal and not an over-exaggeration, one might conclude you need to switch from using more trains to using longer trains.
Also if you're forcing train-only logistics because you have some unfounded prejudice against trucks (like many do), that's another point of why you're over-spending certain metrics to accomodate a single-logistics system instead of blending logistics for optimal performance.
Except they have only 1 choo.
run in parallel for choo choo?
let's just keep hoping we can get a second choo in patch 0
I meant 9 but 0 works too
Highly unlikely you need more than 1 per location.
except that you just pointed out that they only have one choo
Second choo is confirmed as the first DLC.
It less so about them statistically worse or bad, Dont get me wrong lol I LOVE them, but i feel like im more so ranting about their ease of use as opposed to how they need a buff. I'm also hitting my Phase four burnout phase for the 5th world and im trying to chug through it and im just whining. If the cars had slightly more capacity, didnt stop conveying and what not, I fell like this game would just become train sim for me tbh.
They do not need a buff.
yeah were on the smae page buddy as per the rest of my message. just saying i think itd be neat and im being whiny.
do you just ship raw materials in your trains or something?
no
I haven't had much issue with capacity but I try to make things in satellite bases whenever I can
We really need to make a rule where people start rants with /whine so we know, instead of trying to have a logical discussion about things...
No we dont.
If you want to play a train sim, play a train sim π€·ββοΈ
Nothing wrong with that. Play what makes you happy.
Satis devs don't want this to be just a train sim. π€·ββοΈ
Yeah Im aware, thanks tho!
Liquid train cars inadvisable from my math lol. is that right most of the time?
That is wrong.
Fluid Cars beat Freight Cars when used properly.
Exception being Gas, which you should always package before shipping.
Even with package liquids?
Fluid Cars beat Freight Cars when used properly.
Exception being Gas, which you should always package before shipping.
Maximums
50 per Stack
100 per Stack
-150.16s RtD
-1278.66 Items/min
200 per Stack
500 per Stack
Fluid Trains
-107.08s RtD
-896.52 Items/min
50, 200, 500 don't matter, since you're comparing Packaged Liquids that stack to 100.
Packaged Trains require 2 cars per 1 as you need the second to route the Empty Canisters back.
Which means the Fluid comparison has to be doubled, comparing 2 cars to 2 cars.
Meaning:
100 per Stack
-150.16s RtD
-1278.66 Items/min
Fluid Trains
-107.08s RtD
-1793.04 Items/min
Gas having a 4x compression ratio means:
100 per Stack
-150.16s RtD
-5114.64 Items/min
Which is why it is the exception.
Makes sense, thank ya. I dont see the need to have to transport empty containers back if i have a production of empty canisters anyway I usually dump em or use em elsewhere in the factory. but I get what you're saying.
If you don't recycle cans, then the math changes and Freight is better.
But most players do recycle them.
how do you load balance three lines of 480 into 555, 478.333, and 406.666
Manifold
manihuh
!wikisearch manifold
thanks
the easier solution is to probablly make 2 manifolds of 480 and 555 and just clock the machienes to need that much
that would make sense but i don't have the industrial beams to upgrade any conveyers
i could have the overflow from the two 480's go into the 555
wait a few minutes while you get more beams
no as in i dont have a factory making them, so far ive been making them manually
did you unlock all tech at teh start of the game?
no
you're priority should be automated beams
ok
@median heath ok so if you go over rtd and the platform is filling up before the train gets back how are you moving all the ppm?
You're changing the context with how you're wording it.
Optimal RtD is for MAX throughput.
Going over optimal is completely fine if you're not moving MAX throughput.
I.E. Say MAX was 1200 with an RtD of like 3 minutes. (for easy numbers)
If you're only moving 1000, having a travel time of 3.5 minutes is potentially just fine.
How much you want to move determines what your RtD range is.
ah right yes.
Honestly I'm lost my train of thought about where it actually went off the rails xD
My wet concrete 600 water/s, 720 limestone/s stoichiometric setup with overflow splitter to check for limestone belt not getting fully consumed presumably due to water not flowing at full 600 fluid/s.
I've observed a game load/restart linked belt overflow. Pre-fill the water pipes, connect the limestone belt, let it equilibrate for 20 minutes, empty overflow storage containers, then repeatedly save the game, close to desktop, load the save, wait 5 minutes, repeat. Within ~15 s of startup, the storage containers get 0-30 item overflow. The produciton line that overflows varies, although all produciton lines overflow non-zero amounts after multiple restarts.
Restarting then letting the production lines run while just waiting nearby afk overflows at a much much lower rate.
Idk exactly what the mechanism is for what I'm seeing. I could see it being specifically linked to the save game loading or it could be an fps drop on game load causing the behavior (I do have an older GPU).
Next step is to do looped pipe manifolds and see if those show this identical behavior.
I suppose you could try load balancing the limestone to each refinery and have an overflow on each? you'd have to run it a long while as it'd take a while for extra limestone to stack up in any machine
Also checking not 600 fluid/s, like 480 fluid/s scale.
(more like 480/min)
Tried with looping pipes?
they're trying to do the tests w/o the loops. I'm not 100% sure what they are looking for
possibly if length of manifold or amount sucked out makes a different for a smooth flowing system?
For clarity: with "unit/s" you actually mean "unit/min", right?
Yup yup. 600 m^3 water/minute and 720 limestone/minute. Just getting sloppy with my units.
hmm
lmao
The silver gives it away. It looks like another node besides that.
Put a miner on it connected to a container, and see it stop after a while π
I'm looking forward to the storyline use of SAMore !
brother, this is an iron node
Are u sure? The message and texture say otherwise.
But if you say so, it might be true. Idc ππ
Talking about math:
How many slots does an ICS have?
π
I'm messing around with production chains on satisfactorytools, and i noticed something odd: It doesn't seem to want to utilize oil recycling for rubber production?
It's showing me i need way more oil than i actually do for rubber on this production chain, it's using the base rubber recipe to produce rubber, and only uses the heavy oil residue to produce recycled plastic for whatever reason
Anyone know why?
Also, are there any other processes where it doesn't actually recommend the most resource-efficient solution?
Oh no this is even stranger, it uses some of the heavy oil residue to produce recycled rubber, but doesn't just produce heavy oil residue???
share the tools link?
It makes rubber with the crude oil, then uses some of the heavy oil residue for more rubber
Which is just... weird?
Huh, I've never seen that
well here's a version where it's forced to do that. No idea what weighting system choices were before https://www.satisfactorytools.com/production?share=BglInvbywKxms9d1Iw2l
Oh yeah i forgot you can exclude recipes
imo the best way to use the tool is to exclude all recipes except the ones yo uwant to use, then swap them around to play with the numbers as you go
you can more easily plan locations to use local resources that way
Fair, if you already know the best resource utilization recipe chain
'best' is subjective though - depends on location, how you want to use logisitics, what volumes you're looking for ect ect
Well, yes
like one edit I see here is you could swap out which Scrap recipe you're using to electrode and not need any coal in the system, just oil, might be easier to move or place a location down
Honestly though I'd probably make this 2+ hubs though
The alternate 'heat exchanger' adds some complexity to getting oil product to that part of the chain for some bauxite savings - which you may or may not care about
Actually from my experience I'd completely separate plutonium processing and nuclear rods - p rods have a lot of complexity and you'll be bringing in stuff from all over.
You'd be able to plan it out better
Oh yeah for SURE, i'm gonna make more than 2 i think, but i'm just playing around with production chains
@vapid gorge Instant Scrap ftw β€οΈ
in some situations sure π
All 
Thats my cue...
I mean location to location is situational.
For anyone doing a singular, centralized location for all Aluminium processing -- Instant all the way imo.
nah, if you're doing a big single one electrode, real easy to ship 900~ oil and you can even plan the central one near bauxite and oil
Dont even need to ship the oil far. There is an oilwell cluster pretty much in the middle of the bauxite belt that can provide more crude than you need to max out aluminum scrap production.
if youre shippign a bunch of baux anyway you could takle it to an oil node yeah
I find the building loops for Instant better at large scale. π€·ββοΈ
And the logistics isn't really a difficult task if you pick the right location.
Who knows, SAM may be added to an Aluminium alt in 1.0 that throws a wrench into the current "there are 2 optimal paths".
If you spread your aluminum across the bauxite belt, you can sip a little crude from a number of locations that are also dispersed along that belt too.
Really sloppy electrode and instant scrap are essentially equal, you just pick a personal prefference for using sulfur or oil. Its just so little oil its kind of rediculous imo. You can get all the oil needed from 2 extractors. Vs idk... way more than 2 sulfur nodes.
Who knows how significant the recipe rebalance will be besides just SAM ore... will be interesting regardless.
Indeed.
Turns out you CAN automate biomass π
Hehe ππ π
Tanking about automation:what is a good 16 gen nuclear LOCATION? One or two products (e.g. uranium and the casings) could be flown in, but rest is to be mined and produced locally. Any suggestions?
Near water
ive been trying to figure this stuff out with the calculator too its being silly π΅βπ«
You can produce the rods at a different location where you burn them too - easy to drone
Link what youβre trying to do?
nah nah ive got it
dont you worry your pretty little head
proof that i have it all figured out
would i put the sign up if it didnt work? NO, i wouldnt
True, but i hate to be dependent on another location that cab slack. Tho the casibgs can slack too ofc.
And can probably even use a single drone for casibgs and rods, w merging of 2 belts, as AI, stators and casings are all produced in one factory atm
Hmm, could go fancy and ship packed sulferic
cab slack?
I mean make the u rods somewhere, then burn them somewhere convenient to make P rods
Slack = get clogged or being produced below required quabtity
nah, just have a buffer of rods you'll be fine
I hate brownouts due to insufficient power
True
Just got to overproduce a tiny bit and sink the rest.
Then actually, thats the easiest: merger between full/saturated lines feeding a droneport at pickup, so i get at least the right amounts in, and smart sorter sushi line at receiving end w overflow.
don't even need to overproduce, just have extra in the delivery point and send it out, the drone will keep pace
Kk true
Just ship right amount, and let containers prefill
Only toggle the last step, the uranium mine and encasing wheb rest is ready
if you have a manifold for it you'll need to have a good number extra but not a huge deal
Kk thats a lot simpler than rebuilding from scratch on site
A good number extra what? ICSses? Drones?
extra rods buffered up before you turn it on
Is there a way to open a Satisfactory server with mods on the Ubuntu server?
I am trying to belt balance two lines of Quickwire, the problem lies in one set of machines requires a mix of the two belts since it needs greater than 780. If I saw this problem before hand I could have used a Mk I belt but it is too late for that now. I need to priority split the left belt so that it only sends the required amount of Quickwire to the 840 machines, that way the entirety of the right belt is used up.
Manifold.
a what?
!wikisearch Manifold
I am already using a manifold but the injection amount would oversaturate that belt and wouldn't use the original input belt completely
well i have this amount of minutes until my nuclear waste storage is full
I am already using a manifold
Is in conflict with
I am trying to belt balance
π
each group of machines are using a manifold system, I am trying to belt balance the amounts going into those sections
What comprises the 840?
4 manufacturer machines making High-Speed Connector
So each needs 210, yes?
yep
1 Belt feeds the 225 and 340 sections with 215 remainder.
Inject this 215 remainder after the second Manufacturer in the 840 section.
Overflow to storages.
Tanks
! I am now going to have to tear up a bunch of the factory because of my poor planning.
this addition wasn't planned for in the beginning
New logistics have been implemented, the red belt is a Mk I belt to inject only 60 parts/min and the purple is an overflow belt from smart splitter
say i want to produce 2 Assembly Director System/min, i'd need to process 1313 ore/min which would be around 44 smelters without power shards. is it feasible to build that many smelters or would you overclock everything to the max? i feel like i'd run out of slugs soon then
Connect each belt to set of machines that eat exactly what is on the belt
Slugs are infinite
you can farm power slugs using lizard doggos
yea i'm just reading about it. wasn't aware of that
why are you injecting? just make lines using what each have?
Why do you hate injection so much when it is a perfectly good way to do things?
a perfectly dumb way to do things π
you cant make a 840 line
That is not true.
It is not a dumb way to do things.
Just because you don't agree with it.
because an injection manifold is just individual manifolds connected.
Doesn't make them dumb.
add extra trouble shooting and work for no real benefit. The most systems you link up any error can then cascade to more areas and make it harder to figure out where the problem is originating from
You personally disliking them does not make them dumb.
There is no extra troubleshooting and they do not take extra work π€·ββοΈ
currently trying to design a set of modular blueprints, looking for more vertical design, is there a way to fit 3 assemblers on a layer of 4x4 tiles? (also being stackable for multiple floors)
I'm pretty sure you can fit them on - play around with it
If you, greeble and crime hard enough, you should be able to get 18 in it. Wholy depends on your tolerance to crime though.
my dumbass sleep deprived mind was to stupid, though I did manage to build a relativly nice looking stackable design with 4 per layer
though I somhow ended up with 3 inputs instead of 2 but I figured that out after a few hours
Fun discussion.
Is an injection malfiold always one product? Or do you include suchi (w splitting before machines) in this concept?
It can be either.
Kk. Bc indeed it has its own issues (possible backing up, lower throughput, etc). But i like the flexibility, can forxexample merge and ship (small quantities of) multiple items using one droneport instead of multiple. Ofc sorting and overflowing /sinking after to reseparate and making sure the line doenst stop.
Backing up is an impossibility if built properly.
True
But often happens in my builds anyway (mostly PEBKAC,sometimes a glitch/bug)
cant u bin it?
No, you get a message saying "FICSIT Incorporated does not waste" and tells you to find a better way to take care of the waste
wdym
How do i split a 10 items/min belt into 7:3 (7/min and 3/min) or 6:4 (or 3:2; 6/min and4/min)?
1 splitter, items will overflow and self balance
or clock machines to produce the numbers you want on individual belts
I have 1 assembler producing 10/min
you could still use 2 assemblers and clock them differently
but 1 splitter also does it
lots of options
you dont have to manually adjust anything with belts and splitters/mergers
there are 2 factors only, the maximum speed of conveyor belt, and how much each machine inputs/outputs
I mean, i have a 10 RIP/min assembler. I'd like to split a part to go to storage, and a part to go to modular frame production.
okay, be specific with "a part", is it half/half?
is the amount you are sending to the machines their total amount needed to work at 100% efficiency?
it's important what you want to achieve here first
unlock smart splitters in the MAM and set it to overflow to your storage
or do the clocking thing suggested
I'd honestly prefer not to use overflow, especially given i don't have much RIP output anyway but i will try
Here's a way to split 10. For 6:4, remove the 3/3 splitter to get 6, merge the 1 with 3. For 7:3, remove the 3/3 splitter and merge the 6 with the 1, remaining is 3.
Thanks a ton - this will really help!
No problem. It seems that the regulars that "live" in this discord have forgotten how versatile a load balanced manifold can be.
Made a 30:24 (5:4) splitter. The 30 will go to RIP and the 24 will go to the modular frames
Lower splitter is 30/min, top is 24
You wouldn't believe it but ChatGPT kinda helped with this one
oh wait
maybe i made a mistake somewhere
Ah nevermind
It should work as intended, miner is underclocked to output 54/min
I assume the non balanced manifold solution is suggested is because it works for any ratio. In comparison you need many unique balancers to achieve the same results with balancers. And I assume not every ratio of outputs is even possible with balancers.
Havenβt really done a deep dive on the mechanic though.
Guys I need some help with some math π I need 14.4 constructors but I placed 14, my brain is too dumb atm to calculate how much I have to overclock each constructor for
Okay
0.4 = 40%
what do you mean 7
I created the bottom right circuit to feed my 14 constructors (2 rows of 7)
that sure is one way to do it
that thing but twice
π
another option would have been to just use overflow
I have 2 outputs, so why not
And it looks good as well, so why not π
Okay so overclick 2 constructors to 20% and ggez
Just shows that ChatGPT can't be trusted. That arrangement just merges half one of the three splits to each of the two others, so effectively splitting the input to two.
Not exactly, it kinda guided me and then i took it from there
My process would still split the incoming 9 to 3 of 3. One of the 3 would split to 3 of 1 - to avoid belts crossing I would use the middle one. 1 would be merged with a 3 to make 4. The other 2 of 1 merged with the other 3 to make 5.
What is a "load balanced manifold"?
Given load balancing and manifolding are completely separate terms.
Because I will agree both have their uses. But you seem to be implying a 3rd configuration. So I am curious.
Yes, it's a third configuration.
I'm using it to distinguish between load balancing and overflow parts distribution methods. Both perform "manifolding", one to many, with single input providing multiple outputs, but are seen as different. Not to be confused with a real "manifold", used for distributing fluids, called a pipe manifold.
I don't think anyone confuses pipe manifolds with belt manifolds as both are manifolds.
And it is nearly impossible to build a pipe balancer. Where people build belt balancers all the time.
So this doesn't sound like a third configuration, just you trying to adapt the terms most people use to have a different meaning.
essentially - and if you ever need to modify or upgrade a system you can with a manifold easily, with load balancers you have to tear it up
And it takes far less space in general.
A post that the following people might find particularly interesting to check out: https://www.reddit.com/r/SatisfactoryGame/s/G9eVaBPYx3
@thorn bane @median heath @oblique hollow @vapid gorge @drowsy glacier @viral ravine
TLDR: QA post on trying to make sure Programmable Splitters will still be able to load-balance multiple items in 1.0 (and possibly do better in this regard, see "lower-MK-input" limitation)
whats the best way to move nitrogen gas for packing afterwards?
ship bottles, package and ship back by train, or use fluid trains?
Drones.
oki, bottled it is. Either drones or train then, to be decided π
Drones drop-off and pick up simultaneously.
They are the only logistics method that does so.
Making them perfect for dropping off full cans and taking empty ones back.
smart!
is there a youtuber out there that makes videos showing the optimal farms for all stages of the game ?
heavily recommend to play the game yourself instead of copying factories of other people
there's also nothing like "optimal"
you can do most of items in tons of different ways that each has advantages and disadvantages
Even "optimal" is subjective based on your play style and WHAT you want to optimize.
I want to optimize my fun. So I do silly things. Like bringing bauxite down a cliff inside a waterfall.
Optimal is related to efficiency. Efficiency is generally defined as some variation of "Return on Investment" however one decides to define it.
One has a lot of decisions to make before they can answer the question, "what is the best way to do this?"
(most of which boils down to "define what do you mean by best")
Efficiency of what, tho?
Planning time?
Building time?
Resource rarity?
Floor space?
3D space?
Power?
Logistical simplicity?
Local availability?
Something else?
Thats what i meant by "one has a lot of decisions to make before..."
You have to decide how to define efficiency for the given situation. There is lots of objective analysis that can be done, but the choice of what to care about is very subjective...
Optimal farms also donβt exist - all depends what youβre making and with what recipes
The only optimal thing you can really do is create an efficient system and thatβs just having the right number of machines clocked to consume and produce
This game has farming?
you can pick palleberry plants every now and then
Oh, ok.
Well then "optimal" comes down to only 1 thing: light color.
Farming will be expanded before cooking in Update 11 probably
Yellow.
Make everything yellow.
so why does it need a lower mk input to work anyway?
As detailed in the post, the lack of knowledge on that is part of the reason for making the post...
@west moat ok math!
ahhhh!!!!!!!
so have you used ratios before?
ok so you know what a ratio is right?
ok if you had a cake recipe that used 1 egg for every 2 cups of flour, how much flour do you think you'd use if you put in 2 eggs?
4 cups
ok so this is the image for the recipe combo you're using
im acing this math test
lets talk about refineries in terms of 100% , and we can assume that any machine that doesn't have a % is set to 100% right?
yup
ok so what % of machine is using fresh water in this diagram?
maths
yucky
ok and how much is using waste water?
150%
ok are you comfortable with the idea that 100% = 1 ? as 100% is one whole?
we can try
make life easy use 1
ok think about it this way - how many machines are using fresh water?
how many physical machines are using fresh water π
ignore the others π
ok
sure
since you essentially need 1.5 machines to do that if you don't have clocking?
ok now we know how many use fresh and how many use waste.
try making a ratio using ':'
1:3?
yes you're right - but we wen't over % right?
alllmost
π
you got fresh right, what was the % of waste?
150%
right so again -
brb
ok so in whole numbers ratio of Fresh : Waste π
I can work with decimals but do not make me differentiate , and .
I'll always use . for the decimal
Ok
ok so you showed you could use ratio with the baking example before
if you were using 100 bauxite in the fresh machine how much would you be using in the waste water machines?
perfect.
π₯³
you just multiplied it right?
Yes 100*1.5=150
ok so if the WHOLE thing, fresh+waste used 480 pm, how much would each be using?
have a think about it
480/1.5 right?
Oh wait
ok
oooh ok is 192 the fresh or waste?
hmm let me think about how to go over this cause you're on the right track
so this is going to get a bit mathy, you ok with that?
ok so you got that the 1 and 1.5 made a 'whole' of 2.5?
Yes
that's 'all the parts together'
Yup
and you did 480/2.5 to get 192 which is good and the right direction
so can you accept that 480/2.5 = 480 * (1/2.5)
Youβll need to break that down for me
it's important to realise it though especially in this case
so 480 * ( 1 / 2.5 ) = 192
what is left over of 480 if you take away 192?
288
ok now solve 480 * ( 1.5 / 2.5 ) =
Thatβs also 288
ok now do you notice anything familiar with 480 * ( 1 / 2.5 ) = 192 and 480 * ( 1.5 / 2.5 ) = 288
any numbers pop out?
480 and 2.5
ok what does the 2.5 signify?
The total amount of water refineries
yeah all of the 'parts' right?
Parts = ?
not the actual water but thje total of the ratio
and not water bauxite jsut to be clear
and 480 was the numerical amount of bauxite right?
ok what about the 1 and 1.5 that were in those equations
The drils?
So the refineries?
#elementary-school-math-and-meta 
yeah the ratio π
Autistic math and meta <3
or you can not recycle water back
so the fresh refinery was using 1 part of hte bauxite and water and the waste refinery was using 1.5 parts right?
this is just a learning moment now
Yup
Quiet in the classroom pls
so what are these numbers about , 480 * ( 1.5 / 2.5 ) =
2.5 is the whole of the ratio right?
Yeah
and 1.5 is?
1 freshwater + 1.5 wastewater
Yeah
and our ratio of refineries were 1:1.5 right?
Yes
whats 192 * 1.5 ?
288
π
480 is the total of 288+192
and if you have 480 bauxite going into the system we were talking about how much would be used by the fresh refinery and how much by the waste?
this was how to use the diagram for what you were shipping. In any given instance. Now you can solve for any amount of bauxite
and didn't we solve the shipping? put it all in one platform?
Oh right
and you only need to do 1 of the steps in the pic I shared because you can just subtract it and know how much the other end uses
Whyβs there a 30M and 100K
scrap paper with other bits I've used
Ah ok
Now if you ever need to use any of the other diagrams if you choose different recipes you can find the ratio they use, and then figure out how much of your bauxite goes to which right?
Save this image if you think it might help
it's also applicable to some waste product that you might encounter later in the game with nuclear processes
π
Alright, gonna go medicate my rats and then bed, have a good rest of the day π
are you familar with cross multiple and divide?
its only satisfactory math, its made to be fun π
Youβll need to be more specific
its how you find the ratios of this, like what cobalt taught you
and if you have two variable inputs for your manifolds
I semi remember
ya its prealgebra stuff, most people forget as you dont use it everyday, but its super useful.
Iβm bad at math with placeholders though it feels illogical
so what makes things real easy is use 1 of things
then you dont have weird numbers, and can do simple math, except for Heavy modular frames those have weird ratios like ECR
ECR=?
electro control rods -- used for nuclear
you can avoid lots of the math if you do not mix your belts, sushi.
Ah
aluminum though forces you to do the ratio, because of the extra water.
Luckily someone posted sushi earlier
it doesn't, you force it yourself by wanting to recycle water
sushi is very useful. its a useful tool.
yes, i was getting to that, so i figured out just dont try to recycle the water.
But like why figure out bauxite ratios if a manifold fixes the issue
Because you canβt say βgive that 192 bauxiteβ to a conveyor
Itβll just give call it can
you put 192 bauxite on it in the first place
im sure its not the best way, but in my world i just have a secondary aux aluminum plant that uses up the left over water.
it's more that you know how to clock each group of machines.
for any amount of bauxite on the belt you have
like if you are getting 192 total, and have 10 machines, you divide your input by the machines and thats how much resources each get
so if you have 652 bauxite pm on a belt you can figure out how much the fresh refineries need to use and be clocked at
for what you're doing? jsut the 1 manifold will do
Gotcha
I meant as in 3 splitters
depends how much bauxite you're moving. You could do it with 1 splitter if it's low enough
1 splitter has 3 exits and could feed 3 refineries
True but it wouldnβt look nice π€ͺ
is it fine to just underclock the miner and kinda lose some iron? Tryna use my brain to make a 100% efficient screw factory but the limit is 60 per minute because of the mk1 belts atm. So underclocking 3 screw constructors to half and also halfing the smelter and miner to produce 15 iron from a 30 iron node would work i guess. I could make the other 15 just go into another screw container, 120 screws and when i get mk2 belts i can combine them into one container
brains melting
you're not losing anything, resources are infinite
and map has more resource nodes than you'll ever use
but does my plan kinda work? Or is there a better way
underclocking is always fine π€·ββοΈ start from what you want (final product), calculate back to raw resources and build machines according to the math
because mk1 belts are 60 per minute im assuming the goal is to just produce everything i can at 60 per minute
not really, produce what you need in rates you need
how do i know what rate i need?
You get a 120 item/minute belt very soon. Don't focus too much on 60 item/minute.
rough estimate based on what the product is needed for (which machines and buildables are built using that thing)
atm the screws is just being saved up for all the research until i can get the assembler for platings
ah yeah true
don't limit yourself artificially based on belt speeds. You can always do half of a belt or two belts or anything
make amount you need (start low if you don't know, you can always make another factory for given item)
its just because i feel like i should connect them to one container
but if theres over 60 the machines get full
screws produces 40 in each constructor and ive got 3, so ive got 120 screws going in to the container, on a 60 per minute belt
so the screw constructors get full
120 screws/min is way more than you'll ever need
for unlocking all the possible things you only need like 5k screws
and then they are needed just for equipment (which you make like once or twice) and awesome shop (which you build once or twice)
alright yeah i guess ill just switch it out for the 120 belt later and leave it as is.
I think one screw constructor is already more than you'll ever need π
i just like things being 100% efficient
that's just clocking machines so that they run at 100% efficiency
so i shouldnt worry about tryna get all the items to fit the belt speed or anything
i just realised with concrete, 60 per minute would be kinda difficult
ah okay, thanks for the help.
I'm fiddling with pure iron ingot smelting producing a mix of 780 i/min, 668 i/min output belts. I wanted to convert those to full belts + a single non full belt for train export. Are the belt compressors shown in the wiki how people do that? In Factorio, I tend to use advanced train setups to act like a "super manifold" instead, so looking for a sanity check on the topic.
same situation - don't force full belts for no reason
figure out how many ingots each factory needs and merge to those amounts
if you have a factory that needs 500, merge machines to reach 500 and send that belt to the factory
While true that non full belts are an option, I want to learn how to produce full belts as asked.
have a group of machines that makes 780 and merge them
So seems like the wiki belt compressor concept is how people do that?
no
you change clocks so that you produce 780 from a group of machines
no reason to fiddle with the belts when you can make exact amount from the start
I am doing that already. It's just the extra belts left over from producing 780 i/min output then aren't 780 i/min.
Anyway
there should be only one belt leftover
but again - calculate from the end product, so that you know how much you actually need, instead of blindly producing ingots and hoping you'll use them in a meaningful way
if i make a reinforced plating factory, do i just use my existing factories or should i be making another one that produces its own?
I personally recommend the second approach
because then your factories do not depend on each other and you don't need to upgrade them
how about simple products like screws and cables? Would i still want to make seperated factories or just combine them with the rods/wire
separate production lines
whether or not is it in same building is not relevant, point is I can tear down the whole thing (or it can stop) without affecting other factories
ah okay, ill try go around for some more nodes then thanks
yeah that does make sense, far easier to manage having multiple factories working on one specific material
You can achieve this simply with an overflow splitter.
Not the standard VIP but this seems to work fine.
The buffer is working as intended, believe it or not.
Thinking about managing belts for a large iron ingot smelter (pure iron ingot) as a way to explore large production lines, logistics. The smelter is 4 belts of 780 i/min of pure iron ingot; as routed it produces 780 i/min, 668 i/min belts. If I wanted to export the ingots via train, dealing with a mix of belt speeds feels more difficult to keep track of at scale than converting all of them to 780 i/min. The ms paint image is a different way to group them, which maybe gets around the issue in one way by smooshing it all in one line with the output belts linked to the correct number of refineries producing 780 i/min belts with one final <780 i/min belt.
The awesome sink image is the wiki belt compressor design applied to 6 belts of 600 i/min. It seems to work. Idk if people actually use that type of thing. Is that what the above person meant by "overflow splitter"? Any other things I'm missing for how better to do this.
dealing with a mix of belt speeds feels more difficult to keep track of at scale than converting all of them to 780 i/min
I'd disagree - each platform goes to machines that need that exact amount
A sub concept is fully utilizing the ore from a miner despite normal vs pure producing different i/min rates. How do people interact with that concept. Previously I've done production lines built at the ore patches fed via belts with significant "wasted" i/min capacity on each miner to get ratios; ala modular frames produced on site.
The pure iron ingot type recipes that require water clearly push towards moving the ore to water, then moving the ingots to another location (truck, belt, train). Seems natural to not use the same "on site production" concepts of directly linking a miner to a final product if you're abstracting with logistics inbetween.
Obviously most of the resources have a great excess on the map, so wasting i/min capacity is fine. But being extremely wasteful feels inelegant.
@ me if you have musings on the topic.
a single valve and no pump would do the same near a junction because with NO pumps or anything valves can actually enforce some priority
usually what I recommend is first calculating from the end (how much of target product you want to make), calculate ores you need (based on recipes) and then find a place to build it (based on resources needed)
by doing nothing? π
huh? it's 120 coal for 8 gens
Smh
Random though - does closed beta mean the return of simon saga?
I don't think those pure iron ingot lines are setup that smart. It looks like each is a typical overflow distribution, 780 ore input requiring 22.285714... refineries, so a line of 11 and another of 12, last machine clock speed 28.5714%. Output for that is also 1448.5714, but it's just being sunk. If you're just looking at producing the big numbers, just as a suggestion (after all you should play the game your way), I would have lines of 12 machines, easily load balanced, input ore requirement 420, water is 240 so still 2 water extractors. Output is an even 780. Two lines would require 840, which is 780+60 from somewhere, numbers that are certainly easier to work with.
The compressor is sending as much of the 2 inputs as much as one output (main) will allow and overflowing the remainder to the other output. It uses a smart splitter, each has one output "Any" to the main merger and another output set to Overflow to the other merger.
For the numbers you're mentioning 780 and 668, where exactly are they coming from?
Ty for the reply. Iβll muse on it.
The 780 + 668 is the ingot from one 780 belt smelted. The awesome sinks are just validating the smelter design runs properly.
Itβs likely that resources that are more limited like caterium, etc. are a more natural fit for this belt mechanic discussion since the concept of not wasting iron ore seems to cause issues.
The idea of combining ore belts to give a clean 780 ingot output effectively just swaps the belt untidy ratios to the ore side though. Since instead of fully consuming the incoming 780 ore belts it has partial consumed belt. Guess Iβm trying to think of why itβs better to belt compress before or after the smelting.
Which the answer to that is βhowever you choose to design your factoryβ likely.
780 + 60 split into two columns. That would be priority split the 780 belt giving 420 + 360 then merge with a separate belt >60. Do I like more than compressing output belts. Hmmm
does this just mean i have to underclock one and overclock the other smelter?
you can just split it in two and it'll eventually balance
ah yeah
im not sure why my machines are idling. I have 2 smelters producing 30 each, and then one has a splitter so that it puts 15 in the constructor for rods and merges the other 15 with the 30 to make 45 for overclocked plates. It should be constant but its not
Oh whoops i underclocked one of my smelters on accident
nevermind
just hapens
resets extractor headlift 0-8m proportional to fill level, only provides flow when recycled water headlift drops below 8m.
it looks like it's at machine height though? adjusting head lift by fill sounds like a very delicate situation, but you've got an unpowered pump in front of it anyway so ... head lift will always be zero? confusing
how do you find the perfect amount without all these stinky decimals
i cant find an amount of smart plates to produce without getting horrible values for the machines
None of those are repeating decimals, so they are all fine.
Also you can adjust the clock speeds on machines so that the machine count is whatever you wish it to be.
ah yeah true
i just have to find something that uses around 120 iron i guess
oh yeah 5 smart plates seems to be a good spot
i just have factories scattered all over the place π
1.8 = 2 @ 90%
5.7 = 6 @ 95%
5.55 = 6 @ 92.5%
465 = 5 @ 93%
π
I suspect the concept of only producing what you need extending to base resources is because of the production plans people get from the various tools used, which generally means a miner providing less than it's capacity. I prefer produce what you can, take what you need since it is highly likely that resource will be used or contribute to something else. Obviously the excess needs to be sunk until used.
Can you not use splitters like this? I placed a splitter in front of each constructor, but it looks like almost all of the rods are being sent to one constructor and very little to the rest
but im confused because one of the constructors is under clocked to fit so it cant just be split evenely
It will split evenly until the low demand side backs up and overflows into the high demand sides.
so i just have to wait for the machines to clog
Or pre-fill their input stacks
thats not very ideal though is it
It's a good tradeoff. Much simpler construction vs load balancing, and works 100% efficiently once saturated.
i think it worked
yep it worked got a straight line, thanks
only had to overflow the underclocked machine and then just had to wait for everything else to get steady
and now its 100% efficient
Apologies, I didn't realise the screenshot was your design and now get where the numbers are coming from. Yes you could compress the 668 outputs to 780 belts, but you're not saving on the number of belts until you do that for 8 668 outputs. If 780 is a specifc output requirement, then all the refineries 100% clock speed is needed, requiring 420 for each line of 12 is easily load balance (disclaimer - I'm load balancer biased). Feeds would consist of 780 lines plus another split for the additional requirements. For your particular design, another belt providing 240 would be required. This could be utilised as a trunk conveyor running parallel to the 780 belts and with a splitter output using a mk1 belt only taking 60 where the 780 splits are. Split the 60 to 2 x 30, each merged with the 390 to give 2 x 420. This scales well with another 780 needing another 60 on the trunk conveyor which is just extended.
Yea that seems like a good option. Good to know that the belt compressing does work as that was one of the main things I was trying out.
What 100% efficiency is this?
Was thinking about it yesterday that belt fiddling to get the exact input amounts desired is logical in that managing the ore wastes the least amount of production line machines compared to smelting then doing the belt setting.
In Factorio the advanced train setups make large shared production lines a powerful solution but the inability to do that in satisfactory makes βdedicatedβ logistic chains more logical afaik. Maybe large belt merge, split systems can approximate it. But yea.
Factorio is a completely different game with different playstyles
If Satisfactory had as full featured of train systems they would look less different.
I donβt agree with that statement. Feels like people mention βfactorio and satisfactory are completely differentβ as a response to comparisons that arenβt favorable to satisfactory. Objectively theyβre very similar games with different emphasis, quality of life levels. I like both. Squelching comparisons isnβt really beneficial. But this is likely off topic for this channel.
surely smart plating isnt that complicated π
these are only the rods and screws havent even done the assemblers or plates yet
they wouldn't
Satisfactory has fixed map with fixed resources, so building at nodes and transporting final product is the way to go
Factorio has random map with resources running out, so building central processing (megafactory) and connecting mines makes more sense
no matter what trains or anything does, the basics are very different
A large swath of players build based on effectively infinite ore patches making lategame factories which is what many satisfactory players do.
And tapping a new ore patch in Factorio is trivial. Itβs equivalent to deleting a satisfactory miner, placing it on a new ore patch, and re-splicing the belt. Itβs a very small part of each game.
still doesn't change what I'm saying
in Satisfactory, once you build a factory, it will forever work the same (assuming there's overflow sink at the end)
in Factorio, it will run out and stop
this may seem like a small difference, but it's a very fundamental change in playstyle of each game and possible ways to build
not to mention that Factorio is much more focused on scale, while Satisfactory is focused on smaller tiered productions
I'm not saying they are different "because comparison isn't favorable", because it's not like that. Comparison leads into "games are different", not "one is better than another"
messiest factory ive ever made
i dont think all of this is worth it for 5 smart platings π
Sure it is! And that's hardly messy.
That's honestly not much of a mess, either, compared to some of the spaghetti masters.
lmao
slightly worse now
just need some power
i couldnt figure out how to neatly connect the assemblers so i gave up and created some spaghetti
this thing needs like 200MW of power
thats alot of biofuel
Why are you building so much before coal power
Get that coal going IsAmDead.
Can you guys name some use cases for a programmable splitter because I cant find a use for them except splitting off sushi belts
storage sorting
Can't you use a smart splitter for that too?
not if you want multiple items per belt
That's what I said, splitting off sushi belts. But besides that
sushi belt != mixed belt
Then my terms are wrong
sushi belt is when you mix resources in a given ratio to a mixed belt, which is then fed to machine(s) that accept it in the exact ratio
mixed belt is just multiple items on a single belt
Ahh alrighty, but to answer my initial question, Besides from mixed belts and sushi belts, Any other uses?
not really I guess. Since the advantage of programmable splitter vs smart splitter is "multiple rules per side", it's kinda obvious that it would only matter when you have multiple items on a belt π
Alrighty, thanks :)
Your terms are right.
Sushi belts == mixed belts.
if I have a container in which I put items to sort, it's not sushi belt, it's just mixed belt
Yes, it is.
Mixed anything is sushi in my books
I thought we all agreed upon this when we did the whole "how to name things" thread
I never joined that when it comes to sushi
Especially given your definition involves ratios and sushi manifolds do not give 1 crap about ratios in any respect.
I guess the definition wasn't ideal, but is about you mixing items with intention of feeding machines with that, rather than sorting the belt again
Sushi belts are mixed item belts.
There is no need to differentiate the terms.
I kinda feel like it's two different cases, one is "have a belt feed group of machines", other is "I just want to merge this for a bit and split it later" or "here's a container with items I want to sort. Basically "items that do want to be on one belt" vs "items that don't want to be on one belt and will be sorted"
it's used this way in other factory games I know, so idk why not here π€·ββοΈ
I donβt necessarily disagree. Idk what the best way to name it is but I got what you meant originally π
Yes, those are the 2 cases where you use sushi.
Single term fits both cases. π€·ββοΈ
Itβs just a half sushi once you start splitting it
but the cases are different enough that you may want to talk about just one of them
Like a cheeseburger without a top bun
Sushi manifolds are literally sorting systems.
They just have machines attached instead of containers.
The only instance of mixed beltedness that is different is the stuff Ven does.
at this point we can just start calling "bus" = "manifold" because they are similar π€·ββοΈ
Similar != Same
why even have terms that differentiate things that make the setup different from another
it's not the same tho
it's quite different
The operation of a sorting system and sushi manifold are identical.
it's different configuration and different setup
maybe not in your one sorting system, but in general yes
I'm going to say "in general, no"
How many modular frames per minute can i get from cast screws and 120 iron per minute?
depends on recipes and other resources
Just iron and cast screws
you can use e.g. Tools to calculate that
Base recipe for Modular Frame is 48 Iron = 2 Frames
I'm trying to see a down side to Encased vs Base and I'm not seeing it. Am I missing something?
- Can't really judge given HMF alts are definitely in the scope of recipe rebalance.
- There are multiple items that have the logic of "All alts are better than base, but there is no best alt" and currently would put HMF in that category.
faaaair enough. I was just looking at them and Encased uses less Encased, MFs, pipes. And the extra concrete it uses is less than what the extra beams from Base would use.
It's more machines & more power iirc, but that's about it
Encased is fewer machines - it pumps them out faster and requires fewer resources so fewer machines before it
The cycle is much slower but it pumps out 3 instead of 1 per cycle
found coal next to water but it might be a lil far
4 nodes next to this giant lake.
Much better location.
ah okay ill check it out
Also distant is irrelevant, since you're just building power at that location and dragging a powerline back.
Then use the in-biome coal nodes for your actual steel.
ah i see yeah, theres coal close by to my factories but not close to water so i can use those for steel
pure nodes as well
Bingo.
thanks for the help
Either of the other 2 are fine.
Charcoal and Biocoal are the only 2 "useless" recipes.
Everything else has a situation.
ah okay
how much coal does the 8 generators take?
im assuming 3 normal coal nodes with mk2 belts is probably fine
One generator takes 15/min Coal.
measure things by output and input - 1 node can produce many amounts
Can do it with 1 normal.
Oh by overclocking with the orange slug?
π
oh wait do the slugs no matter
i thought it would make a unique power shard but it just makes two
Hey so how do you think of factory designs
what concretely?
I want to improve on my design of having on row for making every part I need
But I don't know how to deal with the conveyors going all over the place
well, design is vague so it can be whatever
it can be production line design or aesthetic design
And "how do i route belts and such" sound exactly like that kind of thing
Logistics headache:
Did I make a mistake when I decided the coin tree forest is a good location for batteries, oscillators, ECRs, HSCs, and supercomputers? Logistics is a hassle. Quartz all the way to the west, oil products from the forest lake. Do I just need multiple temporary tractor/truck routes before replacing them with drones?
So I'm taking the quartz east for cheap silica -> aluminum ingots, then the aluminum goes west to combine with copper alloy, and the rubber/plastic comes south. Or at least that's the idea.
LOL yeah
i havent heard anyone talk about that area in a while
I had almost exactly the right amount of surplus oil from the nodes I tapped for power, so that's why I'm using it.
wouldnt blue crater be closer
Eh... Already built the sub-factory handling that product stream.
lake forest is the only location where turbofuel makes more sense than DPF, because it happens to have oil, sulfur and coal in one spot
That's what I did there. 120 gens.
Making instant scrap for the first time. Didn't realize before that the waste water is exactly wat the sulfuric acid requires. Nice synergy.
that sounds nice, maybe I'll got for instant scrap this time
likely last playthrough before 1.0
Yeah its like the only 1:1 loop
maybe theres another but if anything its probably just the water in nuclear reprocessing
I'm making myself use the sulfur. Just to get some experience with those recipes. So compacted coal power, turbo fuel power, and instant scrap. If I ever get to Big Nuclear, I think there will still be enough sulfur on the map to finish that.
Yeah if you dont use too much turbo, you can max out aluminum and nuclear and still have enough left for like 300/min batteries
I think it was even more
i just remember it being in that order of magnitude
I vaguely remember 2k batteries
i could swear it was only in the hundreds
let's check with 
That's a lot... I was planning to start with 66/min (because 24 -> supercomputers)
yeah you can honestly go wild with batteries
unless you plan max nuclear and max instant OR max turbo, you wont have sulfur troubles
I probably will.
After I have some batteries.
Because I want drones to fetch the stuff for the batteries.
Because Turbo is one of the few things that CAN in fact completely guzzle up all sulfur
does plutonium need sulfur?
NFU needs yeah
Yeah i just rememberd my nuclesr setup due to that
Maximize the radiation β’οΈ
what is the set of recipes to maximise waste usage? π€
actually, that doesn't seem to be relevant for sulfur usage
actually it does π
π
max ura+plut (max power) needs 3108 sulfur
max alu ingots needs 3260 sulfur
that leaves 472 sulfur, which is enough for 314.66 batteries
max uranium (without plutonium) OR max plutonium with fertile needs 2100 sulfur
max alu ingots needs 3260 sulfur
that leaves 1480 sulfur, which is enough for 986.66 batteries
not sure where I got 2k batteries from π€
maybe there's a recipe combo that leads to even more sulfur saving idk π€
(tho you'll rarely do max of both of these I guess)
I mean 986.66 is almost in thousands π
24/30 Uranium/Plutonium (plus leftovers to nuke nobs) takes 2150/min sulfur.
that's more than 2100 π
Slightly.
Less multi-digit clock speed fiddling with that ratio.
how many batteries per min would be just enough to be considered as overkill?
that depends on how many you use for drones π
well yeah but the idea is to produce so many batteries that I dont have to worry about needing more
again, depends on how many drones will you use
no matter how many batteries you make, you can run out
Wait till you do advanced steel
advanced steel has anything complicated?
Well there is HMF i suppose which is a shocker for many new pioneers π
Just work backwards and figure out how much raw ore youβll need and start from there
I was planning on making that for my steel factory that Iβm working on but it was too much stuff needed lol
yeah using satisfactory tools which is very helpful atm
it even tells me what needs to be underclocked which is great for a newbie
