#math-and-meta
1 messages Β· Page 116 of 1
usefulness depends purely on preferences of a given player
I acknowledge that iron wire is useful, but I do not want to use it. π€·
"X recipe is useful" just isn't true for any recipe
"X recipe is useful for Y" may be
"X is always useful" is definitely untrue
my point is that unless you define your preferences and goals, other people can't help you. And because nobody knows full scale of your preferences and goals, making your own choices regarding recipes is way better than waiting for other people to "vote" on your recipes
Someone asking for decisions help without providing more info would benefit from advice tailored to new players. And if there are multiple interesting options for new players, then that might be valuable feedback as well
that's why I linked the message for exactly that... twice
Didn't mean to say that you were doing something wrong.
In a very large setup I've got the option to go ugly with junctions and mergers or pretty but using twice as much. I prefer going pretty; what kind of reduction of throughoutput I can expect doubling the amount of junctions and mergers? Do we have percentages for that?
what do you mean? splitters and mergers do not reduce throughput
They don't? That's good to hear. Everywhere I went I saw advice to minimise the amount of junctions and mergers. Is there another reason to avoid that if not throughput reduction?
well, "junctions" are for pipes - there yeah, you should minimise amount of them
but if you mean "splitters" (for belts), then no
there was a bug where any belt connections could impact throughput on mk5s, but that was fixed in .. u7? u8?
well it was belt to belt (and for any belt mk), so "minimise amount of splitters" wouldn't be relevant for that π€·ββοΈ
but yeah that's (almost) fixed. I think there are still some offsets by some testing in U8, but they won't really be visible in your factory unless monitoring it for hundreds of hours (which can also be just general imprecision of floating numbers)
I asked about junctions and mergers, not splitters
why those two specifically?
because I am using them in my setup in large amounts
well I meant it as "they don't have anything in common"
mergers and splitters have a lot in common, so there it would make sense π€·ββοΈ but I'm just confused by you excluding splitters from the question
I am not looking for common points, just asking about reducing the amount of two specific items
only thing I can think of regarding "throughput reduction" is if you merge a lot of material or fluid in a single belt/pipe - those have max throughput ratings, so if you go over max belt or pipe limit, then you obviously won't transport enough material/fluid
in general just make manifolds (and if they are pipe manifolds, loop them) and everything will work fine π€·ββοΈ (unless you go over pipe/belt limit)
So there is no reason to reduce the amount of junctions and mergers?
no
Thank you
well for junctions yes - keep pipe networks simple
but for mergers (and splitters), there's no reason to do so
but as I said, standard manifold with a loop works fine for pipes
Keep the pipe network simple - why? Unpredictability that rises with the amount of connections?
pipes work differently than belts and many people try to connect everything together and fluids just don't behave then
it's just one of a few generic rules for working with pipes. It's not a "you must" rule, but it's "recommended", and you usually end up with less or no fluid issues
Yes, it's basically manifolds, just with the option to connect every two machines to the main pipe using either one or two junctions
you can do either, doesn't matter much really π€·ββοΈ
Ok, thank you
Another question - I connect most of my factories overflows to sinks to keep them working, to observe the issues that might arise. And then I just leave them like that to keep the coupons going up. But I started wondering if that makes sense, as I don't really need the coupons anymore, and if it wouldn't be better to save cpu cycles by dismantling the overflows that aren't required after I'm sure everything works as expected. What are your approaches? Do you keep everything working all the time?
keeping everything working for sink is one of very few goals after you've unlocked everything (making more sink points per minute) that you can set for yourself π€·ββοΈ
I personally don't feel the need to save CPU cycles, but if your game is lagging a lot, you could probably optimise a bit which factories are running and which aren't (though I'd say that just clocking everything saves more CPU due to less machines needed π€·ββοΈ )
depends on your goal really - are you just going up the tiers? if so I think you need something like 350 coupons to buy everything in the shop and some shiny statues are even more.
If you are just going up the tiers I often let factories back up so I don't have to build as big a power station.
any final goal I work towards though will have all end products sunk to have continuous factories though
Do you keep everything working all the time?
Yes. There is no reason anything should ever stop working.
https://satisfactory-calculator.com/en/blueprints/index/details/id/4883/name/AWESOME-R+Sink
new blueprint!
do you ever want to have only the bare minimum sinks turned on at once? this thing will send all items from multiple belts running at different capacities/speeds into the least amount of sinks needed!
basically a sink with a built in belt compressor configured "backwards"
if power is part of your decision making ...
π
What are some best use-cases for some unpopular recipes?
Heavy flex frames seems to be for when coal is far away and local limestone is limited, but oil and iron are both abundant.
rn I am curious about coated cable. I can't figure when it would be worth using over insulated.
Coated is decently good and compact
We went through an entire table of cable recipe combos once
Quickwire cable turned out to be king
heavy flexible frames are one of only a few screw-based recipes that make perfectly clean numbers with steel screws. this is not an especially TANGIBLE upside, but eh
(could use a rebalance imo)
Quickwire basically tied Insulated iirc.
They were both top. At least that was my takeaway.
the drawback with coated is mostly logistical. it's not necessarily convenient to set up HOR production just for some cable unless you're integrating it into a larger plan with other oil products too
HOR is sometimes a byproduct if you don't have diluted
thanks for that, though i found it a bit earlier xd
it was burried deep in the thread π¦
yup
Summary was that coated cable is the most compact
While it is pretty midline when it comes to efficency
Caterium Wire was ranked the worst wire recipe for cable im that rehatd, funny enough
given how much more sparse caternium is than copper, that one never spoke to me
It is overshadowed by fused wire and fused quickwire
you rarely run out of either
Caterium Wire is the Steel Screw of Wire, so yeah.
Same way Steel Rod + Base Screw is "better", but most people take the L and use Steel Screw.
I'd say most people live in U2 and evade screws for some reason
Doesnt steel screw still have higher efficiency than base screw? or cast screw?
||what are you doing step screw||
ignoring steel rod
that depends on other recipes obviously π€·ββοΈ
and which efficiency are we talking about? weighted resources?
Probably, but that's still just "Fused and Caterium are both better than Base Wire."
tools with all alts rank recipes (from best to worst):
- steel rod + base
- cast
- base
- steel screws
Turn off Pure Iron and see what happens?
then yeah (but also coke steel π )
Eh, we are getting off topic anyway, this was about cables
Unless you wanna go the iron wire or fused wire to default cable route only, all cable alts use oil
Insulated and Quickwire cable have the bonus that they only need rubber, so an easily transported solid.
Coated Cable is really more in-house production
It pairs well with insulated due to HOR commonly being produced along resin or rubber
hashtag math-meta-off-topic 
45 Crude for 235 cable is really not bad
from just 120 wire
The one with the neatest numbers would be:
1 Refinery for Poly Resin, 2 for HOR alt
Yields 520 Cable from 90 Crude
more efficient than default rubber recipe by far
yeah, but I'm likely to have spare rubber/plastic available, or spare resin with which to make it. spare HOR doesn't really work to have lying around unless you are coke-ifying it
If you always do the whole recycling bonanza or make fuel for power, sure
then spare HOR doesnt exist
If you are purely out for "cable, fast, now" then its by far not a bad choice
Ita a pretty neat production process and very simple to build.
Plus the efficiency is good.
Not the peak of 10x cable per oil, but still at a neat 5.77x
guess it depends how you build your oil to begin with
I generally make a fuel/rubber/plastic plant, even before I've decided where all the rubber/plastic will go. so for me, HOR is less convenient unless I've factored it in from the start
My oil plants are mostly product focused
I never have Fuel coming from a Plastic/Rubber location.
so i focus on like computers or CBs right away
Fuel happened to be a secondary necessity to do that
The power and production part of the computer factory never interact however
Fuel power came from diluted packaged fuel in an adjacent sister site
Computers were done in the main production plant.
with poly resin as the main recipe of all things
Then again, I have never built a Plastic/Rubber location.
I do locations for the products that need Plastic/Rubber.
So I've only ever made a Fuel location in this context. And I've never had Plastic/Rubber coming from it.
I have no use for the extra resin from the fuel plant as i do not really have any efficiency gain from it
I use it for Fabric for Filters.
I have a single refinery making fabric
into a container
It is full and will stay like that for the next 30 hours
Yeah but then you have to send the byproduct from that Fabric-specific production somewhere.
Overflow resin to sink
the way oil products intertwine and the size refineries are, I would go nuts making bespoke plastic/rubber at each location it's needed
so I just make multiple products + power right on the oil nodes, ship them out, and rely on that supply until i need to expand it
i do not care the slightest about an idling fabric refinery
Resin isn't the byproduct when making Fabric, HOR is.
HOR isnt the byproduct
hi
resin is
??????????????????????????????????????????????????????????????????????????????????????????
i make fabric in the fuel plant
π€¦ββοΈ
That is not how what you said came across.
This is 9999% less confusing if you reply to my statement of Fabric making with "Me too" or "I do that as well"
I forgot about the fabric refinery in the fuel plant because it is that unimportant to me
which is why i didnt mention it when talking about the resin of the fuel plant
Come back when you can deal with them.
Just mark the spot on your map.
Aah, okey ty
Uh, usually you can just outheal them with nuts
That one requires like 300 nuts to outheal all of it, so not recommended.
Its got like 6-7 nodes around the crash site
its above the rocky biome, in the stone arches area
*Deposits
No way, it takes 6 seconds to die from max rads. If not nuts, then 3 inhalers and good timing
Is this the one on the northern or southern side of red jungle?
Northern side is fast.
Southern side you have to walk past stuff, taking damage the whole time, then check the pod for power amount, then build required power amount while still taking damage, then go back to pod, then wait through opening animation while still taking damage, then walk out while still taking damage.
Ah. I always spoil myself with SCIM
So 0 rad damage while power is being prepared
6 secs is tight but manageable if you cancel the animation
Use a vehicle to scout it out
Munch mushrooms
The 8:3 ratio never changes
ok
8 gens for 3 extractors.
1 gen @ 100% consumes 45 water/min.
1 extractor provides 120/min.
If you over/underclock one but not the other, the total % still follows that ratio.
i have 4 water pumps and 4 coal generators
also, does compact coal improve the amount of power generated?
Kind of
It increases time burned, so the same items/min can feed more
So more overclocking
No
More generators per input
Or just craft more gens....
Compacted will power 7 generators with 50/minute
Basic coal does 4 with 60/min
The only thing those power shards are doing is to allow you to build fewer generators or water extractors.
It's the same amount of water/coal, and the same MW/coal, no matter what you do.
Im having a space problem right now
There are many creative solutions for that.
what i wanna do is double the amount of generators , but leave it at 4 water pumps
1 extractor at 250% can supply enough generators to burn 100/min coal
That's the critical ratio of concern if you are limited by the number of water extractors.
Tyvm :D
(otoh consider any future coal power to be built near larger bodies of extractable water)
I literally built my coal power inside of a lake
I'm a bit confused on how that limits your water extraction.
yeah my platform covers the lake
Since you can literally cover a lake with extractors and then build the coal generators above them.
dont ask why, its a design decision
I make Mr central DF plant on north coast. Then if I run out of water, I have different, more important problems
Good place for that
Then I can use it to jumpstart my nuclear shenanigans
Sometimes design discussions boil down to "why did you design it that way?"
Something ive said many times in real life. π
does having full train of 4 wagons slower than empty trian of 4 wagons?
Depends on how many loco's you attached.
and empty train is faster than a loaded train of the same parameters otherwise, yes.
Plan for the (my) next factory (more machines >|< less productions
)
Homework complete for 1TW Semi-automated biomass burner power plant @fallow vector
you forgot:
- hand-crafted biomass
- hand-crafted solid biofuel
- creature parts
- hand-crafted alien protein
- overflowing alien protein to dna to sink
- overflowing unsupported items to bin
- overflowing unsupported items bin to sink
This is just for raw power with minimal work from the pioneer. XD
minimal work? what about gathering all the leaves?

End all forests with nobelisks and chainsaws
Do the biomass burners have belt inputs now? I haven't done the math, but i think manually feeding 33333.33 burners will take longer than for the first one to run out.
no
it will not run out if you have no demand
1TW of spare power? Neat.
congrats on discovering power storages but worse
before them, all generators would scale to demand, so you could just buffer fuel instead
update 10 spoiler ||they do now, been on vid||
afaik it won't be update 10, it will be 1.0
"they are the same picture"
I would back you up on this if you had said Update 9 was the same as 1.0
I may have designed a fatal flaw into a massive rail terminal that'll be serving 5 lines to carry all my storage from across the map to a central location.
Right now it has 4 freight platforms and a fifth smaller platform that serves the on-demand ridehail system I use. It has 2 tracks that balloon out, 1 incoming, 1 outgoing.
I didn't think of crush capacity until now.
It can definitely serve 1 train just fine.
But I didn't think to push it to its breaking point with more trains. And if it has 5 other trains waiting to enter with 1 train inside and 3 empty platforms, how can it possibly be high-efficiency?

yup. multi train stations can be an issue
The good thing: all the trains that'll be serving it have the same number of locomotives and cars, all in the same places. And with a robust sorting system in place, what's on the trains will also be a non-issue.
But getting the clear signals for better station loading is going to be challenging.
I've done multi-train stations before, with several lines that all have identical trains. But none of my other stations are dead-ends. They're all part of a closed loop.
If anyone knows Grand Central Terminal in NYC, that's basically what I'm working with.
But of course, with 5 tracks rather than 40.
nonono, it is a well known fact version 9 never goes to production, like with windows.
I don't think I've come across a situation where I wanted to send such a small % of belt throughput of any particular item
but eh
So my years old prediction that u10 would be 1.0 was right?
@safe geyser yeah not sure why you're splitting merging then splitting again https://media.discordapp.net/attachments/553550313533997057/1223069420285329458/image.png?ex=66188329&is=66060e29&hm=eee43f0df00590b0ed62a62d6ea5ee0249e5daac1ee44ed2bdea59dd10bedbab&=&format=webp&quality=lossless&width=1305&height=905
right coal schould got to the second elevator of left
and left sulfur got to the second elevator of right
is there a better solution?
without a splitter?
don't merge the sulfur and coal in the first place
it looks like you might have started the sulfur supply first and it's not getting consumed by the process so it's cloggings stuff up. Gonna assume you don't have an overflow to a sink
if you set the middle path to a sink here it'd prob work fine
bot i wount build a assemply line into another
the splitter is not the main problem my main problem is to get the 2 ores to the right elevator without using second wall high
"without using second wall high" ?
like this but without build 2 assemply lines together
ok but you don't need to merge them to do this. Just have a belt over pass
one belt over another
yes wihtout iron ore shcould the only ores wich schould do it
what does it look like up top where it's getting sent? same floor? you could more easily split it there probably.
Also - as mentioned if you set up an over flow to a sink at the red circle it'll probably work as is
or set up sinks at the end of the coal and sulfur up top. Lots of options
i'm a dramaticaly perectionist and symetricaly avid so the courve of your green line got never ever^^
but i can sink it realy
why not just run them in 2 layers? then they can pass each other without problems just raise the two lifts of one ingredient 2 notches and call it a day (or lower it or whatever) and whats with the belt going down the center anyways?
I'm not sure what you mean by run them in 2 layers
and their initial solution was to mix the belt and split it isntead of having to run a belt over something else but they didn't have a sink to manage clogs
2 layers = one above the other... so they can cross each other instead of mixing (which is an odd solution)
that's what the green and red lines were - but they don't want belts going over each other
Are railings enough to contain Doggos? I had this dude phase out of his assigned playground three times while I'm here.
ah well can just make the sacrilege of clipping them through each other then (I deny ever saying that)
even fully encased in walls they sometimes escape... they are sneaky like that
quantum doggos?
they are definetly sneaky... the other mobs does it too... I had trapped a large spitter... lets just say I was quite surprised when it was suddenly standing on the footpath right next to me and not in it's enclosed space where it couldn't spit on me... there might have been some high pitches screaming as I fled the scene
Death is enough to contain them.
Any idea if there will be further map changes to the grass plains area? I find that cliff has partailly swallowed my belt bus here
sink it with 2 meters down and find a way for a 3 layer design with 10 meters
and perfekt round curves
yup, one of the nearly infinite ways to do it π
you wouldn't have needed to even clip them
Iβm currently tier 2 I think I just got the pipelines
idk what to do tho
my factory is very disorganized so should I rebuild it?
if you have pipelines then you are in tier 3
itβs currently pretty small with only two supply lines from across the map
Oh
is there a place to mine coal
yes
since I only found nodes
just scan for it
Oh and my special part assembly is very poor
I have a assembler for motors and one for reinforced iron plates
the screws are slowing me down big time
I tried overclocking the machines ( making the screws ) but itβs still bad
if you want to set up coal generators, consider building them near water
then you belt the coal to them
Near water?
yes
Why water
coal generators need water
Ohhh right steam
and long distance piping sucks
Iβll just set up a conveyor belt with MK2
yeah
and a splitter near the coal grns
a full mk 2 conveyor will supply 8 generators
just be careful with the water requirement
The game feels so overwhelming right now
take things slow
my production for those suck
its simple once you just bear down and try it
screws and more screws are what I need
reinforced plates are just annoying due to screws
so are rotors
if you hunt for hard drives, you can unlock recipes that dont need screws
Bolted Plate my beloved.
I had the option for bolted or fused quick wire
I was still new so I took fused
π
it will come in handy later on
You unlock every recipe eventualy anyway π€·ββοΈ
but it isnt that useful at your current stage
True
Also later on will I have to traverse the whole map
since I checked it with flight and itβs massive
kinda
7.4 x 8 x 2 km
the goal is to minimize how much you personally have to travel
by automating transport
Your goal.
right, sorry
I want monorails
Some of us enjoy traveling and seeing the map.
no I agree with mcgalleon
"it is helpful to automate transport as you dont have to spend time travelling as much, if you feel that hinders you"
I would rather find new ore and then sit at base building random stuff
or building ladders to the space station
Imagine having a main base...
how am I meant to do it then
Outposts.
But what about my resources and power
And "meant to" is a strong term.
Outposts.
power: get to coal generators
And then branch out with Power lines?
then you no longer have to babysit biomass burners
Oh, is this context Onboarding?
yes
Ah. I didn't have that clarification.
Is there like a guide for outposts
They unlocked the milestone but their automation isnt on par yet
Yeah im still having to take care of biomass and occasionally my power shards
outposts are really just "factories that are elsewhere"
"Main base" is fine until you hit the tutorial.
That's when outposting is better imo.
do I branch the materials from those factories to my main one
you can do that
You can, yes.
you can produce stuff elsewhere and then bring it in
I don't. But that's specific to me.
there's many ways to do them, one of them (my personal recommendation) is: https://satisfactory.wiki.gg/wiki/Tutorial:Independency
Independency is a gameplay strategy where factories do not depend on each other, removing the need to manage connections between them and when one factory breaks, others are not affected. Instead of importing many raw resources from afar and handling the distribution of intermediate products, each product is made "from scratch." Factories become...
Yeah I need monorail for that
not really
or the train idk
No.
if its 500m, you can just use belts
you can transport with anything, belts, drones, vehicles, trains
if its more than 500, vehicles exist
You get truck routes in the next phase.
Thanks
but in order to do all that you REALLY need to automate those damn rotors and reinforced plates
without them your progress is really hindered
screws screws screws
Tbf I don't automate Rotors until after Coal.
eh, semi-crafting them is fine but
I have 3 assemblers with one turned off for smart plating
stop making smart plates for now then
yeah I did
you dont need them right now
itβs just set to rotors and plates
I automate RIPs.
It takes exactly 211 Rotors to go from 0 to Coal Online.
So I just hand make those while the RIPs run for faster production.
now im saving up for the coal gens
it takes 3 constructors making screws to feed 2 assemblers making reinforced plates
120/min screws
Ohhhh I have 2
just look at the numbers in the recipes
Always read the numbers.
And I branched in some of the resources my other iron miner
screws are produced at 40/min
and reinforced plates need 60
40 x 3 = 120
60 x 2 = 120
one full mk 2 belt of screws
Can also just overclock the Constructor to 150% and then your building ratio is 1:1.
2 constructors making rods
screws need 10/min rods
Like 30% of my factory is overlocked to 150% and above
and rods are made at 15/min
which is the next biggest common multiple of 10 and 15?
30
yep
Personally wouldn't do it just to do it.
Use shards for specific, defined reasons.
so make 30/min rods
18.5
Very math
common multiple
Oh, sorry.
21.8256
This guys advice is amazing

Will make 21.8256 rods per minutes

43.3333/min for the funsies
Eh, I'm more of a 43.5622222/min guy
Okay so two rod constructors and 3 screw
Round it up or down, by manually underclocking/overclocking a machine
yep
for 2 assemblers
yep
pey
how do I split 3 evenly to 2 asssembekrs though
Split 1, merge each half with 1 of the other 2.
But you would figure out much easier if you just build stuff instead of asking every step
Ohhhh
and then use a splitter
Don't need to merge all.
so just have 3 screw constructors with 2 rod constructs behind
you can merge all, but dont need to
I might rebuild by whole factory just for the screws
since itβll need a big chunk of space
Make a new one, keep your already existing one
What about my supply from my iron miners though
once the new one is done then you can dismantle the old factory
^
Yeah but I live in a spot where its not really big
this is just so the old factory keeps making parts
so if I make another part Iβll have to make it lower from my factory
you have foundations and walls and ramps and conveyor lifts
you can build upwards
Since Gally is also here, afaik he has a guide even on example on machinery manifolds, but since I'm on mobile im too lazy to find it
Maybe someone can link it
Up?
Like with conveyor lifts and foundation?
yes
oh
you can use walls to build up too
I suppose I could try that
Lifts and holes are love
10/min reinforced plates
Okay so a second floor on my factory
3 constructors for screws, 3 for iron plates
2 constructors for rods
Screenshotted for reference
Ah, i dont really want to scare you with complex multifloor factories, imho you should start slowly and dont try to bite more than you can chew
And start with horizontal stuff for now
i think they just mean "build this on a floor above the ground"
Atleast until you reach a certain point where you have your own style
building on a layer higher up is not that much different
save spaces
yeah thats about all
And then once I make a second floor I can scrap the old area under
and then use that old area for maybe copper sheets
or caterium
Right but can take more time to plan if you want a good loking factory but I guess that's not a problem in this case
if you dont care about looks then its easy to just build
build a big platform above the ground
then trim the unused space once you are done
I just want a main factory so that later on I can branch out and have other factories for making quick wire and other stuff
Doesnβt have to be good
anyway I have too much concrete so it wonβt cost much to make many power lines for coal
heres all the numbers
4 smelters?
yes
Oh we dropping RIP designs?
this one is clock-adjusted, right?
What is this for
also reinforced plates
Read the text immediately above it π
Reinforced
Iron
Plate
Ohhh
What have we been talking about for 10 minutes?
Reinforced iron plate manufacturing
RIPs.
its fine if you dont get acronyms immediately
This article lists commonly used acronyms or other shorthands related to the game.
Thats crazy
Seriously though, you will make a lot of mistakes and rebuild multiple times until you found out your own style

All knowledge must immediately be present in all players at all times.

So don't make a big fuss if you mess up something
I donβt know whether or not I mess up stuff
since my factory is just a jumble that works
If it works, it works
If you're happy with it, you didn't mess up.
That is literally the sole thing that matters.
true
very rare to be happy
There is always something to improve in a factory
False.
My outposts are never to be touched after completion.
As they were built to exacting specifications that cannot be improved or altered in any positive way.
there is always another factory to build
let it die let it die let it shrivel up and die
(the ecosystem)
fair i guess lol
Also that
What I sing while shooting lizards with rebar.
unless you use the "independency" mentioned above, then you don't have to touch factories ever again
why can I never pet the lizards
they always run from me even when im holding a berry
You can pet them while they are dead.
you monster
Since i always build with the idea of satelletite factories, i keep dynamically changing routes etc and slight design changes on my already existing factories but thats due to design/playstyle choice
I didn't code the button. Don't blame me.
Well, that's correct, i never touch my power plants after they are fully done
How do I start these refineries?
That is to say , they work perfectly every time?
Why wouldn't they
Well no one is perfect
which one? sulfuric acid?
Both
put in some water initially, then disconnect from the source
Okay was just doing math since I was bored
I just calculated out the waste usage manually using the wiki and then used it to plan plutonium production
Hi everyone, I haven't played satisfactory since july 2022 and I've just started playing again but my turbofuel setup doesn't seem to be working as effeciently as it was. Has there been a change that I would have missed that could have caused this?
july 2022.... thats update 6
Update 7 changed generator clocking
i dont know if your generators have clock speed adjustments, but now generators clocking is linear
point is that once something is built (and works), no reason to touch it (or rebuild/remove)
is there a website wich makes it easier for me to plan factorys as google sheets
Graph paper
Satisfactory is best planner (dismantling gives full return)
nΓΆ than the fabrik becomes ugly i have to plan it about hours befor i start to build with claculting and positioniering of structurs
otherwise i cant get this work like i want to
well you can - the same way you plan it in external tools, you'd plan it in Satisfactory
ok with painting the foundation yes but i cannot see from the sky to the howl factory long enough
you can, you have lookout towers, jetpack and hoverpack
then hoverpack π€·ββοΈ or build foundation up high, or stack towers, or any combination
i love that everything is zero waste, because ive been rebuilding my iron factory 3 times lmao
i cant find a design i like
i dont know why but i cant painting it?.. i ask me if gimp or paint can help too
idk what to do like how should i consider how much do i want to produce of certain items if my miners only produce x quantity and my conveyors limit me to 270 items max
you shouldn't look at your miners, you should look at how much you want to make and calculate backwards
you can always find more nodes or use only half of a node, that's not a problem
but for example, i want to produce just iron plates, rods, screws and reinforced plates, to have the basic items producing, then also i want to add modular frames, rotors and everything that can be made from iron, but how should i know how much do i want to produce?
oh well you are my jackpot π that is what i search for
like i know what quantity of screws and plates i need for x numbers of reinforced but how should i calculate how many just for example rods i want
if i just want to store them
there's no answer for that. Just look at what buildings are made out of those resources and estimate how much you're gonna build those buildings
if unsure, just start with some small amount, you can always make another factory to increase production
Rods: one constructor, directly into storage container
As for more advanced products:
start by doing the math for just one assembler at 100% speed producing whatever advanced product you want
Then calculate that all the way back to the raw resources
That gives you the info of how much you need to make this product.
Then you can decide: do you have enough materials to build that? Then build it
Do you have more than enough resources? Double it
Not enough resources? Consider finding more
interesting, ty
This can be done for any product
Pick a target amount and calculate back to the ingredients.
do you have more than enough ingredients available? Then consider scaling it all up.
Not enough ingredients? Maybe find more, or last resort you scale back your plan
ty, i think im going to make bigger my logistical floor, or maybe improve the layout
Ah alright thank you.
Is the turbo heavy fuel alt recipe less efficient for power than the regular turbo fuel recipe?
seems like it's only useful if i have heavy oil residue byproduct without another use
efficient how? what efficiency are we talking about?
also in general I wouldn't recommend turbofuel at all, but that's your choice
i think, comparing power per compacted coal. I'm setting up my first oil power plant so i have power to make tier 5/6 factories. building it in the blue crater, since there's sulfur nearby I was gonna max turbofuel and then use the rest of the oil for regular fuel. You think it makes more sense to just use all the oil for regular fuel though?
diluted fuel alt recipe gives you more than enough power to reach nuclear
combined with alternate HOR recipe
I didn't wanna deal with the packaging steps, haha. maybe i should consider it again
and just build the thing once
just make a nice blueprint of 1 packager, 1 unpackager and 1 refinery. Connect it with belts to make a loop, put like 20 canisters in it
save that blueprint and spam it until you have enough π
cool, i'll give that another look π
(or if you have blenders, there's diluted fuel alternate that's possible in blenders, with same oil->fuel efficiency)
no blenders yet. I wanna build factories for delivery parts this time instead of grinding them out by hand, but need more power first
If you use default fuel recipe for normal turbo vs Heavy Oil alt for Heavy Turbo, then Heavy Turbo saves a lot more oil, at the cost of sulfur
gotcha
realistically, how much power do i need until nuclear? I can make around 80K MW with diluted fuel in the blue crater, but that seems like a lot
it depends
you gonna be making big factories taking up alot of power or just small factories making low per min things
so far i'm just making low ppm to keep my base stocked up, but i just got to tier 5/6 and unlocked everything. haven't built a computer parts factory or anything yet
the only time high ppm is a priority for me is if it's needed to make the final, low ppm product
536 Fuel Generators sounds like a lot
536 fuel gens is a fuck ton
Yeah. Maybe I just shoot for 20GW. That's 134 and seems realistic. Think that will be enough power for transitioning to late-game?
i made it to nuclear with 60 fuel gens
it really depends on how much you oversize your factories before nuclear
Cool, ty. Maybe I'll reserve the space to double the 60gen/10GW plan if I need
20GW isn't 134 gens though. π
My math must be off then
133.333333 =/= 134
literally just depends on how much you build pre-nuclear π
also kMW is not a thing, use GW π
what greeny said - put up temp machines to get an idea of how you want it to look
draw io and other tools like that will take much much longer
than just popping things down, getting an idea and making adjustments. This way you get a really good sense of space and where things fit and you'll get to the point of being able to do that sort of thing really fast
yes it take more time thats right but with sqaures i can count the meters of 1 foundation and can planing 3 assemplylines or belts on 1 foundation at the same wallheight of 4 meters
if i build me up all these thing s have to be in my head and my brain cant hold all these information at the same time
you can do the same ingame
no one faoundation kan get only 2 collers and the complete foundation coloring
i cannot coloring only 1 meter line of the foundation
that's the same thing you learn to do in game much more quickly. Like this is the sort of thing you'll be able to do manually and fast in game in 20 minutes? maybe? not hours
no but the width of machines and foundations are known quantities
for this plan i tokk 1h for placing the machines 5 minutes hte belts has took more 45 minutes i think its a good time
and if you find you need to shift something over and adjust things it's pretty quick
I'm just trying to give you tools so you don't waste hours on things like that - you do you
you're gonna have to place it ingame anyway
much quicker to make adjustments
so why not have it already finished when you finish planning
i can better plan like this so i know wich foundation gets what its need
the madchines are all blueprints. but the belt i have to plan it i dont want that belts gets up and down or diagonal
if a belt on the ground it never has to leave the ground
if i build wihtout polaning i planing much moe times or after 1-2 days i say no its so ugly and build everthing new
all has to be symetrical
You arenβt reading things that are typed at you - use the game as a planner and put down buildings to see how they go. Anyway Iβm done gl
i unterstand you but if i placed the building and use belts wihtout planing it long enough with all different recipes on 1 fabrik its gets ugly and not symterically
i have no prblem wiht using planigs with draw.io or google sheets i can do it like this way better
the same way you plan in draw.io -> place things, see if they fit, move them around; the same way you plan inside the game -> place things, see if they fit, move them around
but it has the added benefit that once you're happy with it, you already have it finished
I'm feeling a bit overwhelmed by alternative recipes for more complex systems now that I'm midgame (starting to plan a computer parts factory)
Assuming I have all alt recipes unlocked, what's a good way to determine what ones to use?
basically "whichever you feel like"
practically - look at recipes and see what they do, ask yourself if what they do is something you'd like for given factory (e.g. depending on available nodes, combos with other recipes, etc.)
or the "lazy" way - open online tools (SatisfactoryTools for example, not sure if there's other that can optimise your production lines) and just select all recipes. If you don't like a recipe or raw resource in the final result, disable it and repeat until you're satisfied π (as SatisfactoryTools optimise for raw resource usage, it will hopefuly be relatively cheap way of making the product you want)
Gotcha! I'm sure I'll get the hang of it once I start using them more
it gets easier with practice and more important when you're working towards a final goal rather than just building stuff , but yeah tools can help with that and makes calculations much faster https://www.satisfactorytools.com/production
for more theoretical info:
most recipes just trade something for something else. Usually it's resource efficiency for power efficiency, one resource for another, convenience for cost, etc etc.
And since the only thing you can theoretically run out of are resources (as space is pretty much infinite and you can make more power than you'll ever be able to consume), optimising for resources makes most sense if you're looking for something to follow. However you can as well just optimise for building space or power usage or anything else, if you feel like it.
That's really helpful
and finally - there's no wrong way to play, and even though some people say so, there are no recipes that are always good or always bad, so using a recipe just because you like it is a completely valid choice (and in my opinion way better choice than asking others what to do and then blindly following their advice)
(there's so many possible recipe combinations that we most likely didn't yet even cover all of them in our factories, so there may be combinations that are surprisingly good even though nobody tried them yet)
besides trading 1 benefit for another they also will be affected by how you decide you like to build stuff - like some recipes will avoid certain processes or styles of build which you might not like? there's only a few recipes that have trade offs that most people might feel are essentially non existent that they are 'better'
and they may get tweaked on release even if they are lower end recipes
and even those are usually "better" just because they are looking at them from their point of view (which even if it's similar to majority of players still doesn't represent all players), and when you look at them from some other point of view, they may suddenly not be good enough
wasn't Encased pipe in the end less power space and resources?
I think with some specific set of recipes maybe π€ but just default vs encased with all other defaults still isn't better in every way
iirc it's more power
really? I thought the 1/3 reduction in steel needing to be made for X beams overcame the extra power demands of having a few more machiens making the encased pipes
there's also harder to quantify trade offs like needing more power to be more resource efficient in one location meaning you might not need to import resources from other locations which is a more subjective value to people π
100 beams (oil disabled)
all default: 1055 MW, 114 machines, 1600 iron, 1600 coal, 1500 limestone
encased pipe: 1020 MW, 118 machines, 1050 iron, 1050 coal, 1500 limestone
"best" alts (except encased): 1454 MW, 95 machines, 574 iron, 1066 coal, 750 limestone, 950 water
"best" alts + encased: 1299 MW, 96 machines, 377 iron, 700 coal, 750 limestone 840 water
so yeah I misremembered, but basically it's always slightly more machines. Probably not enough for most people to call it worse, but it's definitely not "better in all parameters" π
oooh that's close though
that mooving takes more time as a plan^^
but you see the final result and can plan in 3D π€·ββοΈ
oooh best alt + encased might still be less machine and space since you need fewer gens π
yeah it's super close, but technically not better in all parameters π
if power is a factor in your decision making, ...
π
yeah, it's definitely one of the alts that find their use in most factories
unless there's some nice ratio of machines that works with default recipe (I didn't check that)
2d plan is clearer to see what can work or what not
i mean in a factory like iron there are extremly much items that i have to handle and all of these only ingame gets ugly and not symetrical
if you dont need symetrie its ok but i need it definetly
well I guess default concrete fits better in default EIB π€·ββοΈ
one of the reasons why I separate factories by items... "iron factory" sounds like a pain
and yeah I'm trying hard to find advantages of default EIB π
3d planning π seeing how things fit
with default recipes, 100 Encased Beams require 10670mΒ² of floorspace for machines (not including belts and other logistics), while 100 Encased Pipes require 11430mΒ².
gotta watch that footprint with such a tiny map, y'know
I can't think of any apart from 'you're already making beams and not pipes' but also you can set the constructors to make pipes pretty easily and not break stuff
well I don't say that it makes the recipe bad, but there's people who say that EIP is "always better" π€·ββοΈ
yes make all seperetly can work with ingame planing only but i dont like too many factories
we were also including the floor space for the processes before it - you save space in other spots
Γ€hm iu... dont like the space of air between the 1 meter foundation
well it makes more sense logistics-wise anyway, you build near nodes, instead of moving all materials to single place
just a nitpick that EIP has some parameters (machine count and maybe space) in which it's slightly worse than EIB (whether or not that matters to the player is up to the player to decide)
temporary while I figured out the spacing. Building in curves and compact is something you gotta plan tightly like this. And that image turns into something like this later
thats correct and that is why i use a interaktiv map and show where are the bets coompatible ore places
yeah, hence why building multiple factories is "better"
i'm playing on a server your elevator not work on servers as i know
but the curves are ok but the belt elevators... they holes are inside the wall why? that is not symetrical its ugly
I wonder if there will be Steel Beam/Pipe alts in 1.0. Feels conspicuous that there aren't, and it would obviously shake up this recipe question
steel ingot + silica = ceramic pipe? not sure what would make sense for a beam alt though
lifts should work on servers? I'm not sure what you mean by 'holes are inside the wall why?'
I don't think we need alts for every item π€
most other fundamental construction items have at least one alt, though
not calling it a rule. it just stands out. four ways to make cables and one way to make beams. my phrasing was "I wonder", not "they have to"
(and given how complex the system already is, I'd be careful with adding a lot more)
your assempler has at the output a hole inside the foundation
if the mod an other as i found have the name of it?
four ways to make cable are just different ways to make insulation π€·ββοΈ
however beams are just simple straightforward item
thats your lift? dont works on servers.
linear motion from ficsit.app
oh actual elevators - yeah a few mods, but I don't get the 'holes in walls' thing? unless you mean the elevator again?
i mean that
I'm assuming that's a mod? That looks sick
floor holes? those are for lifts
looks like that after
yeah i know but why they inside the wall ?
so you can see the items moving in and out
most of the belts run under the machines
uff thats compact great but why the holes inside the wall?
cause being this compact AND on a curve? it's a mess inside the walls π
if i had this it would drive me crazy day for day
if I wanted it to be not messy i'd have to make it much bigger and no thank you. Everything is alreayd over clocked 200%+
so nice and tidy though π
Meanwhile beams IRL... Lmfao.
Steel Beam alt in 1.0 would be a godsend.
beams and pipes alts
Pipes I don't necessarily think need one.
Because most of the later alts are about using Pipes.
So giving Beams an alt gives the Beam-specific recipes more competitiveness with the Pipe-specific ones.
but for some other trade
The above is me outlining the trade that is given when you add a Beam alt. No Pipe alt required.
i would like one anyway
declined, i can already give myself a pipe alt if it never happens in vanilla
You could already give youself the belted burners too.
It drives me nuts that steel pipes arent used to make pipes... lol
Would honestly make more sense imo if they changed the recipes for mk2 pipes and hypertubes.
Always made sense to me, as steel pipes seem to be of a very small diameter
Well, my IRL experiance has skewed my perspective on this... I've worked several times with 48" OD steel pipe. Never seen copper pipe that big. π
Pipe size doesn't matter.

Ah, I don't imagine the Sati pipes as the same thing as the irl steel or copper pipes - for me they always looked like a kind of semi-elastic thing, like reinforced garden hose, as they are made out of copper sheets and plastic and can have noodle shapes
If you want them to look elastic, build them in noodle mode π
With the pipes, I usually want them to look clean so I just keep pressing R till I get it how I want
Like the horizontal to vertical mode
I tend to use auto more than anything tbh.
I go with 90 degree bends most of the time, 45 degree only in some cases, something irks me about noodle pipes
45's are my favorite.
Right will work better than Left for pipes, right?
Opposite I'd say
they would both work, if output of 3 extractors doesn't exceed pipe flow rate, in this case left one is better. What are the numbers?
I had the left and I had some Trouble, but I also have to say that some of the Pipes forOutput were elevated because of the terrain. With right, and a pump right after all the Inputs are combined, it seems to work fine
240+120+120, with MK.2 Pipes, so that should not be a problem
fine, then choose more visually appealing design as it doesn't really matter in this case
once the system is full both will operate just fine
I think this elevation causes a problem tho with the left approach. At least i believe this was the bottleneck
If there aren't any elevations higher than 10m compared to the starting point, output of your machines, either setup will work even without pumps. Main things to worry about in pipe setups: 1: Enough headlift 2: Pipe performance not exceeded in any flow scenario. 3: Prod. = Cons; If you add pumps you can forget about the first. Having elevations isn't bad, but pipes that are higher won't start filling up unless pipes that are lower are full.
And if for example you have more than 600m3/min combined output, overflow could be avoided by using the setup on the left, let's say each of those three squares outputs 400/min, you have 1200/min total output, and the machines conveniently need to be fed exactly 1200/min, then if you connect outputs sequentially there is an obvious overflow, but if you have 400 coming from one side, 400 from the other, then they can feed the machines while 400 in the middle would satisfy the deficiency
can someone explain me the math behind this? or why this behave like it does?
i placed a bunch of refineries like this
and they get water from an extractor with a pump, looks like this:
but the last refineries don't get any water
when i place the pump just a tiny bit higher, then it works flawless
why is it like that?
so it works at 100% efficiency?
what if you place it on green instead?
that's better
ah i think i understand this now
what is the headlift from the pump then?
sorry meant the extractor
10 then
ok so the pipe is above 10m then
so in both setups you've sent pumps didn't get water from extractor because they were too far away
why did it work when you place a pump in that specific position? Ask Ben
yeah that's why i was wondering
what bugs me is that you can not see on the extractor if headlift is enough on the pipe or not, only on the pump
also it does not suggest you the current best placement for a pump if you don't have one already
Easy reference: top of circle of pump is 10m.
what do u guys recommend
what are you gonna use more
The one you keep getting and don't want.. so it's removed from the results
whatever you want, all recipes have a use
so my factory is going to be like in some place around those ores, because i want to do everything that u can do with quickwire, steel and copper so the cauterium is the only one relatively far, should i do a large belt or tractors?
because i, already going to do roadways so...
Not very even ground β¦
Probably best to route it all to a factory over the water.
belt is prob easiest
pmaybe design it in such a way that the various buildings process stuff initially at the mining location and sprawl the system out so yo udon't have much of a long wiggly belt ?
very good ideas indeed
its going to be a very big factory so yeah, might do like "microservices"
engineering knowledge coming out LMAO
but idc about easy really, my original dilema was if tractors are able to transport such quantities
The limitation is the belts, not the vehicle.
in which way
In all ways?
In any manner of logisitics - Truck Stop, Train Station, Drone Platform -- belts are always the limiting factor.
Because belts are what go in and what come out.
wait but the buffers of the truck and the station are quite big so i guess there isnt going to be like times where there isnt items
yeah i might do trucks
wait but the buffers of the truck and the station are quite big so i guess there isnt going to be like times where there isnt items
You want there to be times where there isn't items.
That means you're actually moving everything.
you are limited solely with belts throughput. as long as the items dont run out before truck makes full round, it boils down to your belt speed.
if the do run out (at destination) add another tuck
Like if you put 60/min onto a mk3 belt, you will see obvious gaps on that belt.
Those are "times where there isn't items"
Just on a smaller scale.
You can do laborious math, OR
like if my miners do for example 360 items/min, how do i know if the truck is transporting that
Put 1 truck, see what happens.
If it isn't enough, add another truck to the same route.
Repeat until full throughput achieved.
lol
thanks i guess
Not being funny.
im going to plan the logistics now, ty
That's how I do it. And I'm one of the people who uses trucks more than anyone else.
in which moment are trains better than trucks
π€
I can say it again, but the truth remains the same.
They are not better, they are different.
Yes.
then why are they different if they are used with the same porpose
same question as to why ride a car vs bicycle
"Move a ball 10 meters."
Throwing and Kicking are different, but they both accomplish the same task.
it boils down to how you like to do things. Like can you move items 300m with a train? sure. Does that method gel with you? I can't tell you
are tendencies to how people like to use different logistic methods? sure
Please keep it objective and don't go off on your anti-trucks rant.
Please π
I'm just saying people like different things π and making you paranoid by having typing notifications π
so short distances = bike (truck)
large distances = car (train)
If that is your interpretation, sure.
Trucks are fully capable of handling long distances though.
You're also comparing only 2/3, Drones are an option as well.
dont have them so im not counting them
I find trucks quite useful. I like logistic hubs that trucks ship in and out of. Trains I use between hubs or for longer distance/ higher volume.
Trucks also have higher throughput.
Lower infrastructure cost.
Lower fuel cost.
And yet they are reviled π
path recording on them suckssss
it's not recording properly at all and the only thing that saves trucks from becoming stuck is that they just tp when they are
driving in straight lines is fine but add some turns and your car cant follow a damn path
I have multiple worlds that disprove that assertion.
also node editing thing is underdeveloped
i have trucks delivering coal and it's working but its super sketchy
If I can chain-bounce trucks off Jump Pads to flawlessly make truck elevators, it's definitely on the side of the recorder.
ok lol but not everybody want flying trucks
and still I'd like to have an option to edit nodes more precisely, if a truck is unable to follow the path 1 to 1, at least you should have an option to fine-tune the nodes so they can make... turns....
there are so many ways for them to stall. again only thing they're good at is a straight line
I have a feeling that people usually have difficulty with recording paths when they drive the tractor/truck a bit fast. I think the recording would work much better if driving slow instead.
it's easier to record a cleaner path while not going full speed but still... i could never properly record a path with a u-turn, these cars just can't do u-turns at any speed and end up circling until they get tp'd back to their path.
trucks also deviate from their path by their entire width or even more, especially when driving on a terrain less flat than foundations
in terms of efficiency all this doesn't affect anything as they tp back sooner or later, but paths not being recorded exactly as driven is one of my biggest complaints about the game
Well, that's more a visual issue then. The trucks work perfectly fine when you're not looking at them, they adopt "quantum" behavior. π
yeah thats what i like to think.. "they are probably just making a show to beef with me, they're sweeties when on their own"
Schroedingers Trucks, their state of behaviour depends on being observed or not.
they are also virtual objects that will right themselves onto their path and deliver properly anyway when they are automated
They work fine.
I doubt much will be changed about them in 1.0
Hi guys, I would like some advice
I'm building a full starting iron factory (so plates, screws, rods, reinforced plates, rotors and modular frames)
I have 3 nodes giving 270 ore output each (810 total) on MK3 belts, so how do I balance the ratio for everything, can someone help?
Made a crude drawing of my factory plan
What do you plan to make?
A less-crude drawing. 
Interesting. So you're looping the outputs of the factories back to the containers, and then the containers act as buffers which insert the items back onto the beginning of the bus? I'd personally call that a main bus design. I haven't actually seen it done this way before. Typically I've seen it done where the "factory complex" blocks insert their completed products back onto the bus at the same longitude where they're built instead of looping it back to the beginning. I see two advantages to your design:
1.) You won't have to run the length of your factory to pick up items from containers at the ends of the lines where they're being made (as typically happens with main bus designs). Instead, they're all delivered back to you at the beginning of the bus.
2.) You can easily modify your factory complexes to use other ingredients from alt-recipes later on since every ingredient ends up running past every factory complex.
That being said, this is gonna take a lot of belts and space to build, though your vertical stacking of the bus will help somewhat. It looks like you have a good plan laid out to me, but I haven't personally finished the game yet. I will say that pipelines are going to really suck with this design since you'll need a lot of pumps to stack them and you'll inevitably have some flow problems that you'll have to patch as you encounter them.
Somebody shared this document with me for managing pipes yesterday. It brings up some interesting issues which you might want to read about before planning them into this layout (if you haven't already): #design-and-architecture message
you'll have to be more specific - how much of each part do you want to make?
thats what im confused myself, how much should i make of each that the I dont have to overclock anything except miners and get even production of all parts
I tend to just make 1 node for each basic part and then mash them together as needed after personally
your neesd will always change though so don't stress about it
Like I plan to not change this portion of factory
thats how I'm planning it, that its an all iron product factory making everything in even proportions
On pure maths see if this tickles your fancy https://www.satisfactorytools.com/production?share=GC4jvFbWxJ97PLE7zWls
Everything equal using 810 ore/min
yep this works, im just having a hard time trying to figure out how to lay it all out, is there a layout designer tool?
Well yes but the best one is actually the game itself
Just play around and dismantling doesnβt cost anything
I draw the basic layouts on paper and imagine how I want it to look and connect
In the end the design is up to you
okay cool, thanks a ton
No problem
Why the stacked belts?
Yoo, tysm for that
np, it helped me too
By the way, this plan was heavily inspired(to the point of being a copy with a few tweaks) from the youtuber "Obsidian Time", so credit where credit is due
Just fyi, youtubers often build big things that look good as content, but aren't really good in terms of how it actually works
There's a bit more that I don't recall that document covering either. For instance, there was (may still be) a bug where full mk.2 pipes would have ~1% of the contents deleted when transitioning between each pipe segment due to floating point rounding used in the game's calculations. That used to (may still) be an issue with longer pipes. If you're gonna do the pipes the same way as the belts by following this design then I'd definitely opt for maximum segment length just in case.
A bus is one example which is usually not recommended to build in Satisfactory
Uh, was it? I'm not aware of that bug
Can someone confirm if that error still is an issue?
There was a bug that removed 5m3 from fluid inputs, but that was fixed ages ago
I read about that one too. Apparently there was a hidden buffer between some kinds of segments that was getting deleted when the save game was loaded, which led to some sloshing. I think this one is a different thing.
Full pipes work fine iirc
If you just google for "satisfactory mk.2 pipe bug" there are a ton of hits about the other one. Can't confirm if it's still a thing personally, was just reading about it.
It isn't.
Tons of people think mk2s were bugged when in reality they were just building pipes in a wrong way
Pipes are only buggy on multiplayer or modded environments.
And in those cases, it isn't really the pipe being buggy. It's the environment being buggy.
I do still have a weird issue with my pipes where I have a manifold going to plastic production. The input flow stays at 600/s for several minutes at a time, and then weirdly dies off. It's coming from a single overclocked extractor on a pure node. The pipeline leading to the input is a single unforking pipe. The first pump is below the extractor, and every pump after that is only using about 80% head lift. The manifold going into the machines is raised 8M above the last pump. The pipe forks and drops down into each machine. I have 20 plastic machines in a row, which should consume exactly 600/s. I'm packaging and sinking all of the outputs using overflow settings on smart splitters. I'm also using all of my plastic (there's a shortage) so there's no output backup. I've also placed a valve after every single input fork in the manifold to prevent any potential backflow. Despite all of this, the last 4-6 refineries (it varies) at the ends of the manifold aren't getting utilized. Even though the input valve shows 600/s for several minutes (long enough to fill all of the pipe segments and machine buffers) there's somehow still not enough oil for those refineries. It's like it's just disappearing somewhere. After reading that plumbing manual and about a dozen posts on the web I still can't figure it out.
What I've learned is that tons of people have similar issues with pipes in this game. People just sort of hand wave it off as "You can't expect full flow from your pipes. You need to underutilize them for it to flow correctly." I'm fine with that, but none of them can explain the exact mechanics which lead to this or the math which you have to follow to find the safe limits to work within. It all just seems a bit off to me.
did you loop the pipe?
valves and buffers are sources of issues, they do not solve anything, so remove them
you can't expect full flow from pipes
that's false, you can very well expect full flow
There are no fluid buffers on this pipeline. I was referring to the built-in 50 m^3 fluid buffers in the refineries themselves.
The issue was exactly the same before I added the valves
I'm also not sure why valves would cause problems here. I'm not limiting any flows. Just using them to prevent backflow.
valves never help, only cause more issues, or do nothing
preventing backflow isn't the way to go, instead you should build in a way where backflow doesn't matter
since any pipe section can still have backflow
hence why I said to loop the pipe - looped pipe doesn't care about backflow, because there's no "back" in loop
build like this (top left is input
I haven't tried the loop yet. Even if it works though, I want to understand why this isn't working as it is first.
well they don't prevent back flow for one
if the segments leading to the working machines are full, the machine buffers are full, and the input valve is reading as 600/s, then where is the remaining ~450/s that those machines aren't using going? It can't just escape the pipe and disappear (barring bugs).
It's important to note that the main reason valves are nearly pointless is they do not prevent slosh.
aka back pressure
Is the Wiki wrong then? "The Valve is a building that attaches to Pipelines. Its primary purpose is to limit the flow rate and prevent backflow."
they prevent back flow at 1 very specific point
that doesn't help the other infinite points along the pipe
how can the pipe slosh though if there's only one segment between each valve?
It being their intended purpose and it actually doing that are 2 separate statements.
Because the pushback from the slosh is transferred through the valve.
Hmm, so they don't work then? I guess that's the source of the problem then. I guess that explains why a loop might be necessary.
They work, just not the way people think they do.
600 fluid comes to first manifold junction
let's say the split is roughly equal, 300 goes to machine, 300 goes further
the 300 that goes to machine fills the machine quickly and after filling rest bounces back to junction, where it splits between going further to manifold and back to input
this makes the input pipe provide less than 600
prevent backflow from one end of valve to another. Any pipe section can still have backflow
"Limiting flow in one direction only" - Wait a minute... If I install the valve backwards and set the flow rate to 0, will that prevent backflow (while not affecting forward flow)?
Okay so it seems like valves would be a lot more useful if they could attach directly to junctions. As is stands, there has to be a pipe segment between the valve and the junction, so if the output side of the valve is full that segment is going to take whatever input it gets, bounce it off the valve, and force it back into the junction. If we could attach them directly to junctions then we wouldn't have that pesky segment and flow would simply continue, ignoring the branch with the valve on it if the output side of the valve was full.
@inner nexus do you get what I'm saying from the other channel? it's too busy with the other person atm
good so that middle line of ingots you have machines doing both jobs along the line and it'll feed itself properly as long as you clock them π
pipes still work best when they are full
i'll try to clock and get the required ratios
in fact you probably only need to change the clocking of 2 machines to do it
I was thinking how about I split third row and make another 4th row, so that I can have 270 + 151.2 and 270 + 118.8 and then send them up?
clocking and selectively merging machines and items is probably your simplest and most powerful tool to control your logistics. Make them your friends
well just like the other solution - you have a set of smelters that are grouped and clocked so you have 151.2 ingots sent down 1 belt
and 118.8 down another. Same thing just done at a different stage of the processing
since everything uses ingots though I probably would do it after but up to you'
hmm okay, yeah just cuz this im making an only iron factory and wont be altered once everything is setup. So I think in that case I can do the 4 belt option right?
whatever works for you. I'd do 3 belts of ingots like in the diagram and merger things after but it works otu the same in the end, mostly it'll be for looks and how you like to do it
Hmm okay, I'll try that first (i'm not that great with logistics haha so trying the easy way)
It just takes practice π
Something I'm prod of along hte same lines - this unit of 4 machines makes 10.6 modular frames per min π
steel ingots, steel beams and a bit of plastic get sent down the belt to feed it
that looks very compact and calculated
yup! uses 36.6 items per min sent down the belt π 1 machine makes screws for bolted plates and bolted frames
this is the sort of fun thing you can do with logistic planning π
just time and practice π I'm heading off though, gl with stuff!
thaniks bud, have a nice one
So I finally caved and built a loop like this. It looks like it doesn't completely solve the problem. It just halves it. Now both sides on the bottom of the loop are good, but the machines in the middle aren't getting enough fluid. I think it's the same problem of backflow from the machines going up into the junctions and negating some of the input flow.
Reminder Cobalt, you are not permitted to have a nice one until you stop clipping.
did you prefill the machines as well?
Lemme try that (turning them all off, waiting for it all to fill up, and then turning it on)
in general, there's a checklist of things you can try to remove fluid issues, and in like 99% of cases these work:
- loop pipe manifolds
- prefill pipes and machines
- feed from above or from level
- keep pipe networks as simple as possible
- do not use buffers or valves
- use pumps only when going up
okay that's not going to work since they don't accept input when they're off. Lemme try intentionally backing up the output instead.
can be done by just underclocking a few machines
So is the idea with this prefilling that full pipes can't slosh since there's no room to?
prefilling is so that there's excess fluid so that sloshing doesn't affect machines
The idea of prefilling is the same for both pipes and belts.
When your buildings are full, what you are doing is refilling, instead of trying to keep up with filling them.
idk if this is the right channel but need some help, rn im dumping quick wire into awesome sink at max 1700p/min just finished stage 4 is there a faster way to do it
it = ?
i have no idea what that means
is there a faster way to do it
it = ?
Because:
I'm sinking an item at 1700/min, is there a faster way to do it
Well, if it = sinking the item, that doesn't make sense. Because if you're making 1700/min, how you possibly sink faster than that number?
So I have no idea what you're asking until the "it" is clarified.
And I know what you're trying to do "faster".
or i should rephrase is there a more efficient material to use
For what?
i just want faster coupons
You said "stage 4"
Did you mean Tier 3-4 or Phase 4?
tier 4 sorry
In general, more manufactured materials yield more sink value... Have you considered making anything with the quickwire?
3-4*, You're never in a single tier at a time.
And the best thing to sink for the majority of the progression phase of the game is AILs.
alright thank you
sorry i was little confusing this is the farthest ive made it in 1 world
anyone have a good network graph for a factory to make components for space elevator phase 3?
ok i got the calculations but idk how to give the ratio that all the coal gens need, because i can have the limit of 600 m3/min because of mk2 pipes but every coal gen needs 113 water/min, i can do 5 but i would have extra water on that pipe and the the other coal gens arent going to get enough, i honestly dont know exactly how pipes work, because if i need 678 water/min for 6 250% coal gens i can make that but how do i know if the pipes can transport them
idk how to explain, i hope someone knows what im talking about
i think the flow rate only matters on the output side of the pipe and not in the network?
idk π
You can make your own easily enough with Satisfactorytools.com. especially since we don't know what you have available
Is there a reason you need to clock your generators?
But regardless, 600-113.. and keep going till you don't have enough for another gen. Then connect the next pipe. Its just an injection manifold with pipes.
Or add a few more gen and group them per mk2 pipe, clocking the final one in each group to match the water left over..
(i want to overclock them because i can basically lol, i want to try it this way, i have the resources), can i send an image and you tell me if it would work?
is having a factory produce 1 adaptive control unit per minute a reasonable amount? I want to make a factory that will be reasonable to use for late game as well
It is your save.
You are the one who decides what is reasonable.
If you are happy with that rate and how long it will take to feed the elevator... then sure
i think imma do Versatile framework 25, Modular engine 5, Adaptive control unit 1 per min
whats the website with the resoures and map?
Imagine automating Project Parts... 
So blue pipe is water extractor input, red pipe ends is where each coal gen would be, again, water extractor blue pipe and black pipe coal gen again
is that okay?
Genuine: Why are you still bothering with Coal when you have mk2 pipes?
for the leftovers of the 600 water/min
idk if thats how pipes work
That and how does 600+600 fit in a 600 pipe?
yeah that is my question from the start
lol, thats why i was asking how do i take the leftovers of each 600
you know what
im just going to make extra water extractors
I did actually answer that already.. but nvm
because people told me to stay on coal until diluted fuel
i just have turbo fuel
unlocked
sometimes is so confusing to ask because then u get conflicting help
Ohhh, so like this, im feeding 5 coal gens, getting the extra from the 600, and then i will feed the last coal gen
I DID THE MATH WRONG IT WAS 44 COAL GENS π
maybe go find diluted packaged fuel π
yeah im going to do a quick coal and then progress for diluted
@median heath im still at early oil, i think turbofuel is still quite far, is it worth going into normal fuel?
Normal fuel via Residual recipe is really good.
It is not worth getting into Turbofuel imo.
Better is subjective.
Residual is good because it gives you a way to deal with the HOR byrpoduct from Plastic/Rubber.
If you have the HOR alt (that allows you to do Oil -> HOR), that + Residual is outright better than Oil -> Fuel.
sorry but what was HOR?
!wikisearch HOR
Did some math, I can make 1560 oil/min = 1040 fuel/min = 13,000 MW/min
1040 with defaults, with alts that becomes 4160
oh yeah I forgot to include HOR
How can I calculate the input/output of an over locked refinery
just multiply by 2.5?
yes
250% = 2.5 times input and output
75% = 0.75x
etc etc
ty
omg overclocking is really power hungry π
idk if I really should overclock them
because I mean, I got the shards, but idk if I could even start the system LMAO
maybe start it without overclock and start putting shards
yeah I'll do that, because I can't start the overclocked system just like that
new data, now with good calculations I would make like 17k MW
overclocking only takes up 33% more power for any production plan at 250%, not that much
i have a question
in the description i can read mk4 can transfer 480 items per minute
screen 1 has 2 assemply lines
screen 2 has 1 assemply line
is it correct that screen 1 tooks 2 minutes and screen 1 took 1 minute?
No
thats mean 2 assemplylines together merge in time to 1 ok thanks
Try re-wording the question as itβs not clear what is being asked.
most likely whether number of segments affects speed
The belt transfers a maximum 480 items per minute at any arbitrary point along the belt. The length of the belt or number of segments is irrelevant. Think of it as a speed of 4 m/s with one part per meter.
Heya, I got a question:
I've got a limestone pure node with a mark1 miner set up and I'm tryin to optimize it to the best I can. I don't have access to mark2 miners just yet. How do I optimize the production of concrete?
what are you trying to "optimise" for?
