#math-and-meta

1 messages Β· Page 116 of 1

primal flicker
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Aggregate "it's useable AND I like it" results

wind spade
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usefulness depends purely on preferences of a given player

primal flicker
wind spade
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"X recipe is useful" just isn't true for any recipe

"X recipe is useful for Y" may be

primal flicker
#

"X is always useful" is definitely untrue

wind spade
#

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

little elk
#

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

wind spade
#

that's why I linked the message for exactly that... twice

little elk
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Didn't mean to say that you were doing something wrong.

north monolith
#

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?

wind spade
north monolith
#

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?

wind spade
river night
#

there was a bug where any belt connections could impact throughput on mk5s, but that was fixed in .. u7? u8?

wind spade
#

well it was belt to belt (and for any belt mk), so "minimise amount of splitters" wouldn't be relevant for that πŸ€·β€β™‚οΈ
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)

north monolith
#

I asked about junctions and mergers, not splitters

wind spade
north monolith
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because I am using them in my setup in large amounts

wind spade
#

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 πŸ€·β€β™‚οΈ but I'm just confused by you excluding splitters from the question

north monolith
#

I am not looking for common points, just asking about reducing the amount of two specific items

wind spade
#

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 πŸ€·β€β™‚οΈ (unless you go over pipe/belt limit)

north monolith
#

So there is no reason to reduce the amount of junctions and mergers?

wind spade
#

no

north monolith
#

Thank you

wind spade
#

well for junctions yes - keep pipe networks simple

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but for mergers (and splitters), there's no reason to do so

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but as I said, standard manifold with a loop works fine for pipes

north monolith
#

Keep the pipe network simple - why? Unpredictability that rises with the amount of connections?

wind spade
#

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

north monolith
#

Yes, it's basically manifolds, just with the option to connect every two machines to the main pipe using either one or two junctions

wind spade
#

you can do either, doesn't matter much really πŸ€·β€β™‚οΈ

north monolith
#

Ok, thank you

north monolith
#

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?

wind spade
#

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 πŸ€·β€β™‚οΈ

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 πŸ€·β€β™‚οΈ )

vapid gorge
#

any final goal I work towards though will have all end products sunk to have continuous factories though

median heath
kind cairn
#

basically a sink with a built in belt compressor configured "backwards"

wind spade
#

if power is part of your decision making ...
πŸ˜„

primal flicker
#

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.

oblique hollow
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Coated is decently good and compact

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We went through an entire table of cable recipe combos once

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Quickwire cable turned out to be king

magic island
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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)

median heath
#

They were both top. At least that was my takeaway.

magic island
#

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

wind spade
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HOR is sometimes a byproduct if you don't have diluted

oblique hollow
wind spade
#

it was burried deep in the thread 😦

oblique hollow
#

yup

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Summary was that coated cable is the most compact

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While it is pretty midline when it comes to efficency

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Caterium Wire was ranked the worst wire recipe for cable im that rehatd, funny enough

chilly fern
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given how much more sparse caternium is than copper, that one never spoke to me

oblique hollow
#

It is overshadowed by fused wire and fused quickwire

wind spade
#

you rarely run out of either

median heath
#

Caterium Wire is the Steel Screw of Wire, so yeah.

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Same way Steel Rod + Base Screw is "better", but most people take the L and use Steel Screw.

wind spade
#

I'd say most people live in U2 and evade screws for some reason

oblique hollow
#

Doesnt steel screw still have higher efficiency than base screw? or cast screw?

wind spade
#

||what are you doing step screw||

oblique hollow
#

ignoring steel rod

wind spade
#

and which efficiency are we talking about? weighted resources?

median heath
wind spade
median heath
#

Turn off Pure Iron and see what happens?

wind spade
#

then yeah (but also coke steel πŸ˜„ )

oblique hollow
#

Eh, we are getting off topic anyway, this was about cables

oblique hollow
#

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

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It pairs well with insulated due to HOR commonly being produced along resin or rubber

median heath
oblique hollow
#

45 Crude for 235 cable is really not bad

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from just 120 wire

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The one with the neatest numbers would be:
1 Refinery for Poly Resin, 2 for HOR alt

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Yields 520 Cable from 90 Crude

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more efficient than default rubber recipe by far

magic island
oblique hollow
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If you always do the whole recycling bonanza or make fuel for power, sure

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then spare HOR doesnt exist

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If you are purely out for "cable, fast, now" then its by far not a bad choice

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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

magic island
#

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

oblique hollow
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My oil plants are mostly product focused

median heath
#

I never have Fuel coming from a Plastic/Rubber location.

oblique hollow
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so i focus on like computers or CBs right away

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Fuel happened to be a secondary necessity to do that

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The power and production part of the computer factory never interact however

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Fuel power came from diluted packaged fuel in an adjacent sister site

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Computers were done in the main production plant.

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with poly resin as the main recipe of all things

median heath
#

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.

oblique hollow
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I have no use for the extra resin from the fuel plant as i do not really have any efficiency gain from it

median heath
oblique hollow
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I have a single refinery making fabric

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into a container

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It is full and will stay like that for the next 30 hours

median heath
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Yeah but then you have to send the byproduct from that Fabric-specific production somewhere.

magic island
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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

oblique hollow
#

i do not care the slightest about an idling fabric refinery

median heath
oblique hollow
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HOR isnt the byproduct

quick compass
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hi

oblique hollow
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resin is

median heath
#

??????????????????????????????????????????????????????????????????????????????????????????

oblique hollow
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i make fabric in the fuel plant

median heath
#

πŸ€¦β€β™‚οΈ

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That is not how what you said came across.

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This is 9999% less confusing if you reply to my statement of Fabric making with "Me too" or "I do that as well"

oblique hollow
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I forgot about the fabric refinery in the fuel plant because it is that unimportant to me

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which is why i didnt mention it when talking about the resin of the fuel plant

agile pier
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How do I deal with the uranium deposits?

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around a crash site?

median heath
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Just mark the spot on your map.

agile pier
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Aah, okey ty

deft lichen
median heath
agile pier
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its above the rocky biome, in the stone arches area

median heath
#

*Deposits

deft lichen
median heath
deft lichen
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Ah. I always spoil myself with SCIM

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So 0 rad damage while power is being prepared

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6 secs is tight but manageable if you cancel the animation

tropic hawk
primal flicker
finite trout
#

How many 200% overclocked coal generators can one water pump provide

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Generators

primal flicker
finite trout
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ok

primal flicker
#

8 gens for 3 extractors.

tropic hawk
primal flicker
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If you over/underclock one but not the other, the total % still follows that ratio.

finite trout
#

i have 4 water pumps and 4 coal generators

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also, does compact coal improve the amount of power generated?

tropic hawk
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It increases time burned, so the same items/min can feed more

finite trout
#

So more overclocking

primal flicker
tropic hawk
#

Or just craft more gens....

primal flicker
#

Compacted will power 7 generators with 50/minute

Basic coal does 4 with 60/min

primal flicker
finite trout
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Im having a space problem right now

primal flicker
finite trout
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what i wanna do is double the amount of generators , but leave it at 4 water pumps

primal flicker
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That's the critical ratio of concern if you are limited by the number of water extractors.

finite trout
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Tyvm :D

primal flicker
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(otoh consider any future coal power to be built near larger bodies of extractable water)

finite trout
#

I literally built my coal power inside of a lake

primal flicker
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I'm a bit confused on how that limits your water extraction.

finite trout
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yeah my platform covers the lake

primal flicker
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Since you can literally cover a lake with extractors and then build the coal generators above them.

finite trout
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dont ask why, its a design decision

tropic hawk
tropic hawk
median heath
true junco
ancient plinth
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does having full train of 4 wagons slower than empty trian of 4 wagons?

median heath
#

Depends on how many loco's you attached.

tropic hawk
ancient plinth
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yes

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thank you

open mango
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Plan for the (my) next factory (more machines >|< less productions rolljace )

idle badger
#

Homework complete for 1TW Semi-automated biomass burner power plant @fallow vector

fallow vector
idle badger
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This is just for raw power with minimal work from the pioneer. XD

next pewter
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minimal work? what about gathering all the leaves?

fierce ruin
next pewter
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they regrow, right?

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at least the small plants/leaves do

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but fun idea :))

fierce lion
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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.

deft lichen
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it will not run out if you have no demand

fierce lion
#

1TW of spare power? Neat.

deft lichen
#

congrats on discovering power storages but worse

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before them, all generators would scale to demand, so you could just buffer fuel instead

versed violet
wind spade
versed violet
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"they are the same picture"

median heath
proper laurel
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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.

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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?

vapid gorge
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yup. multi train stations can be an issue

proper laurel
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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.

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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.

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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.

versed violet
vapid gorge
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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

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but eh

tropic hawk
safe geyser
vapid gorge
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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

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if you set the middle path to a sink here it'd prob work fine

safe geyser
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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

vapid gorge
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"without using second wall high" ?

safe geyser
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like this but without build 2 assemply lines together

vapid gorge
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ok but you don't need to merge them to do this. Just have a belt over pass

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one belt over another

safe geyser
vapid gorge
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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

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or set up sinks at the end of the coal and sulfur up top. Lots of options

safe geyser
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i dont know?

vapid gorge
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Then why not a sink at teh circle?

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or something like this?

safe geyser
#

i'm a dramaticaly perectionist and symetricaly avid so the courve of your green line got never ever^^
but i can sink it realy

feral mulch
# vapid gorge or something like this?

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?

vapid gorge
feral mulch
vapid gorge
versed violet
#

Are railings enough to contain Doggos? I had this dude phase out of his assigned playground three times while I'm here.

feral mulch
feral mulch
versed violet
#

quantum doggos?

feral mulch
#

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

median heath
versed violet
#

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

safe geyser
vapid gorge
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yup, one of the nearly infinite ways to do it πŸ˜›

vapid gorge
unborn birch
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I’m currently tier 2 I think I just got the pipelines

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idk what to do tho

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my factory is very disorganized so should I rebuild it?

oblique hollow
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if you have pipelines then you are in tier 3

unborn birch
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it’s currently pretty small with only two supply lines from across the map

oblique hollow
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coal generators

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go set em up

unborn birch
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is there a place to mine coal

oblique hollow
#

yes

unborn birch
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since I only found nodes

oblique hollow
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just scan for it

unborn birch
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Oh and my special part assembly is very poor

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I have a assembler for motors and one for reinforced iron plates

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the screws are slowing me down big time

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I tried overclocking the machines ( making the screws ) but it’s still bad

oblique hollow
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if you want to set up coal generators, consider building them near water

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then you belt the coal to them

unborn birch
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Near water?

oblique hollow
#

yes

unborn birch
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Why water

oblique hollow
#

coal generators need water

unborn birch
#

Ohhh right steam

oblique hollow
#

and long distance piping sucks

unborn birch
#

I’ll just set up a conveyor belt with MK2

oblique hollow
#

yeah

unborn birch
#

and a splitter near the coal grns

oblique hollow
#

a full mk 2 conveyor will supply 8 generators

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just be careful with the water requirement

unborn birch
#

The game feels so overwhelming right now

oblique hollow
#

take things slow

unborn birch
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I can’t wait for coal grns

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these biomass burners are way too stressing

oblique hollow
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you just need rotors and reinforced plates

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then you can set up coal generators

unborn birch
oblique hollow
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its simple once you just bear down and try it

unborn birch
#

screws and more screws are what I need

oblique hollow
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reinforced plates are just annoying due to screws

unborn birch
#

so are rotors

oblique hollow
#

if you hunt for hard drives, you can unlock recipes that dont need screws

median heath
#

Bolted Plate my beloved.

unborn birch
#

I was still new so I took fused

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😭

oblique hollow
#

it will come in handy later on

median heath
#

You unlock every recipe eventualy anyway πŸ€·β€β™‚οΈ

oblique hollow
#

but it isnt that useful at your current stage

unborn birch
#

Also later on will I have to traverse the whole map

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since I checked it with flight and it’s massive

oblique hollow
#

kinda

median heath
#

7.4 x 8 x 2 km

oblique hollow
#

the goal is to minimize how much you personally have to travel

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by automating transport

oblique hollow
#

right, sorry

unborn birch
#

I want monorails

median heath
#

Some of us enjoy traveling and seeing the map.

unborn birch
#

no I agree with mcgalleon

oblique hollow
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"it is helpful to automate transport as you dont have to spend time travelling as much, if you feel that hinders you"

unborn birch
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I would rather find new ore and then sit at base building random stuff

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or building ladders to the space station

median heath
#

Imagine having a main base...

unborn birch
median heath
#

Outposts.

unborn birch
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But what about my resources and power

median heath
#

And "meant to" is a strong term.

median heath
oblique hollow
unborn birch
#

And then branch out with Power lines?

oblique hollow
#

then you no longer have to babysit biomass burners

median heath
oblique hollow
#

yes

median heath
#

Ah. I didn't have that clarification.

unborn birch
#

Is there like a guide for outposts

oblique hollow
#

They unlocked the milestone but their automation isnt on par yet

unborn birch
#

Yeah im still having to take care of biomass and occasionally my power shards

oblique hollow
median heath
#

"Main base" is fine until you hit the tutorial.
That's when outposting is better imo.

unborn birch
oblique hollow
#

you can do that

oblique hollow
#

you can produce stuff elsewhere and then bring it in

median heath
#

I don't. But that's specific to me.

wind spade
# unborn birch Is there like a guide for outposts

there's many ways to do them, one of them (my personal recommendation) is: https://satisfactory.wiki.gg/wiki/Tutorial:Independency

Satisfactory Wiki

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...

unborn birch
oblique hollow
#

not really

unborn birch
#

or the train idk

median heath
#

No.

oblique hollow
#

if its 500m, you can just use belts

wind spade
#

you can transport with anything, belts, drones, vehicles, trains

oblique hollow
#

if its more than 500, vehicles exist

median heath
#

You get truck routes in the next phase.

oblique hollow
#

but in order to do all that you REALLY need to automate those damn rotors and reinforced plates

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without them your progress is really hindered

median heath
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Tbf I don't automate Rotors until after Coal.

oblique hollow
#

eh, semi-crafting them is fine but

unborn birch
#

I have 3 assemblers with one turned off for smart plating

oblique hollow
#

stop making smart plates for now then

unborn birch
#

yeah I did

oblique hollow
#

you dont need them right now

unborn birch
#

it’s just set to rotors and plates

median heath
#

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.

unborn birch
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now im saving up for the coal gens

oblique hollow
#

120/min screws

oblique hollow
#

just look at the numbers in the recipes

median heath
unborn birch
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And I branched in some of the resources my other iron miner

oblique hollow
#

screws are produced at 40/min

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and reinforced plates need 60

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40 x 3 = 120
60 x 2 = 120

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one full mk 2 belt of screws

unborn birch
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and 3 constructors of iron

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screws

median heath
#

Can also just overclock the Constructor to 150% and then your building ratio is 1:1.

oblique hollow
#

screws need 10/min rods

unborn birch
oblique hollow
#

and rods are made at 15/min

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which is the next biggest common multiple of 10 and 15?

unborn birch
#

30

oblique hollow
#

yep

median heath
oblique hollow
#

so make 30/min rods

unborn birch
#

Very math

oblique hollow
median heath
#

Oh, sorry.
21.8256

unborn birch
#

This guys advice is amazing

median heath
unborn birch
#

Will make 21.8256 rods per minutes

median heath
oblique hollow
#

43.3333/min for the funsies

median heath
#

Eh, I'm more of a 43.5622222/min guy

unborn birch
#

Okay so two rod constructors and 3 screw

lusty summit
#

Round it up or down, by manually underclocking/overclocking a machine

oblique hollow
#

yep

unborn birch
#

for 2 assemblers

oblique hollow
#

yep

median heath
#

pey

unborn birch
#

how do I split 3 evenly to 2 asssembekrs though

oblique hollow
#

splitter

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you merge all onto one belt

median heath
lusty summit
#

But you would figure out much easier if you just build stuff instead of asking every step

unborn birch
#

Ohhhh

oblique hollow
#

and then use a splitter

median heath
#

Don't need to merge all.

unborn birch
#

so just have 3 screw constructors with 2 rod constructs behind

oblique hollow
#

you can merge all, but dont need to

unborn birch
#

I might rebuild by whole factory just for the screws

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since it’ll need a big chunk of space

lusty summit
#

Make a new one, keep your already existing one

unborn birch
#

What about my supply from my iron miners though

oblique hollow
#

once the new one is done then you can dismantle the old factory

lusty summit
#

^

unborn birch
#

Yeah but I live in a spot where its not really big

oblique hollow
#

this is just so the old factory keeps making parts

unborn birch
#

so if I make another part I’ll have to make it lower from my factory

oblique hollow
#

you can build upwards

lusty summit
#

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

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Maybe someone can link it

unborn birch
#

Up?

oblique hollow
#

up

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did you think this game was only on the ground?

unborn birch
#

Like with conveyor lifts and foundation?

oblique hollow
#

yes

unborn birch
#

oh

oblique hollow
#

you can use walls to build up too

unborn birch
#

I suppose I could try that

lusty summit
#

Lifts and holes are love

unborn birch
#

😭😭

unborn birch
#

Okay so a second floor on my factory

oblique hollow
#

3 constructors for screws, 3 for iron plates
2 constructors for rods

unborn birch
#

Screenshotted for reference

lusty summit
#

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

oblique hollow
#

i think they just mean "build this on a floor above the ground"

unborn birch
#

I’ll just make it go vertical

#

I already have factory ladders unlocked

lusty summit
#

Atleast until you reach a certain point where you have your own style

oblique hollow
#

building on a layer higher up is not that much different

oblique hollow
#

yeah thats about all

unborn birch
#

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

lusty summit
oblique hollow
#

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

unborn birch
#

Doesn’t have to be good

#

anyway I have too much concrete so it won’t cost much to make many power lines for coal

oblique hollow
#

heres all the numbers

unborn birch
#

4 smelters?

oblique hollow
#

yes

median heath
#

Oh we dropping RIP designs?

oblique hollow
#

this one is clock-adjusted, right?

unborn birch
oblique hollow
#

also reinforced plates

median heath
unborn birch
#

Oh it’s a overclocked version

#

I don’t know what RIP is

oblique hollow
#

Reinforced
Iron
Plate

unborn birch
#

Ohhh

median heath
#

What have we been talking about for 10 minutes?

unborn birch
#

Reinforced iron plate manufacturing

median heath
#

RIPs.

unborn birch
#

and hiw to do it better

#

okay then RIP manufacturing

oblique hollow
#

its fine if you dont get acronyms immediately

median heath
#

Assembling.
Manufacturers don't come till the tutorial.

#

!wikisearch Acronyms

brisk shoreBOT
unborn birch
#

Thats crazy

lusty summit
#

Seriously though, you will make a lot of mistakes and rebuild multiple times until you found out your own style

median heath
lusty summit
#

So don't make a big fuss if you mess up something

unborn birch
#

I don’t know whether or not I mess up stuff

#

since my factory is just a jumble that works

lusty summit
#

If it works, it works

median heath
unborn birch
#

true

median heath
#

But given your name, I have doubts about your ability to be happy...

#

πŸ™ƒ

unborn birch
#

very rare to be happy

lusty summit
#

There is always something to improve in a factory

median heath
#

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.

oblique hollow
unborn birch
#

(the ecosystem)

oblique hollow
#

fair i guess lol

lusty summit
median heath
wind spade
unborn birch
#

they always run from me even when im holding a berry

median heath
unborn birch
lusty summit
median heath
lusty summit
topaz jetty
#

How do I start these refineries?

topaz jetty
lusty summit
#

Why wouldn't they

topaz jetty
#

Well no one is perfect

oblique hollow
topaz jetty
#

Both

oblique hollow
#

put in some water initially, then disconnect from the source

topaz jetty
#

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

heady torrent
#

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?

oblique hollow
#

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

wind spade
safe geyser
wind spade
safe geyser
wind spade
safe geyser
wind spade
safe geyser
#

jetpakc gets empty before i have the comfortable hight

#

lockout towers are to small

wind spade
#

then hoverpack πŸ€·β€β™‚οΈ or build foundation up high, or stack towers, or any combination

sudden sluice
#

i love that everything is zero waste, because ive been rebuilding my iron factory 3 times lmao

#

i cant find a design i like

safe geyser
sudden sluice
#

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

summer flare
wind spade
#

you can always find more nodes or use only half of a node, that's not a problem

sudden sluice
#

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?

safe geyser
sudden sluice
#

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

wind spade
#

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

oblique hollow
#

Rods: one constructor, directly into storage container

oblique hollow
# sudden sluice but for example, i want to produce just iron plates, rods, screws and reinforced...

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

sudden sluice
#

interesting, ty

oblique hollow
#

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

sudden sluice
#

ty, i think im going to make bigger my logistical floor, or maybe improve the layout

icy sun
#

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

wind spade
#

also in general I wouldn't recommend turbofuel at all, but that's your choice

icy sun
#

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?

wind spade
#

diluted fuel alt recipe gives you more than enough power to reach nuclear

#

combined with alternate HOR recipe

icy sun
#

I didn't wanna deal with the packaging steps, haha. maybe i should consider it again

#

and just build the thing once

wind spade
#

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 πŸ™‚

icy sun
#

cool, i'll give that another look πŸ™‚

wind spade
#

(or if you have blenders, there's diluted fuel alternate that's possible in blenders, with same oil->fuel efficiency)

icy sun
#

no blenders yet. I wanna build factories for delivery parts this time instead of grinding them out by hand, but need more power first

oblique hollow
icy sun
#

gotcha

icy sun
tulip egret
#

you gonna be making big factories taking up alot of power or just small factories making low per min things

icy sun
#

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

tulip egret
#

536 fuel gens is a fuck ton

icy sun
#

Yeah. Maybe I just shoot for 20GW. That's 134 and seems realistic. Think that will be enough power for transitioning to late-game?

oblique hollow
#

it really depends on how much you oversize your factories before nuclear

icy sun
#

Cool, ty. Maybe I'll reserve the space to double the 60gen/10GW plan if I need

median heath
#

20GW isn't 134 gens though. 😭

icy sun
#

My math must be off then

median heath
#

133.333333 =/= 134

wind spade
median heath
#

kGTW

vapid gorge
#

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

safe geyser
# vapid gorge draw io and other tools like that will take much much longer

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

wind spade
#

you can do the same ingame

safe geyser
vapid gorge
vapid gorge
safe geyser
#

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

vapid gorge
#

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

wind spade
#

you're gonna have to place it ingame anyway

vapid gorge
#

much quicker to make adjustments

wind spade
#

so why not have it already finished when you finish planning

safe geyser
# vapid gorge no but the width of machines and foundations are known quantities

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

vapid gorge
safe geyser
wind spade
#

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

icy sun
#

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?

wind spade
#

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 πŸ™‚ (as SatisfactoryTools optimise for raw resource usage, it will hopefuly be relatively cheap way of making the product you want)

icy sun
#

Gotcha! I'm sure I'll get the hang of it once I start using them more

vapid gorge
# icy sun 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

wind spade
# icy sun Gotcha! I'm sure I'll get the hang of it once I start using them more

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.

icy sun
#

That's really helpful

wind spade
#

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)

vapid gorge
#

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

wind spade
#

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

vapid gorge
#

wasn't Encased pipe in the end less power space and resources?

wind spade
#

I think with some specific set of recipes maybe πŸ€” but just default vs encased with all other defaults still isn't better in every way

#

iirc it's more power

vapid gorge
#

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

vapid gorge
# icy sun That's really helpful

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 πŸ˜„

wind spade
# vapid gorge really? I thought the 1/3 reduction in steel needing to be made for X beams over...

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" πŸ™‚

vapid gorge
#

oooh that's close though

safe geyser
wind spade
vapid gorge
wind spade
#

if power is a factor in your decision making, ...
πŸ˜„

vapid gorge
#

πŸ˜„

#

still resources and space at the very least xD

wind spade
#

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)

safe geyser
wind spade
#

well I guess default concrete fits better in default EIB πŸ€·β€β™‚οΈ

wind spade
wind spade
vapid gorge
magic island
#

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

vapid gorge
wind spade
safe geyser
vapid gorge
safe geyser
wind spade
wind spade
vapid gorge
safe geyser
wind spade
safe geyser
magic island
#

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

vapid gorge
wind spade
#

I don't think we need alts for every item πŸ€”

magic island
#

most other fundamental construction items have at least one alt, though

wind spade
#

I doubt that's a rule

#

we just have a lot of alts

magic island
#

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"

wind spade
#

(and given how complex the system already is, I'd be careful with adding a lot more)

safe geyser
wind spade
#

four ways to make cable are just different ways to make insulation πŸ€·β€β™‚οΈ
however beams are just simple straightforward item

safe geyser
vapid gorge
safe geyser
#

i mean that

winter panther
vapid gorge
vapid gorge
safe geyser
vapid gorge
#

so you can see the items moving in and out

vapid gorge
safe geyser
#

uff thats compact great but why the holes inside the wall?

vapid gorge
#

cause being this compact AND on a curve? it's a mess inside the walls πŸ˜„

safe geyser
#

if i had this it would drive me crazy day for day

vapid gorge
#

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 πŸ˜„

median heath
#

Steel Beam alt in 1.0 would be a godsend.

oblique hollow
#

beams and pipes alts

median heath
#

Pipes I don't necessarily think need one.

oblique hollow
#

i would like one anyway

#

not neccessarily for resource efficiency

median heath
#

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.

oblique hollow
#

but for some other trade

median heath
oblique hollow
#

i would like one anyway

median heath
#

I will trade you a Pipe alt for bioburners not getting belt inputs.

#

πŸ˜›

oblique hollow
#

declined, i can already give myself a pipe alt if it never happens in vanilla

median heath
#

You could already give youself the belted burners too.

true junco
median heath
north monolith
true junco
north monolith
median heath
topaz jetty
#

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

median heath
#

I tend to use auto more than anything tbh.

north monolith
#

I go with 90 degree bends most of the time, 45 degree only in some cases, something irks me about noodle pipes

median heath
#

45's are my favorite.

thorn ocean
#

Right will work better than Left for pipes, right?

deft lichen
#

Opposite I'd say

fierce ruin
#

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?

thorn ocean
#

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

thorn ocean
fierce ruin
#

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

thorn ocean
#

I think this elevation causes a problem tho with the left approach. At least i believe this was the bottleneck

fierce ruin
#

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

solid warren
#

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?

fierce ruin
#

place it lower not higher

#

extractor isn't even reaching the pump with it's headlift

solid warren
#

then it won't work

#

it only works when i have the pump right at that position

fierce ruin
#

so it works at 100% efficiency?

solid warren
#

let me place a sink real quick

#

mh

#

nope

fierce ruin
#

what if you place it on green instead?

solid warren
#

that's better

#

ah i think i understand this now

#

what is the headlift from the pump then?

fierce ruin
#

it says in building menu

#

mk2 should be 50m and extractor is 10m

solid warren
#

sorry meant the extractor

fierce ruin
#

10 then

solid warren
#

ok so the pipe is above 10m then

fierce ruin
#

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

solid warren
#

yeah that's why i was wondering

thorn ocean
#

also it does not suggest you the current best placement for a pump if you don't have one already

next pewter
sudden sluice
#

what do u guys recommend

tulip egret
sand epoch
#

The one you keep getting and don't want.. so it's removed from the results

wind spade
sudden sluice
#

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...

wary tulip
#

Not very even ground …
Probably best to route it all to a factory over the water.

vapid gorge
#

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 ?

sudden sluice
#

very good ideas indeed

#

its going to be a very big factory so yeah, might do like "microservices"

#

engineering knowledge coming out LMAO

sudden sluice
median heath
#

The limitation is the belts, not the vehicle.

sudden sluice
#

in which way

median heath
#

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.

sudden sluice
#

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

median heath
#

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.

versed violet
#

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

median heath
#

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.

sudden sluice
#

brain sad

#

how do i know if trucks are fast enough to have a constant output

median heath
#

You can do laborious math, OR

sudden sluice
#

like if my miners do for example 360 items/min, how do i know if the truck is transporting that

median heath
#

Put 1 truck, see what happens.
If it isn't enough, add another truck to the same route.
Repeat until full throughput achieved.

median heath
#

Not being funny.

sudden sluice
#

im going to plan the logistics now, ty

median heath
#

That's how I do it. And I'm one of the people who uses trucks more than anyone else.

sudden sluice
#

in which moment are trains better than trucks

median heath
#

None.

#

They are not better, they are different.

sudden sluice
#

πŸ€”

median heath
#

I can say it again, but the truth remains the same.

#

They are not better, they are different.

sudden sluice
#

in which way

#

arent both made to transport items

median heath
#

Yes.

sudden sluice
#

then why are they different if they are used with the same porpose

versed violet
#

same question as to why ride a car vs bicycle

median heath
vapid gorge
#

are tendencies to how people like to use different logistic methods? sure

median heath
#

Please keep it objective and don't go off on your anti-trucks rant.
Please 😭

vapid gorge
#

I'm just saying people like different things πŸ˜› and making you paranoid by having typing notifications πŸ˜›

sudden sluice
#

so short distances = bike (truck)
large distances = car (train)

median heath
#

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.

sudden sluice
#

dont have them so im not counting them

wary tulip
#

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.

median heath
#

Trucks also have higher throughput.

#

Lower infrastructure cost.

#

Lower fuel cost.

#

And yet they are reviled πŸ™‚

fierce ruin
#

path recording on them suckssss

median heath
#

No.

#

People just suck at path recording on them.

#

They do what you tell them.

fierce ruin
#

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

median heath
#

I have multiple worlds that disprove that assertion.

fierce ruin
#

also node editing thing is underdeveloped

#

i have trucks delivering coal and it's working but its super sketchy

median heath
#

If I can chain-bounce trucks off Jump Pads to flawlessly make truck elevators, it's definitely on the side of the recorder.

fierce ruin
#

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

thorn trail
#

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.

fierce ruin
#

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

thorn trail
#

Well, that's more a visual issue then. The trucks work perfectly fine when you're not looking at them, they adopt "quantum" behavior. 😁

fierce ruin
#

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"

low finch
#

Schroedingers Trucks, their state of behaviour depends on being observed or not.

vapid gorge
#

they are also virtual objects that will right themselves onto their path and deliver properly anyway when they are automated

median heath
#

They work fine.
I doubt much will be changed about them in 1.0

inner nexus
#

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?

stuck nacelle
#

Made a crude drawing of my factory plan

topaz jetty
median heath
worldly river
# stuck nacelle Made a crude drawing of my factory plan

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.

worldly river
vapid gorge
inner nexus
vapid gorge
#

your neesd will always change though so don't stress about it

inner nexus
#

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

topaz jetty
#

Everything equal using 810 ore/min

inner nexus
#

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?

topaz jetty
#

Well yes but the best one is actually the game itself

#

Just play around and dismantling doesn’t cost anything

north monolith
topaz jetty
#

In the end the design is up to you

inner nexus
#

okay cool, thanks a ton

topaz jetty
#

No problem

wind spade
worldly river
#

np, it helped me too

stuck nacelle
wind spade
#

Just fyi, youtubers often build big things that look good as content, but aren't really good in terms of how it actually works

worldly river
#

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.

wind spade
#

A bus is one example which is usually not recommended to build in Satisfactory

wind spade
topaz jetty
wind spade
#

There was a bug that removed 5m3 from fluid inputs, but that was fixed ages ago

worldly river
#

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.

wind spade
#

Full pipes work fine iirc

worldly river
#

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.

median heath
#

It isn't.

wind spade
#

Tons of people think mk2s were bugged when in reality they were just building pipes in a wrong way

median heath
#

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.

worldly river
#

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.

wind spade
#

you can't expect full flow from pipes
that's false, you can very well expect full flow

worldly river
#

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.

wind spade
#

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

worldly river
#

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.

vapid gorge
worldly river
#

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).

median heath
#

aka back pressure

worldly river
vapid gorge
#

that doesn't help the other infinite points along the pipe

worldly river
#

how can the pipe slosh though if there's only one segment between each valve?

median heath
median heath
worldly river
#

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.

median heath
#

They work, just not the way people think they do.

wind spade
wind spade
worldly river
#

"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)?

wind spade
#

no

#

valve is one-way gate with extra possibility to limit flow

worldly river
#

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.

vapid gorge
#

@inner nexus do you get what I'm saying from the other channel? it's too busy with the other person atm

inner nexus
#

haha i did cobalt

#

thank you so much for the help buddy

vapid gorge
#

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 πŸ™‚

wind spade
inner nexus
#

i'll try to clock and get the required ratios

vapid gorge
#

in fact you probably only need to change the clocking of 2 machines to do it

inner nexus
#

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?

vapid gorge
vapid gorge
#

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'

inner nexus
vapid gorge
#

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

inner nexus
#

Hmm okay, I'll try that first (i'm not that great with logistics haha so trying the easy way)

vapid gorge
vapid gorge
#

steel ingots, steel beams and a bit of plastic get sent down the belt to feed it

inner nexus
#

that looks very compact and calculated

vapid gorge
#

yup! uses 36.6 items per min sent down the belt πŸ˜„ 1 machine makes screws for bolted plates and bolted frames

#

this is the sort of fun thing you can do with logistic planning πŸ˜„

inner nexus
#

trying to get there haha

#

i only have like 100 hours on me in satsifactory

vapid gorge
#

just time and practice πŸ™‚ I'm heading off though, gl with stuff!

inner nexus
#

thaniks bud, have a nice one

worldly river
# wind spade build like this (top left is input

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.

median heath
#

Reminder Cobalt, you are not permitted to have a nice one until you stop clipping.

wind spade
worldly river
#

Lemme try that (turning them all off, waiting for it all to fill up, and then turning it on)

wind spade
#

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
worldly river
#

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.

wind spade
worldly river
#

So is the idea with this prefilling that full pipes can't slosh since there's no room to?

wind spade
#

prefilling is so that there's excess fluid so that sloshing doesn't affect machines

median heath
inland rapids
#

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

median heath
#

it = ?

inland rapids
#

i have no idea what that means

median heath
#

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".

inland rapids
#

or i should rephrase is there a more efficient material to use

median heath
#

For what?

inland rapids
#

i just want faster coupons

median heath
#

You said "stage 4"

Did you mean Tier 3-4 or Phase 4?

inland rapids
#

tier 4 sorry

worldly agate
#

In general, more manufactured materials yield more sink value... Have you considered making anything with the quickwire?

median heath
#

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.

inland rapids
#

alright thank you

#

sorry i was little confusing this is the farthest ive made it in 1 world

lunar blade
#

anyone have a good network graph for a factory to make components for space elevator phase 3?

sudden sluice
#

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 😭

sand epoch
sand epoch
#

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..

sudden sluice
lunar blade
median heath
sand epoch
#

If you are happy with that rate and how long it will take to feed the elevator... then sure

lunar blade
#

i think imma do Versatile framework 25, Modular engine 5, Adaptive control unit 1 per min

#

whats the website with the resoures and map?

median heath
#

Imagine automating Project Parts... hehe

sudden sluice
#

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?

median heath
#

Genuine: Why are you still bothering with Coal when you have mk2 pipes?

sudden sluice
#

idk if thats how pipes work

sand epoch
#

That and how does 600+600 fit in a 600 pipe?

sudden sluice
#

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

sand epoch
#

I did actually answer that already.. but nvm

sudden sluice
#

you said to remove 1 coal gen from each 600

#

so 5 coal gens per 600 of water made

sudden sluice
#

i just have turbo fuel

#

unlocked

#

sometimes is so confusing to ask because then u get conflicting help

sudden sluice
sudden sluice
#

I DID THE MATH WRONG IT WAS 44 COAL GENS 😭

vapid gorge
#

maybe go find diluted packaged fuel πŸ˜›

sudden sluice
#

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?

median heath
#

It is not worth getting into Turbofuel imo.

sudden sluice
#

isnt it better to do fuel + polymer recipe?

#

or why not

median heath
#

If you have the HOR alt (that allows you to do Oil -> HOR), that + Residual is outright better than Oil -> Fuel.

sudden sluice
#

sorry but what was HOR?

median heath
#

!wikisearch HOR

brisk shoreBOT
sudden sluice
#

Did some math, I can make 1560 oil/min = 1040 fuel/min = 13,000 MW/min

fierce cypress
sudden sluice
#

oh yeah I forgot to include HOR

#

How can I calculate the input/output of an over locked refinery

#

just multiply by 2.5?

fierce cypress
#

250% = 2.5 times input and output

#

75% = 0.75x

#

etc etc

sudden sluice
#

ty

#

omg overclocking is really power hungry 😭

#

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

sudden sluice
#

new data, now with good calculations I would make like 17k MW

vapid gorge
safe geyser
#

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?

safe geyser
# wind spade No

thats mean 2 assemplylines together merge in time to 1 ok thanks

amber umbra
#

Try re-wording the question as it’s not clear what is being asked.

wind spade
primal flicker
raven nest
#

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?

wind spade
#

what are you trying to "optimise" for?

raven nest
#

If I used 2 constructors I'd have a bit of limestone left over that isn't being used

#

Oh im just trying to get the most out of one limestone node