#math-and-meta
1 messages Β· Page 141 of 1
Hi guys, at what level of complexity do you put products on trains? For example, are you putting iron ore on trains? Steel ingots? Encased Steel Beams? Heavy Encased Frame?
reallly up to you - some people like moving ore to processing, some people build up on location before shipping
I'm sure all ways are possible, I'm just talking myself into and out of ideas.
Hey guys, I am currently waiting for my factory to finish the materials for phase 2 and was hoping I could pick your brains a bit.
With the ability to unlock refineries very soon (I hope), pure iron and pure copper will come soon.
Is it more efficient to transport ore from a mining-only outpost to a factory or is on-site refining better and then transporting the ingots?
a huge part of the game is figuring out how you like to set things up π
i currently have a 8 coal energy gen which runs for several minutes (yday for hours) setup at 600 mw
but it broke down yday, i fiddled around and got it to work again (long way from miner to goal gens
now they are running at 600 for several minutes again but i had that happen yday as well where i waited several minutes, saw it not having issues or going down in energy gen but while out hunting/building etc the fuse broke again because of some instability
my water flow is good, my coal is good
i added 2 more pumps just to be sure
but what could be the issue if i am fine for 20 minutes at 600 mw and it breaks down for no reason
im currently trying to reproduce it
Could you drop a picture in screenshots?
@vapid gorge This is the right answer. Could you read my mind and tell me how I like it? <sarcasm, genuine> Thanks... Back to the factory...
picture in here is fine
sure, of what? im currently fine but yday it happened 1-2 times and i didnt change anything so im confused on why it stopped working so im basically asking what are classic issues people have here so i can hunt for problems till i can reproduce it
i have to dip for a bit, i will try to reproduce the issue while im out and once it happen again ill send some screenshots
over head shot that shows pipes gen and extractor set up
A screenshot of your complete pipe layout is the fist thing that comes to mind.
Pipes are normally where these go bad. Then we'll ask for overclocking/underclocking numbers.
Can I place a marker on the interactive map and have it in-game?
Yes, you can select the marker and "highlight" it
trying to mark a node but I do'nt see the option
"M" to map, click marker to get options, "Highlight Marker" near the bottom.
doesn't work. Just in case, I'm talking about the external tool map not the in-game one
Oh, that I do not know.
You could always write down the coordinates and create a marker in game with those.
yeah, but I was wondering if there was a more convenient way
ill wait and see if i still have problems down the line, my setup is a bit shit to screenshot so as long as it works now im fine with it but much appreciated
No worries - in general, the issue is pipe throughput, but hard to say.
Definitely sounds like a pipe problem, can you describe how you connected them? Also, did you make sure you have enough headlift for them?
at what point do you folks redo your base stuff and rebuild them to connect more? rn i have a lot of random shit going on like here a factory, there a factory but all small scale (with 1-2 nodes max per production line)
im trying to figure out when i should start combining factories (like rn making 5 versatile framework per minute but i have 0 seperate steel production and i feel i could do more but im mainly use satisfactorytools.com to calculate seperate factories
basically when should i start scaling up stuff
mk2 miner?
after coal power often.
maybe mk3 belts
Honestly I went half way through the game like that lol I used trucks wayyy too much
I usually wait till around the time when I have plastic and rubber going. At that point is when you gotta start scaling up and bringing in resources from elsewhere. The way I design my starter base though i just have to box it up and make it look pretty. I then tear down the rest and redo it for aesthetics
I don't know the answer, but I want to know when you find out...
Right now I'm getting my oil rig up so I can decomm my floating coal plants and put that coal to use in other things
Has anyone gotten Steel Coated Plate alt for Iron Plates? Is it simply not on the new wiki yet? Or has it been removed?
sorcery \
fr
this might seem like a stupid or obvious question, but why do buildings in the codex have a 'parts per minute' calculation? isn't it that you can only build them with the build gun rather than craft them or automate them? π€
like, it's not a recipe so much as it is a build requirement π€ am i ever going to need to know how many materials i need to produce 60 coal generators per minute?
No, you will not need to know that.
I think it's a result of the format in which the info is displayed
They will probably modify it at some point to make the yellow text disappear for buildings
yeah that's jsut total parts for the to do
Ah maybe yeah π€
Are Mk 2 Pipes fixed? Can they now function at full volume?
my guess is that it is implemented in the code as a recipe
yeahhhh
they didn't differentiate between recipes inside the buildings, and the recipe for building the buildings
i wish i can see producer and comsumer in the power grid...
Huh?
huh?
The power graph shows production and consumption
yea but no detail of the consumer and producer
What detail could you want?
i was trying to troubleshoot why is my power flickering and i went to all of my power plants across the map to find out
instead if there is detail showing if there was only 7 fuel gen working during the dip i could id the issue right away
Segment the power grid with priority switches
i know but wouldnt it be nice to see the detail of your grid
segment it still wont solve the problem of seeing the detail
They were never broken
Wait, so why was everyone saying not to use them at full capacity?
Because people didn't know how to do that
So...can I use Mk 2 Pipes at full capacity without issues?
Iron pipe + iron wire + steel rotor is slightly less efficient than regular rotor
But itβs screwless rotor
Yes. Loop the pipe, prefill, feed from above, should work
Okay, thanks!
Is that like...intended behaviour? Does water actually work like that irl?
Yes, the "problems" with mk2s people had were caused by water hammer, which is a very real irl effect
Fluid hammering..
Maybe we should recommend plubling courses..
Here is Satisfactroy you need an actual degree.. π
Im not sure if i should use trains or pipes to transport the oil to my factory.
the distance doesnt feel long enough for trains, but im not sure how well pipes work in 1.0
any advice?
How many degrees are we talking about ? π€·π½ββοΈ
Plumbing for a start :]
If you don't have to pump the oil way up. (What is possible) You can do it. But I try to move my fluid as less as possible. And build my factory around my resource wells.
It's up to you, if you like a challenge.
yeah issue is that i need the heavy oil resedue in the factory
or i could move it closer to the oil, perhaps thats best
and instead transport the coal/caterium/sulfur a longer way
Yeah, pipes are not my friend and I don't have a plumbing degree. So i move my factory towards them instead the other way around
i have had major issues with pipes in the past
Same
full mk2s HATE me
avoided them in my new fuel power plant for that reason.
just went with 600 oil into 400 fuel instead
I didn't really played that much after U8. But as i remember there was some bugs and then you had to redo the pipes and look where the pipe wasn't working and blablabla so on
had some issues in update 8 when i fed 200 more fuel in that pipeline. genetators kept turning off
even the 400 had some weird behavior
some refineries kept working at 50% efficiency despite the 600 oil in matching the 400 fuel consumed by generators
cant wrap my head around that one
if they didnt operate at 100%, how come the fuel gens didnt run out of fuel
if I want to avoid train crashes, I must place signals at crossings, but also all trains must have same lenght so they all have same speed, right? a 1 wagon train will colide if he has a 4 wagon train at the front, right?
if you have signals, trains will not crash, no matter what
a block is considered occupied if any part of a train occupies it
is it wrong that i use alternate recipes for almost everything? i do use less ore in total, but i also need a lot more power. all phase one production lines in total take a little more than 2 GW of power
not wrong at all, the opposite actually
nothing is "wrong"
you can do whatever you want, if you like a recipe, use it
ive started a new savefile and just unlocken cast screws in early game (dont have overclocking) how do I split the smelter output to match the 12,5 for the cast screws
just manifold
later on you'll be using mostly alt recipes and barely any base ones
like, not only on crossings?
but on how many constructors? the clossest ive gotten is 120 split on 10
considering there are often more alt recipes tahn the base recipe, just odds are on that alts will be more useful in situations
putting signals on straight rails?
@deft lichen I've fully figured out Production Amplification now in a creative mode save.
buildings with 1 sloop slot: Constructor, Smelter
with 2: Assembler, Refinery, Foundry, Converter
with 4: Manufacturer, Blender, Particle Accelerator, Quantum Encoder
this list is complete (other buildings don't work).
if x is the number of slotted somersloops and m is the max number of somersloops for that building, the formulas for production and power cost are:
production multiplier = 1 + x/m
power multiplier = (1 + x/m)^2
Will you find the time to turn this into a wiki article? I don't have an account there yet and you can probably format it prettier than me.
thank you!
yeah, I'm just about to start creating one, actually π
however many you need?
how many screws do you need?
perfect! π
idk i just want a factory that doesnt clog up
then build one
it's very interesting. ignoring overclocking, that means it's better to spread your somersloops out across multiple buildings running the same recipe rather than boosting one fully
any signal will prevent train crashes
the more signals you have, the more trains you can fit on the track... up to some threshold
thats why I was asking how
oh that's true, I suppose the same logic applies to overclocking too
not sure what exactly you're asking for?
on how to split my iron output so that it fits for the cast screws
manifold usually solves everything
@buoyant mural I think you're looking for a production planner: https://www.satisfactorytools.com/1.0/codex/items
then, use a manifold to fill the machines: https://satisfactory.wiki.gg/wiki/Manifold
A collection of powerful tools for planning and building the perfect base. Calculate your production or consumption, browse items, buildings, and schematics and share your builds with others!
Manifold refers to a fill method where Conveyor Splitters or Conveyor Mergers are aligned in a series (that is, one after another), usually parallel to the arrangement of buildings. The setup is compact and can be expanded easily.
Manifolds work because full machines consume only what they need. Once a machine fills up, it cannot accept any more...
if you have sinks researched, you can sink overflowing resources into them
--S--S--S--S
| | | |
I haven't done the math yet on the implications with overclocking. In most cases you'd probably want any building with a somersloop overclocked to the max. In that case spreading them out across more buildings introduces some sort of overhead cost since you'd have to OC 4 manufacturers now instead of one with yeah production amplified by 25%
but I need to do the calculation rigorously
I might be overthinking this wait a sec
yeah, it also makes sense you want to use both at the same time to apply the boost to "2.5 machines", in essence
so the best effect is achieved by having the most insane power draw
the power cost multipliers from overclocking and production amplification are multiplicative btw just in case anyone is wondering
maybe yes. I will work this out on pen and paper later and get back at you when I got a definitive result for an optimal somersloop / overclocking allocation strategy. ^^
optimal is "put into max clocked machine at the end of chain", if you have excess, put on second-last machine
also, you can confirm that if not all slots are filled, the boosted output is always {filled slots}/{all slots} cycles, e.g. 3/4 sloops will mean 3 cycles get double output and 1 cycle doesn't, then it repeats
but if I make all trains same speed and acceleration (same wagon length), only need signals at crossings, right?
the later the better
power costs are ignored in all of this
no
the entire railway network has to be signalled
if power is a factor in your decision making... π
yyyyep
doesnt if I have an output of iron ingots of 120 and I use manifold to split that to 10 constructors that each need 12,5 the constructors each dont have enough to work on full capacity
well yeah, because you need 125 items and only have 120
even on straight rails with no crossings? around how much should I segment?
yeah so I cant just use manifolds to solve the problem
you can't solve this problem with anything
I guess at least one segment per train expected to be on that line
aight
the problem is that you don't have enough resources, no matter how you build your belts, you can't generate the extra 5 out of thin air
so just get 5 more or underclock so that you don't need 5 more and build a manifold
no shorther than your longest train, I personally make blocks 200-400 m long
well, you can make block shorter than longest train
afaik it doesn't really break anything
but generally there's not much reason to do so
do 2 diferent trains with 4 wagons each will move at same speed and acceleration no matter the load?
more filled train weights more, hence needs more power to get moving
ok then yes, I need to signal even without crossings
you're already thinking about the whole production chain. we were just talking about if you decided to boost a certain recipe that is produced by B buildings with S somersloops and assuming B >= S, how do you allocate the somersloops among the buildings to minimize the power cost, constrained on maximum total production output (i.e., any building that has at least one somersloop in it must be overclocked to 250%)? will you be cheaper off stacking the max num of somersloops in as few buildings as possible to save overclock cost or spread them out just 1 into 1 to save production amp cost?
the somersloop allocation onto various recipes in the production chain is a whole different beast
that's kinda weird thing to optimise for but w/e
greeny approach is great for scalability
because you keep upgrading from the end
Yeah if you scale from the end you increase the power of the largest machine but at the cost of not having to build or clock or sloop every machine before it
So in terms of power efficiency itβs always best to sloop from the back forwards
there's any moment where you really won't care about power and just add power slugs to everything?
If the back has multiple machines though yes I see your point⦠1 and 1(4S) or 1(2S) and 1(2S)
I got the packaged fuel and pretty much I'm ignoring power now
but still dont have infinite power slugs researched
once you get to coal power
ahaha
I feel like at coal power you still care about power, but only from a pov of βmake sure I donβt go over thisβ
I wouldn't use so many coal nodes just for power
After fuel you do go a bit nuts
ye but it could be confusing for newbies like me π especially that parts per minute calculation on there
is there like a map/calculator to visualise my own factory and its calculations similar to the production planner tool?
I guess it could be useful if you were like, "I'm gonna need 20 goal generators, how many resources will I need for that"
but you can accomplish this by adding 20 coal gens to your to-do list
so am not really sure if the 60 parts per minute of coal gens is useful directly, you still need to calculate the materials unless you plan to make exactly 60 of them
π€π€hmm
for future me, I'm adding outputs, might split later to use it somewhere else, right now it's only going to a box
and sink
for power I usually go the other way, dedicate one full node to power and calculate from that
π€
@patent sapphire see #math-and-meta message for alt recipe choices
actually I'm doing that right now, using one full node for plastic, other for rubber, because I have packaged fuel which is best for power, then I'm going to use those plastic and rubber to make these, hauling rest of ores here
and on the way I'm getting a ton of power
just making sure my rubber/plastic outputs are greater than demand
opinion needed: is "slooping"/"overslooping" a term that can be used to refer to the Somersloop production amplifier?
(and if yes, which one? ||and why is it slooping||)
Beautiful ceiling mounted conveyers and splitters/mergers for my 480/min compacted coal setup π
All the machines are on the floor above and are fed with conveyer lifts
"beautiful" big floating flat block π€
talking about the belt setup lmao
does it matter how much I move horizontally a tube for reaching same height?
no need to be a negative nancy!
this is also #math-and-meta not #design-and-architecture lmaooooo
this is an ugly screenshot according to @wind spade he thinks your art is bad
he's right
and no, pressure only depends on elevation change
Is this a good output rate for a tier 2 factory or should I change something
I like the icons for this calculator but it's so hard to see the numbers on the lines for the belts
what other calculators are there?
thx
but I'm seeing something wrong
what
then you have idle buildings
the 6.66 is accurate
are these good outputs or should I switch something up
I also never know how much I need, check the wiki to see what each thing builds and think if it's enough, or how long it will take to reach the smart plating amount you need
I plan around my inputs
can I turn camera without moving pump so I see that indicator thing reaching the end of the tube?
oh nice, H does that
for storage?
for what ill need in the future
don't make things for future
you'll need magnitudes more of everything in the future ^^
make what you need now
if you'll need something in the future, build that in the future
but as an example i know that ill need a lot of screws soon ill build a factory that makes a lot of screws
we can't share blueprints can we?
pretty sure you can
so I dont want to build like a million plates if I need more rods than plates
β’ Sharing save files or blueprints in this discord is NOT allowed as we cannot verify the links. Do not post them here.
I'm not a mod, that's in #rules
i dont' mean here, i mean like, in general
so, in theory, i could make a blueprint for an iron smelter building
and then i could export that bp and say, share it with you? not here in this discord as it's against the rules, but like, in theory?
@white bloom https://satisfactory.wiki.gg/wiki/Production_amplifier page is up
Production amplification (dubbed slooping or overslooping) is a mechanic that allows select factory buildings to increase their output without increasing their input cost, at the cost of inserting Β Somersloops and a huge increase in power demand.
there are websites for BP sharing
cool
I'm not sure whether uploading a BP to the site and then sharing a link is okay, you should check with mods via #open-a-ticket
there's more to the game than this discord, so i'm happy to keep those rules
I did a mistake in my message earlier - converter can be amplified too, it's 2 slots! my bad
I can't edit the article
i was about to ask smth regarding BP is there a page or idea side for those? i never worked with BP before since i mainly played before they were a thing
im fine with ideas etc as well but im kinda clueless on what i should use it for (the mk1 at least, didnt get further)
I looked it up in docs to double check and somehow missed it as well...? 
I had a table with all the buildings listed and wrote the number of slots into a colum next to it and when I wrote that message earlier, looked over that column and enumerated the once I saw. I skipped over converter ^^
so it was right in my table but my message was wrong. I edited it now
(the message, not the article)
oh yeah I was reading the wrong thing
"ClassName": "Build_Converter_C",
"mProductionBoostPowerConsumptionExponent": "2.000000",
"mProductionShardSlotSize": "2",
"mProductionShardBoostMultiplier": "0.500000",
fixed
thanks for your help 
np. created an account now too it will probably be worth it in the long term lol
Quick question, how do I design train stations again? With path and block signals?
I'm checking overclocking consumption, did test with iron rod to screw, 250% speed increase increase power consumption from 4 to 13.4 which is a 235% increase
I tought it would take more power than the speed increased, seems I should always overclock to max?
it's even more profitable
you mixed it up
it's 250% production rate and 335% power consumption
or +150% production rate and +225% power
I'm setting 20 plastic factories and I was wondering about overclocking
Something i've been wondering - if i want to transport large quantities of ore to the north ocean for pure ingot processing, should i even bother with trains?
because with mk6 belts it would take a lot of train to move that much ore
since each wagon only holds about 3 whole seconds of a mk6 belt
minutes
oooh
also depends on stack size
once again, Satisfactory being one of the only games to measure production rates in per minute trips me up lmao
what other games use /s? I know Factorio does
right, a wagon per 3-ish minutes is not nearly as bad as a per 3-ish seconds
well it's ore, so 100.
now make it a 8 wagon train and you have 24 minutes... and then 2 trains for 2 belts
modded minecraft often does. Or per 20th second for faster production rates
hmmm alright
I wanna build a new train station, recommendation for how many platforms it should have?
10 too long?
4-6 platforms is usually enough for most setups. 10 can be too long unless you're handling massive amounts of resources or have a huge network.
Last time I went with a 1-4 train setup (one locomotive, 4 wagons)... this already results in huge train stations... often the lower floor of a factory building was "station only"
Hmm, I did 10 lenght for now, doesn't mean I need to put 10 there
what incline can a train take? 2m?
I would go for 2m incline per foundation if possible
yea I was thinking about 1m or 2m
not sure if a train can climb 2m with a lenght of 10
Try it out. 1m incline could be better in this case.
holy sheit, the augmenters are crazy! π«£
hello! is there any solution for uneven distribution for iron rods in this picture
I did something like this
the solution is letting it fill up its internal buffers. The belts will stall and thus the flow self-corrects after some delay. The community calls this a manifold and it works perfectly fine after the initial delay.
oh, i haven't tested this out yet, but will a train blueprint snap to itself?
just what I though, but when the machines start making rotors it didn't work and I got a bit confused
I guess I just gotta wait till all the machines make 100 rotors
as long as your total supply is enough to cover the total demand, it will eventually work
but the delay can get pretty long until it runs at 100%, depending on the stack size
i wrote an article on this a while back
the problem I think that it takes longer to reach the last assembler that the first one ends making a rotor
https://www.reddit.com/r/SatisfactoryGame/comments/198wq1a/manifold_production_delay_ramp_up_time_analysis/ there it is. all there is to know about the topic, honestly a bit too much lol
ah thanks
nerd π
but tldr as long as total input >= total consumption it will work eventually, you just may have to wait some indeterminate amount of time
read for details if you really want to calculate just how long exactly for your production line in question
@white bloom I did a math error, thanks for the correction
it means what I put in the tips section is actually double, so:
The Quantum Encoder's power usage peaks at 2,000 MW by default. With a maximum overclock and amplification, it will average at 13,431 MW and peak at 26,862 MW.
it will always work no matter the input
belting doesn't change how efficient your factories are
if you produce power for the average consumption, you'll need 135 power storages per 1 encoder
perhaps I treated you too harshly, Alien Power Augmenter
right, what I meant is the following line of buildings will not reach 100% occupancy if there is not enough input
(kind of obvious but it's the most frequent error in these kind of questions)
Much clearer! Awesome!
hello, I need to split miner Out to 4/5 and 1/5, I forgot how to do that, can you guys help me?
it was a bottle neck with the conveyor belts
I cant
I cracked the code, and I wasn't expecting that
turns out you can't make sulfur, coal, limestone and iron out of the others
wdym? yes you can, you see it in your own picture
oh I see what you mean now, nvm
from another resource that isn't one of those
yeah I mean the "groups" not the individual resources
got it. yes the graph is not strongly connected
is this draw.io? If you could send the drawio file over, I can put this chart on the wiki
yup
yes, you can
cuz its from miner and those two thing are going to different factories, it would take ages to manifold
pre-fill it then
there you go
TY
feel free to move things around, I made the arrows stick to the nodes (and rotate with them)
I think I'll flip it around, so the basic resources are at the top
how in the world am I supposed to prefill whole factory
if you cant help me just say it
if you insist on a balancer, split to 6, then merge 1 of them back to the start
anyone know how to use splitters to have fours outputs where 3 are 60/min and 1 is 90/min
the four strongly connected components of this are:
1: {Coal, Iron, Limestone, Sulfur} , 2:{Bauxite, Caterium, Copper, Quartz}, 3a:{Nitrogen}, 3b:{Uranium}. can't get to elements in a lower number from a higher one or a different one with the same number. But wouldn't want to use most of them anyways, lol
again, unneeded, just use a manifold
!wikisearch manifold
put the 90/min building first
yeah good summary
now I'm trying to figure out if the conversion rates hint some sort of resource value
first 1 sam always lead to 12 resources, so that's convenient
and uranium is 4 times more valuable than bauxite, it's an easy one since it only has one path
Does fluid buffer reset high headlift ?
One message removed from a suspended account.
fuel generators always behave the same (technical term: linearly)
like at 200% it's like 2 generators
One message removed from a suspended account.
remember kids, if you planned to overclock your water extractors, be sure to actuall do it
thanks
What splitters are you using?
the dumb ones
added, put images in it too https://satisfactory.wiki.gg/wiki/Converter
that's beautiful π
also I found a very strong correlation between conversion rates
except a single one for now, which is super weird
I'll finish this study and publish my results π
Well, nothing else to do, except wait. The machines will fill out and when they don't need anymore rods, the excess, instead of going into the 1st machine, will just follow the rest and go into 2nd, then that will repeat.
ye now it's working properly
here you go, all resources with their reverse density (it means that for example 1 uranium or is worth 30 limestone)
the 3 conversion rates I colored in red on top would be right if the inverse density of nitrogen, caterium and quartz was 4.8 instead of 5
so quite close
but sulfur to limestone is completely off (and positive, unlike the others)
so you can convert SAM into all resources, and there are only two ways to do it: loop sulfur, limestone and coal, or loop sulfur, limestone and iron
both have the same rates, coal is more advisable if you want the other resources, and iron only if you need iron
does anyone know how one can possible load balance this correctly so it doesnt run like an absolute catastrophy ?
lemme read 1 sec
i know
first, the iron ore
240/8=30
so you could split the 240 line of iron ore into the 8 smelters, and saturate them ALL perfectly
a simple manifold line should do the job
the ingots are trickier though
exactly
Manifold, your fix-it-all
You have smart splitters?
yea
Manifold again.
so i need like 20 smart splitters that do what exactly
just overflow into overflow ?
You set it to only send anything ahead, when there is overflow.
I thought Fuel Generators make more power if you give them better fuel? Or are they always 250MW each regardless of what you do?
Sorry for the stupid question, first time getting this far.
They consume less fuel per minute, dependent on fuel.
Which means, Turbofuel for example, can power 2.66667 more machines than Fuel can.
You get 2.66667 more power from Turbofuel than Fuel.
so since with 3 RSAM you make 6 more limestones, I can say that RSAM has twice the value of limestone, thus SAM or has half the value of limestone
which is very low
here in blue all the ratios that match together, in red the ratios that are negative to the rest and in green the one that is positive relative to the rest
and when a refinery says "30 per minute", it means 30m3 per minute, right?
Yes thats the output
ok, just making sure. I think thats the first time ive seem them refer to a fluid without saying "m3"
So the red lines = Bad conversion. Bauxite to Nitrogen = Bad. Bauxite to Quartz = Bad
So a turbofuel fuel gen plant allows you to either use more fuel gens for a given supply, or more room to overclock them
trying to plan a rotor line early game and the planer shock me
Planers end up confusing me more than when I just plan it myself
Yea SCIM's planner tool is not that useful imo
I use Greeny's as its more logical in topology
What's the fastest way of travel atm? If it's hyper cannons, do they really have to be absurdly long? π
Portal. Its instant.
Alright aside from that haha
is it this one?https://www.satisfactorytools.com/
Yes
does it have a detailed mode?
Switch it to 1.0 version, and you can get very granular. Disable, enable recipes, limit input volume, etc
like that ?
Hypercannon if it still works.
Else, probably jump up on a drone and then have fun. Else its trains.
Or if you can line it up perfectly, place down a fast belt, MK4, 5 or 6. Then glide and jump on it, have jetpack on and watch yourself go faster than a jet.
looks like that
yes, tho the bad ones are 4.8/5 so basically you "lose" only 4% of the resource "value"
now I'm gonna compare that result to the map distribution
for reference:
Uranium has a value of 60
Bauxite has a value of 20
Caterium, Quartz and Nitrogen have a value of 12
Copper and Sulfur have a value of 10
Coal has a value of 6
Iron has a value of 4
Limestone has a value of 2
SAM ore has a value of 1
i'm having trouble with this part, rod is 15/min/constructor, how do i get 100/min to 10 constructor
With 5 or 10 splitters.
manifold
Yup. I think the screw part for Rotor and Plate will be tougher to setup. But its basically just having 3 lines of manifold. One for screws, one for rods, one for iron plate.
manifold, split, or overclock choice is yours
two enormous 1 to 5 balancers of course! No, use manifold π
speaking of overclock, is overlock setting available in this site?
how well do the drones work as far as making everything reliant on those?
nope you just figure out the reduced number of machines, or more if you underclock
Everything? Like, ores, ingots, everything?
wich one?
Greeny's is a logical topology. It will give you the formula but not the physicl plan
depends on where you are, but i would go for copper sheet
what do you need more? silicon circuit is awesome. Steamed copper is just more mass production
Drones are bad for ores, but good for finished products.
Trains are good for ores & ingots, as in, big quantity of products getting moved.
not in need for copper rn so ig silicon circuit
Just let it be in the MAM, if you aren't producing or need to produce lots of either.
silicon circuit boards is my ffav of the CB alts IMO
so how would one manage the 96.667/min and 53.334/min like this, because thats the part my head has been hammering itself
esp combined with cheap silica
yeah i think basicly thinking of runing everything to the same area i looked at building more in the sky and using alot more some box methos for crafting ores I just feel like everything is everywhere and havnt really found a great way to make sure you get fuel and be able to craft on mass
hard drives are like gacha lmao
drones are fine for all stages if you want to use them, but over very short distances they are awkward
started a new build since 1.0 dropped so basicly starting over
we all did, or should have
What planner is this
It will manage itself. When one machine is full, the overflow will send it to the next. You are producing 240 iron ingots and using 240 iron ingots.
Just the start that takes time to fill up. When its full, it will just... flow.
a terrible one
Really? Why? I like the way out looks and it would help me visually with planning
it's very much best to never ever use it's layout plans as they are terribly stupid
use SCIM for the interactive map
not for the calculator
you also never learn to actually make good layouts if you rely on it. It's like chatgpt. It technically works but holy hell they get bad
hence why I like this. If I want to do something funky like a balancer, or perfect split, thats my own choice, rather than the calculator telling me
Ye, that there is nice.
granted bad example as the ratios there are simple
also the SCIM one has no idea if any of the bits it's splitting are close to one another, or you make multiple points that make a part for it's respective areas
I guess I just don't like everything being combined
my only issue with greeny's tool atm is that currently its trying to do ore conversion if you try to maxamize an output
and thus gotta disable more stuff
you don't have ot have it in one group - it lets you build better designs
like wtf is this ?
So you can split the "3x foundry" to individual nodes in the designer?
I guess? Im not planning yet how much steel pipes and beams ill make yet from the 180 ingots
prob just split down the middle tbh but another story another day
you're much much better off learning the basics of managing throughput
otherwise you're going to end up in a spider web nightmare as you move away from the very basic plans
Like i said I'm just a very visual person and it's helpful to be able to see individual production devices. Which is why that other one appealed to me
Iron to Sulfur, would likely be very good, due to the insanely high quantity of iron but low-mid quantity of Sulfur
92,100 Iron vs 10,800 Sulfur. In exchange for 3,000 Iron Ore and 100 Reanimated SAM(400 SAM out of 10,200), you get 1,200 Sulfur.
well if you don't learn the basics this is what you'll end up with very soon
good luck sorting that out visually
I took a look at it, then I took a closer look.
After that, I decide its a pretty rainbow.
Lol holy crap
YEAH. that's not even a particularly large volume of end product and nto a final tier item
I barely got into t5/6 so I'm already a bit overwhelmed. That looks terrible
I'm not trying to torture you here, being able to manage belting and designing sane layouts is a core skill in the game
my best advice is to plan for the end goal > than break your plan down into managable chunks, eg the main steps towards said plan
makes things more manageable to think that way instead of macro
was this always in the game? Why i'm feeling weird about this
the SCIM logic system for designing logistics breaks down HARD very quickly
it would be really nice if they posted detailed 1.0 patch notes instead of a brief one
now that there are the leached ingot alternate recipes, it would indeed be quite convenient
this seems like a really good one, since you already use concrete for encased beams, what are your thoughts?
Yea I guess I need some reasonable instruction on that front. Are there any youtubers or anything that you c m recommend for help understanding design
chances are it's use case is pretty broad yeah
not a core imho, the most important
if your layouts are not good, troubleshooting becomes a hell
pfffftt.... you could look at total exclipse for basic manifolding?
but it's mostly practice and breaking things into chunks of your maximum belt speed
what exactly is your problem with basic manifolding?
i could help you, it's really simple to be totally honest
more layout I think
I'm not sure. This is my first game like this and I'm terrible at designing things. I can make stuff functional but it looks like crap
ok for example this plan - assume you have mk2 belts as a maximum
you know at 480 ore you'll need at least 4 sources of iron right?
you'll need to break up the Iron plates into 3 groups of constructors since you need at least 3x belts for 270 ingots, ect ect
make nodes either on a spread sheet or paper next to you
can i cut you to make it even simpler?
oh and your first factories will be terrible.
Just accept that.
If you aren't learning to do 10 things better with each system you're doing something wrong
there is a better way for new players
give it a shot
Its neat, to convert a high quantity ore into a low quantity ore.
You could if you wanted to, would cost quite abit of SAM, convert Iron into Uranium.
which is funny because it's iron that fuses to itself and other elements in a super nova to make heavier elements
Say that you want to start a concrete factory and you have only 1 Limestone resource around, this one which is limestone normal
and say that you have only MK1 Miner for Now, what do you do? you place the miner and look at the output rate
it's 60 limestone per minute in this example
you open the codex and find out the concrete or click n and type concrete
whichever you want
Oh that is funny
You can see the "per cycle" values of the inputs and outputs of concrete, if you click on it once, it also shows you the per minute values
we have 60 limestones per minute, 1 constructor uses 45 per minute
you can under/overclock
how many constructors do we need? 60/45= 1.33, since you can't place 1.33 constructors(for now) you simply place 2 constructors and split the 60p/m limestone into 2 machinery
start from zero, you don't have to complicate stuff
a very basic layout that will never change until the end of game (other than 2 input+ machinery)
splitter at the input side of machinery and merger and the output side of machinery, if you want to make a manifold
are there enough harddrives in the game to unlock all alt recipies?
yes
yes
sweet
is it needed tho?
I mean, I'm used to uranium in factorio being abysmally cheap
idk how it is in satisfactory
i will never use that converter unless i made a very bad choice and the resoruce that i need is in the other edge of the map
it just kills the fun
i understand the cloud storage
but not so much the converter
good point actually, sounds like a very good way to make outposts instead of a central factory
With these new recipes you can make a heavy modular frame that is ~70% concrete
could potentially save so many belts
which exactly is against the core mechanic of the game
Not really
it just removes the design/planning and logistics parts of it
There was steamed copper sheet alt
based on this, it would be much simpler to land into a iron giant and convert everything else from iron
You can make copper sheets that have more water than copper in them
instead of finding planets with different type of resoruces
i know it's a game, but it even falls short in the game , atleast that's how i feel to be totally honest
i don't really mind people using it or liking it
that's totally ok
central factory was never good
TY this basic design is actually quite helpful, and makes sense seeing it
That just shows off how ignorant I am regarding design concepts π
you are not ignorant, if you haven't designed stuff before in another similar game or in real life, how do you expect to have any idea for it here?
just try and make mistakes/errors
ask questions where you can't find the solution
and with time you will be much better
Thanks ill definitely ask if I need some ideas
Remember that your computer is also a limited resource
your brain goes boom
yo can anyone help me with this?
idk how to like split it
lore-wise SAM was discovered by you the player, it's a totally new thing
Well, yes & no. Depends on how much, you wish to use of it.
There is an 'infinite' and 'finite' amount at the same time.
A total of 2,100 Uranium p/min in Satisfactory
My max cons. is literally .5 MW below my capacity
one splitter
so a bit less than 1 plutonium fuel rod per second
crazy that you can't even max out a mk1 belt
but well, that would be 1.5TW of power
can anyone explain why my conveyor is slowing down?
and there is: 12,300 Bauxite. 10,800 Sulfur.
More than enough Bauxite to convert into Uranium.
Fisconium, you can make with iron aswell.
right, I was too focused on the rate that I forgot the value
With Iron, it cost more Reanimated SAM though.
I could compare them btw
Please do
ah but they're ingots
Making MK5 Belt won't need that big of a production of Bauxite, unless you wish to heavily mass produce MK5 Belts.
aluminum and caterium costs are the same
but the ratio of ore to ingot is twice better for aluminum
In terms of SAM?
I think Aluminum is best on the cost of SAM
Takes 120 R-SAM & 720 Iron Ingot to make 30 Fiscite Ingot
Takes 90 R-SAM & 120 Caterium Ingot to make 30 Fiscite Ingot
Takes 60 R-SAM & 120 Aluminum Ingot to make 30 Fiscite Ingot
So its really about the cost of R-SAM. seemingly will also cost less power, to make it with Aluminum.
there was a tiny conveyor in the splitter which slowed thing a down
@ancient oriole oh wait, the output rate is different
I definitely going with aluminum then
R-SAM consumption rate is also different
you can convert iron to bauxite tho :p
right, 3 per ficsite except the iron recipe which takes 4
Iron takes 4 per Fiscite.
Caterium takes 3 per Fiscite
Aluminum takes 2 per Fiscite.
240 Bauxite -> 240 Alumina Solution -> 360 Aluminum Scrap
180 Aluminum Ingot(Pure recipe)
If you make that twice, you can make 90 Fiscite/p min, for a measly 480 Bauxite.
oh, aluminum only takes 2 holy shit that's gud
Found the corner of the new moved damage border on paradise island.
Soooooo much free space to build things on the water now!
They have just moved the world border down, no?
So yes, Bauxite best, but does cost Coal instead, so in the end, comes down to what you prefer and what use you might have for SAM.
yes, it seems to be still diagonal
240 bauxite + sulfuric acid => 480 scrap
480 scrap + silica => 320 aluminum ingot
:p
or Sloppy Alumina + Pure.
200 Bauxite = 240 Alumina Solution = 360 Scrap
Less buildings to make use of and only use Bauxite + Water + Smelter.
Doesn't use Sulfur.
10 bauxite => 12 solution
12 solution => 18 scrap
18 scrap => 12 ingots
only 288 ingots per 240 ore tho
and you have more factories
sulfur ingots are really op recipes
In exchange, no cost on Sulfur
Iron to Sulfur, is likely one of the better conversions.
Caterium to Bauxite aswell.
Caterium's use is making Quickwire or Caterium Ingot(Option for Fiscite Ingot)
150 Caterium -> 120 Bauxite.
600 Caterium -> 480 Bauxite -> 120 uranium.
A normal Caterium Node, with a MK3 Miner, can be made into 120 Uranium or 480 Bauxite. At the grand cost of 50 Reanimated SAM.
600 Caterium & 200 SAM.
is there a way to make it so ressources will only come out the other side of a container when the container is full?
Is there a Production Calculator that works in the oposite way from Satisfactory Tools and the others --> so instead of telling it what output I want and giving me the needed Constructors, I give it the constructors and recipies they use and it gives me what output I can expect?
no, but you can use an upgraded splitter to load to the container and then overflow to one side
forgot the name of the splitter
I use it to sink things that would clog the factory
Ive got a question, have 900/min Heavy Oil Redisdue
i can get 1800/min fuel and then go to turbofuel
but should i use the Alternate Turbo blend fuel recipe instead?
Well, with it, diluted fuel and heavy oil residue, you can use 600 crude oil to make 800 Turbofuel.
I'm not good at using tools, but here is an example of it.
wait... should I use turbofuel for the fuel generators?
Up to you.
I tought it was only for the jetpack
You can use it for fuel gens. All fuels, can be used on fuel gens
Here are the rates.
oh wow
thanks, now I need to calculate if I can generate it better than the packaged one
packaged diluted fuel ?
Not really as much as you'd think. Try looking at this aswell
That 800 Turbofuel, makes more power than 2133 Fuel would.
thanks
to be fair I should focus on completing the third phase for the elevator
is the reason I was doing so much plastic
later there will be rocket fuel
ye, and later, ionized fuel
nice, I have tons of power right now
and I'll have even more after I finish plastic
btw those fuels can be used on jetpack?
jetpack only accepts up to turbofuel, right?
All fuels can be used on jetpacks and drones.
Ionized doesn't pop up, 'cause I haven't unlocked it
then the wiki is outdated, I guess the better the fuel the better it works, seems turbofuel makes it go faster according to wiki
Are you using fandom wiki?
Don't use fandom. Its heavily outdated.
though official wiki doesn't state the info about rocket or ionized either
Wiki team is working on it. Everybody is welcome to help: https://satisfactory.wiki.gg/wiki/Special:CreateAccount
Understandable.
is there any good steel blueprint packs anywhere?
Any advice on which hard drive reward to pick?
what are your options?
Oh I was asking in general, but I see the choice is more complicated than I anticipated
Cast screw recipe
5 iron ingot for 20 screws u say?
Yo guys what factory can I make with 3 iron normal nodes?
always pick that over anything, from there probably inventory expansion unless theres an alternate recipe that catches your eye
Pretty vague I think
Yes, removes the need to make extra pipes for screws when you make your iron factory
An iron factory
No way
Nice to hear, it was my first reward. I will focus on inventory expansion from now on then, thanks!
What did you think I was going to say
An effiecient factory for modular frames
Then u should have started saying that
what tier are you on?
if it's a totally new thing, how exactly ADA knows what it does
4
can someone join my wolrd and tell me why my factory aint working pls
and why we know how to produce stuff from it by simply just researching it in MAM?
Diagnose your own problems lazy bones
thats what ive been trying what u want me to do now
search up a modular frame factory design on youtube
Find the problem
Won't be able to do it next time if you don't do it now
check all your inputs and outputs and make sure they're all in correctly
make sure all your recipes are set
thats the problem they arent i did everything step by step with tutorial and it aint working
too low input
ok how do i fix it if i alr followed the tutorial
how i did it the exact same as shown in the tut
ok so if something is too low, you need to make higher
why does it work for them but not for me=
are you using the right mk miner?
because you perform research on it, that's why at first it's not useful and then after analysis is discovered that you can activate it etc
also hence its name "strange alien matter" like they have no idea what it even is
you can't say 'i followed it step by step exaclty and did exactly what they did' because you haven't
yh n its a pure node
what input does the factory need
4 smelter so 30 each the miner gives 120 so thats 30x4 but only the first miner get enough input the materials travel too slowly over the bands to the next 3 smelters
the tut did it all with mk1 bands n 1 mk2 i have all mk2 bands still doesnt work
I don't know where you're going wrong, but it'll either be something wrong with your belts or the miner
rewatch the youtube tutorial
how long have you run the factory for?
10mins now ill go check on it again now i was crafting meanwhile
99% of factories need 15-30 mins to work fully
still the same problem too slow bands smh
hey, im quite new to this game and Id like to build this Rotor, Reinforced Iron Plate and Modular Frame Factory.
Now my question:
As you can see I need to transport up to 427.5 items/min, but MK2 belts only handle 120. Im planning on using manifolds, can I just insert the items at a later point as you can see in the 2. picture (Green for splitters, blue for mergers) or is there a more efficient / organized way of doing that?
if you're that impateint, turn off the factory, get the raw ore you're and fill all the smelters up with it, gives them a bit of a head start
by the time they've run out, you should be getting ore from the miner
You can do this, yeah
You can also choose to have exactly enough on separate belts for each machine (or a small subsection of machines, maybe two or three at a time), but merging mid-belt works.
Alright thanks, then Ill try it out
I'd hold off on a modular frame factory until you get mk3 belts
can you elaborate why?
High capacity on belts can be a bit frustrating to work with in the early game.
Consider this: you could make five mini factories in one location, each making two per minute. This avoids the potential high-capacity belts issue, while allowing you to scale at your preferred pace.
if you are with mk2 belts only, build for mk2 limitation, when you come back later here with mk4 or mk5 belts, you will have a totally different style for it
dont waste your time
Quick question i wanted to build turbo fuel plant and i don't remember how to chain looked it was smth like this:
oil->alternative: heavy oil residue -> Diluted packaged fuel -> Unpack fuel -> Turbo fuel
im right or not
Makes sense
Not necessary for the amount of frames you're gonna need in the near future, and MK3 will ease belt overload until you get MK4 and 5 better than MK2 ever will
Build one to get the production going, and build more as you have time or space.
This is correct. You'll need compacted coal and packaged water as well, but this is correct.
thx
You can have a 1:1:1 machine count for packager (packaged water) -> refinery (diluted packaged fuel) -> packager (unpackage fuel). You can hand-feed canisters ((at the start)) and keep them in isolated loops rather than merging and manifolding again.
Isn't there a way to do turbo fuel without the packing/unpacking, or am I misremembering?
Blenders!
someone help me with slow belts
What's up? How can I help?
ill dm u
Give the man faster belts!
Go for it
sent
can someone tell me why this doesn't work? Im producing 100m3 of fuel per minute, 8 fuel generators are using 96m3 of fuel per minute and last 4 generators just doesn't work
Fuel Generators shifted how much regular fuel they use with 1.0
bruhhh
Went from 12 fuel making 150MW to 20 fuel making 250MW
i didnt notice
just delete 3 gens and you're fine
It's the exact same ratio of fuel to power, it just requires fewer generators to be set up
Anyone looked into Rocket Fuel powered drones? About to make a 1,500 m^3 Rocket Fuel factory and wondering if I should siphon some of that off for drone stuff
Absolutely understandable
can someone help me, I have 3 belts carrying 400 coal per minute and I need to make it 4 belts carrying 300 coal per minute and I cant figure it out
Where are those belts going?
Into coal gens
Okay answer is Manifold setup
I have 4x 20 gens all need 15 per minute the I need 1200 coal per minute so 4 belts with 300 and I have 3 coal mines doing 400
Once the internal buffer fills up then buildings only takes what it consumes
400 -> 200 + 200 -> 100 + 100 + 200
400 -> 200 + 200 -> 100 + 100 + 200
400 -> 200 + 200
merge 100s with 200s
Yeah I tried that but still cant make it work and look good at the same time
I'm unfortunately not home or at a computer to show how you could do it
usually the best way is to not think about it that way
if you have 3 belts of 400, build the next step so that it needs 3 belts of 400
What's the most aluminum efficient way to produce turbomotors?
something like this https://www.satisfactorytools.com/1.0/production?share=1Veyb22ZDibUMCzjy0mL
do decorational items like steel beams cause lag when they arent loaded?
Sadly it's not loading on mobile.. I guess I should just focus on work and factory when I get home lol
I did it but it looks like shit XD
If it looks like shit but it works is it really shit
Diluted Fuel + Nitro Rocket Fuel + Compacted Steel Ingot = Nice.
I'm going to be producing 1,600 Fuel, 2,400 Rocket Fuel, and then I looked at that Compacted Coal that is being made as side-product from all that, 400 Compacted Coal. Put that into Compacted Steel Ingot and all of a sudden, I have 1,600 Steel Ingot p/min.
So while you make Rocket Fuel, you can also make lots of Steel Ingot as a byproduct.
Making Power and Compacted Coal at the same time, quite nice.
Found dasfisch3's issue. There was a mk1 belt right before the input splitter that was rate limiting the entire input.
I tried to tell him to check his belts
Yeah I did too
It's fine tho, it's working now
just rebuilt my factory during phase 1 to get 2 assemblers for smart plating, now i see phase 2 needs 1000 of them, my iron mines arent working 100%, is it worth rebuilding again, or should i go build another place near more iron?
You need 1000 for the smart plating, but if you just started, you don't need to have the 1000 done right away
generally I recommend to not rebuild, just build new
Two assemblers for smart plating is 100 minutes before you need it (because you've exhausted what's available in t3/t4) and chances are you'll need a lot more time just to go through t3/t4
Immediately upon opening the game?
Yes
Click Send and Close, then go and verify file integrity
i've already done that
Hm
Crash reports are out of my expertise. @wind spade do you know who might be helpful here?
Np
Can someone check how much oil I need to make 1500 Turbo Fuel per minute?
If Iβm not wrong, itβs 675 Crude Oil β 900 Heavy Oil Residue β Diluted Packaged Fuel (after unpacking gives me 1800 Fuel) β 1500 Turbo Fuel.
I think it's correct, but it feels off.
and scim isnt working with Diluted Packaged Fuel recipie
same with satisfactory-tools
No, it's legit
Are you using the correct version?
yea i get this message for 1.0 and 0.8 "Unfortunately we couldn't calculate any result.
This can be due to many things: missing resource required for the production line, not enough resources for the requested amount, disabled recipes required for the product, etc."
This looks correct. 1200 compacted coal as well.
I tried to set up the turbofuel and was able to replicate your issue. I think the calculator may be reading turbofuel and packaged turbofuel both as packaged turbofuel, but I'm only making that assumption based on the icon being packaged turbofuel for both
weird I thought it should be consuming more oil.
675 crude * (40 HOR / 30 crude) * (60 fuel / 30 HOR) * (18.75 turbofuel / 22.5 fuel) = 1500 turbofuel
anybody has some stackable perfect ratio blueprints for 1.0?
I simplified the fuel note to assume the packaging loop as one step
i know mk2 pipes used to not actually do 600m/s or something, but can mk1s actually do full 300?
why the blueprint designer has an inventory storage?
good afternoon - question for the pioneers out there - my factory needs 60.66666 plastic/min, but is supplying it only 60 plastic/min going to have any problem long term?
yes from what I've seen
If you clear the designer that is where the components go to
thanks
I guess for situations where I want to connect 20 refiners, might be a good idea to do a stackable bp
You will be missing .66666 per minute which will result in occasional dropped uptime on machines
Ah okay, I'm using to make packaged fuel to be shipped to my truck station so that's probably not a big deal right?
as long as I have a pretty good stockpile?
In that specific case, it's only a problem if you need 60.66666 for your trucks
ah got it
why is the flow rate on the bottom right pipe fluctuating between 600 and 550, I'm guessing it's because of the (un)packager pipes emptying so part flows back into them?
in theory this is supposed to be 600 fuel/minute, but I'm getting fluctuations
Im setting up a Wire/Cable factory
I have the Iron Wire alt recipe, and have both the Fused and Caterium wire alt's avalible in my HDD library.
Around me I have the following nodes available
- 1 x Pure Caterium
- 2 x Pure Iron
- 1 x Pure Copper
I was thinking of doing the caterium wire since I am so early in the game I dont have much use for caterium, which will leave me my 2 x pure iron for rotors + reinforced plates, and copper for copper sheets
What do yall think?
Where is the cave entrance for that Quartz? I have been looking all around it but didn t find
||There are 2 entrances. Both near water, 1 east of you, the other west.||
anyone know if there's a better way to do this or if sometimes the simplest is the best, i want my factories to be prioritised, with the container filling up next, then sink
thx
if it works for you it is good, no need to overcomplicate a simple design
Simple is best. Things are going to get complicated by their own merits, no need to make it worse imo.
ty both of u
hi, another question: how should i handle splits like that?
manifold
manifold the entire thing
@wind spade wait, did u make the satifactorytools.com ._.
doesnt it take like forever to handle this?
you have mk4 belts, it's gonna be pretty quick
uhh
it's 18 constructors, not that bad
i mean there isnt really another clean option
im on mk2 belts π
injection manifolds then
oh
im guessing you're using 2 pure nodes or 6 normal?
Yeah that makes sense. Woudlnt it be smart to seperate the manifolds into 2 parts or would this make it just more complicated?
so i mean outgoing from the smelters
however you want, at the end of the day it's still all just iron ingots
yeah i guess, will just try the easier one, thx
If I may ask, is there a specific reason for these numbers?
You can get some cleaner numbers for your production lines (avoiding awkward decimals in early game) if you do maybe 8 rotors and 22.5 reinforced iron plates per minute or 16 rotors and 15 reinforced iron plates per minute
yes, why?
Tbh no, I just used those, maybe should have put more time in planning
Fair! Unless you intend to pull these resources into later resource chains, you may benefit from doing one of those splits.
Er, I guess 22.5/8 is a bit of a weird one for numbers, but 15/16 might be fine
Yeah 15/16 cuts out decimals from all points of production that aren't machine clock speeds
Yeah 15/16 definitly looks way cleaner
(and probably also builds way cleaner)
Ill look into that, ty
Your biggest hurdle might be the 400 screws per minute going into rotors
Ill just do the manifold injection there ig
That looks like a direct feed situation personally - 2.5 constructors making screws merged together and aimed directly into an assembler
You could do one constructor at 100% and two constructors at 75% for screws, and then two constructors at 66.667% for rods, and direct feed into all four assemblers rather than manifold
am i being stupid or did fuel gens use to take computers before 1.0?
smart
i know fuel has changed quite a bit for 1.0 but i dont know about that specifically π¦
Do they not take them now?
def not cuz i set up fuel generation before computers
Interesting, I literally never processed they didn't need them then
I don't recall copper sheets or encased industrial beams being there before
But the other three were
It seems they rebalanced both the resources needed to build them and the number needed to consume X fuel per minute - both very good changes imho
I think the only thing they did was to buff their power generation
It was a shift
its a godsend for me since i was reaching power limits soon and i was gonna have to do what i did last time i played and buy computers with coupons to make the generators but i don't now π
It went from 12 fuel for 150 MW into 20 fuel for 250 MW
how do people go around in terms of automation certain steps
rn i just use satisfactorytools.com and put in the numbers i want/need for like elevator parts etc
but idk how many middle steps i will need in the future
should i just (as an example) put 5 motors and then add 1 assempler for rotors/stator each so i have one part each for future research maybe
It still maintains the ratio of 1 fuel -> 12.5MW as before, you just need fewer of them to consume the same amount of fuel and to provide the same amount of power
I do dedicated production lines
omg thats amazing my plastic factory makes exactly 200 fuel/min no more overclocking generators to like 66.6667%
I have dedicated production lines and outputs for rotors, stators and motors; I don't pull from the rotors and stators used to make motors for my storage
Yeah given the quantities fuel is produced in, having it consuming 20/min makes more sense, so you're not locked at multiples of 60/min and can go as low as 20/min multiples now to avoid clock adjustments
is there a good guide on how to make a storage hub or smth?
I have these 2 iron nodes + one on the factory for my plates and stuff but the thing is that i cant use that long of mk2 conveyors so should i just split both of these right from each miner so each line becomes 60/min then all 4 lines go to the factory
Fuel gens used to take quickwire, rubber, computer, motor and heavy mod frame, that is the new recipe without hmf+computer
Early game just bring all your stuff to one place, later on you can have shared input lines with excess filtering and such
The new radios are also very nice with 20m consumption
Can do that, yeah
is there a tool or something that can show me the logic to a 5-5 balancer?
im more or less done with p2 just have to input the items
so i would like to start one soon-ish, idk what early game is tho
*how long early game goes and when mid game starts
Now that I m looking at that alt recipe, it doesn t makes sense, you get the same amount of RP for more screws needed
its faster
I recommend looking into the ||Mercer Sphere|| track you haven't. Helps your central storage woes a bit.
Adds iron cost but requires less space and power
Also you need 250 screws per minute per machine which isn't supportable until mk3 belts
what's the general recommendation?like is it ideal to make a factory far away from the nodes? im thinking about moving it somewhere it can scale
Personal preference, really
I just feel the bads are way more than the goods
You will be saving 8W by doing that and a little space
I don't use bolted iron plates. Haven't.. ever, I think
- You need to make more screws anyways so it takes up the advantages
Sometimes I build right by the nodes, other times I build where I have a lot of space and bring the nodes in. It just depends on what you wanna do
#ScrewScrews
The fewer I need to make, the better
fact
Okay I will be back in an hour I'm leaving work buhbye
ty for making a tool like this
Oh that s nice, didn t know that
Congrats mate, it must been hard to make it
How much coal does 1 100% generator burn per minute?
open its UI, it will tell you
and then I was like... I guess I'm braiding pipes now
no mistakes only happy accidents
quick question, is rocket fuel a gas?
Not before starting it up:
put piece of coal in
tho iirc if you hover over the icon it should tell you as well?
it needs the aluminum ingot based "Fluid Tank" yes
Trying to build my power plant before starting it up.
(the one in top left)
(i do wish we got some Iron/steel alternatives to it)
wth is that
o
so looks like no pumps for me :3
i just made 2250 per minute rn
72 blenders and 62 refineries
so, looking at the energy/stack, batteries are still a better option than even packaged Rocket fuel
This is what I see:
about to make 1,500/m myself
You need to collect coal for it to show
yk compacted coal at 7.143 is 1/5 of 50 per minute
What are some good t3 t4 alternates I should have?
solid steel ingot
i have def collected coal and all i see is petroleum coke :/
unless i guess... you need to hand mine the coal? which i thought i did
I've collected coal before to make gunpowder for the Sulfur tree...
Then just place a coal inside the generator
So, yea.. you have to enable the recipe you want used..
I think my game broke.
Biomass shows this
It sure did, try restarting lol
Which would be a lower machine count per mw, nuclear or fuel?
i can't make this 360 exactly???
click the number, you can type
yeah, it still doesn't stick
press enter
doesn't work
here is a stream to prove it:
https://www.youtube.com/watch?v=mmu0E0dtEKw
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Hello all, you can just call me Zi. Currently, I am just streaming for fun with games I like. As of right now due to random real life agro, there is no scheduled stream. I'll be doing it when I can.
yeah, it does not work
one time i typed 360 and it went to 60 and then 6
wtf lol
heavily recommended to not use valves
how else would i balance this then?
wasn't me using them
you get acid back when doing nuke stuff
so you have to balance it out
i could with aluminum no problem but not this
because you need 360 exactly and you get 50 per refinery... you can't?
underclock one
ok so I realized that the last 2 unpackagers were getting clogged outputs, putting a pump in the middle of the pipeline fixed it, so my question is.. how? valves didn't help, so I guess more pressure with the pump?
this was like 4 hours of trial and error all for one pump to be the fix
Can someone explain how this is not working I got 270 input splitting into 60-60-any and results always 61-61-148. UHM Maths aint mathing here...
using packages to fix the sulfur acid problem, but man.... that is a ton of extra energy needed that shouldn't be needed just because the Valve does not work right....
Produce sulfuric acid such that byproduct + fresh = volume needed
Don't produce fresh = volume needed
It works fine for everyone else.. there's a bunch of different ways, I personally pump the waste above the refineries so it's at a higher headlift than the incoming water.
Bonus points if you keep them as isolated pipes entirely where possible
No answer on my nuclear vs fuel gens.. I'm curious as to which is the lesser machine count for 1tw, with power boosters on fuel.. I'd like to do a big build on our dedi, but not smoke our cpu.
I just got home, one sec
Just on the actual generators or on the entire system?
What's wrong with your valve? They should be working fine.
dimensional depot my beloved
Are trucks viable for everything wanna use only trucks this playthrough but Iβm used to trains
if my math is right you can max at approx 200 depots? assuming all spheres and all upgrades?
yeah
solidly in the range of more than enough, i think
97 for upgrades I think, and like ~300 in the world
All the transport methods are viable in their own right
nvm, even the pumps don't fix it
Pumps only provide headlift, they won't fix any issues like that
they did fix the issue of the 2 back packagers clogging, but still not consistent on the flow rate
Flowrate fluctuating isn't really an issue, as long as nothing is cloging you will be fine
The issue you had was probably sloshing or something which pumps (and valves) can stop
still not getting consistent production because my last 4 fuel generators run out of fuel
Hey, does someone have a sheet of all recipe changes in 1.0??
Turn off a few and let the pipes fill up
System wide, we want to do a points build, but we want the server to still be playable when it's done
makes sense
tried, still dropping
30 fuel gens for 600 fuel, still not working
And none of your packagers are clogged?
ill check again but I have a pump in between each section
wait the first one is clogged now
uhh ok another pump I guess
ffs still clogging
is this efficient to any degree?
I know the mk2 pipe issues are meant to be fixed but try with 2 mk 1 pipes
absolutely
i originally had them all stacked in a large tower
it was a bit difficult to get anything out of them
The clipping is killing me
instead i did this
i'm not stacking shit again