#math-and-meta
1 messages · Page 142 of 1
You don't need to, you would just have to redo the belts and perhaps have some lifts
Welcome to oil 🙂
don't have oil yet
Try rebuilding all your pipe connections. There might be a dodgy one somewhere
i just have comical amounts of solid biofuel
been there done that
If that doesn't fix it then I have no idea what else could be wrong 😂
so so so many times
i have an entire storage container filled to the brim with solid biofuel so i should be good for the next year or so
but like it cleans out for 30 seconds, then it builds up to 30, then cleans, then 48, then drops, then 10, then drops????????
lemme do some math how long it'd take before i ran out of solid biofuel
tried doing that, I've even tried splitting the pipeline into 2, then merging back at the front, but still dodgy
How many do you have?
30 fuel gens in this set
I planned this out specifically to get 600 into 30, but NOOOOOOOO
I wouldn't waste any more time on it tbh if it's only 3/4 buffering. It may just sort itself out over time.
Hey am I the only one that can’t open the satisfactory planner tools to see the map and the new resources node ?
Turn off the last fuel gen in every row and see if it stabilises and then slowly turn one on every 10 minutes or so.
As of current, with 200 solid biofuel it takes about 50 minutes for one to run out, times 4
I mean it's not a problem because it's 60GW in total for the entire plant, but ffs I built it to be perfect
Website has loads of traffic, just keep refreshing
Oh ok
On that scale it's nearly impossible to get it perfect
The only other thing I would recommend is to get rid of mk2 pipes and just use mk1's but it is a pain
1800 oil => 2400 HOR + 1200 resin (60 refinery)
2400 HOR + 4800 packaged water => 4800 packaged fuel (80 refinery, 16 water extractor, 80 packager)
4800 packaged fuel => 60 GW (240 fuel generator, 80 packager)
```The math checks out
I'm going to reddit maybe someone can help
Good luck
thanks
keep refreshing to DDoS it even more 😛
anyone having major issues with pipes
scroll up lol
how much does a max power shard nuclear plant take for uranium rods per min?
I must be lucky with my pipes, since they were added i've only had about 3 issues, ever. 😇
plant doesn't really stay until "after" you use it once
its just since 1.0 for me
wait a second the front refinery is also stalled
they keep getting bugged connections and sometimes some very weird physics
Try filling from above.
Well yeah, since the packers are stalling your whole system will now begin to backup.
Filling from below is more likely to cause issues
definitely filled from above
Do the same for the fuel gens
trying to do a starter aluminum but the pipes bugging out are a nightmare
With 3940 Solid Biofuel as of current, and 15 seconds to burn one, that nets me with approx. 16 and a half hours of fuel, or about 4 hours per biomass burner
Is my math anywhere within the ballpark of accurate or am I wrong somewhere?
OH OH OH it's fuel canister hold on maybe that's it
oil and water pipes keep breaking for no reason
Try moving the fuel gens down a block
Actually yeah that will probably fix it
What is probably happening is when your gens fill and stop accepting fuel there's a bit of backflow back into the main pipe
but the backflow should move to the next generators since pressure is higher behind
each pipe is successively more empty so it should run along
I mean I can try but I doubt that's an issue
Yeah but the backflow prevents fuel from the pipe behind from flowing in so the flowrate is effectively less
true dat, lemme try
I think my math checks out
game doesn't have pressure
here it is not on its side
wait what.... dismatle crate where I've never been?
Seems to be a common bug right now
and what is there?
it's effectively pressure
what the hell
yeah i tihnk i have one crate at 0,0,0 too 😦
are there updated map editors for 1.0? like does calculator work?
yeah my guess is that the game bugged out and threw something at the 0,0 coordinate
yeah it's 00
close enough
I think everything besides changing conveyors works
cool i just wanna delete this stupid crate on my hud
yeah it was the 0m altitude that threw me there
whats the new recipe for the supercomputer?
!wikisearch supercomputer
Why the hell did my power consumption spike here?
Your max consumption is higher than your capacity
because you were using too much power?
Yeah, I'm asking what spiked it
I didn't do anything that could've caused it to spike like that
machines that started at the same time or whatever
Because some machines came online
Oh wait I think I know why it spiked
Eh I think it's fine for now
No need to mess with it now, it works just fine
Get more power, surpass that max consumption
Clearly not if it just went out 😂
One-time occurance
Build abother bio burner and it will be fine
MOTHERFUCKER
It will happen again if you run everything
if all your machines run, you need 130 MW
you can only make 120 MW
obviously the situation will happen
Okay perhaps I should look into that
you can temporarily disconnect a part of your grid if you have enough items stored
This seems better
Literally build 1 more bio burner and it will not happen again
get a lot more and automate them, they're 100% efficient actually
biomass burners will drop consumption when not needed
Anyways, I put one of the biomass burners at 50% capacity
You don't need to do that. Bio burners scale with demand
^
True but also seeing the blue and gray line line up makes me feel funny inside
I find it quite...
satisfactory
I find it quite satisfactory being able to build a machine without tripping the fuse
Well now I'm just perplexed
I actually didn't need to do the loop back for water on aluminum because I actually needed concrete, so I sunk the water into concrete creation... so this is just a straight set of 525 water going into some refineries... but the water is backing up and not getting there... there's no elevation changes... there's plenty of pipe space... I dunno...
AMEN (the dips are from the othe set of generators, dw bout this one it works) thanks for the help guys
now to rebuild the pipes.. 7 times, WOOOOOOOO
After the fuel generator changes does anyone know what the new burn rate for turbo fuel is in generators?
7.5 I think?
20 for fuel, 7.5 for turbo
Thanks
@deft lichen alright, it was harder than I thought but I got results now on Production Amplifier optimization:
You'd always want to spread out your somersloops across all buildings running a certain recipe that you want to boost. Yes, that means you have to overclock more buildings for the maximum yield increase, but that's still cheaper in power cost at the end of the day for the same yield.
The only reason why you would start stacking up multiple in the same machines is input scarcity, and then too an even distribution is best, so that's covered by the spreading out mantra.
@wind spade that suggests we may account for production amplification in our solvers by pseudo recipes that cover the difference in power cost and yield from adding one somersloop, and have a fixed number of somersloops as an additional constraint input. Balancing against Power Augmentation probably comes down to brute forcing any possible number of Power Augmenters and booster Power Augmenters, which isn't so bad because it will be at most 10.
EDIT: not quite always: #math-and-meta message
is generating about 7000 MW with fuel generators good enough or should i make the switch to turbofuel
that depends what it is for
just not worrying about energy at all
it's good enough to power a factory that needs 6900 MW
it's not good enough to power a factory that needs 7100 MW
actually, some of the finishing recipes are so condensed that even with global resources you have a lot fewer machines than there are somersloops, so the input scarcity aspect might become a very real thing, not just for alien dna capsules etc
how does copper alloy ingot take less resources when its the same amount of ores, just split between iron.copper
heavily recommended to not follow tier lists blindly
they are very often opinionated based on OP's preferences
only looking at those when I get 2 things out of hardrive that both seem not super great
then leave them be to block out both for future hard drives
look at this instead #math-and-meta message
of course the idea there is that iron is more plentiful then copper, which i suppose is true, but if you want to use it would still depend on the resources you have at hand when building a particular factory
A method by which to efficiently "maximize" and "mess-ify" the length of a belt instead of minimizing it --- i.e., LGIO-mode.
This is here because I can't send pictures in my response in #satisfactory and this is where it best fits as an "algorithm"
hmmmm yeah that's true I guess
picking a different seed for random directions with each belt placement would mean consistency in sizing for each leg, but randomness overall
Holy cow, rocket fuel alt seems super efficient for power. If my calcs are right I can get 1200 fuel (72GW) from only 300 crude, 800 sulfur, 600 n2 and some coal.
And it’s a way simpler layout than turbo
how effecient would it be if you tried to run all your power from the same splot like does distance break pipes and such with loading issues ect?
I’ve not had issues with long pipes really. It’s junctions and machines that cause issues with sloshing usually.
and is it better to not over clock production seems to be common concensus here so far that i have read.
I know last time i set up I had to overclock water pumps especially adding more just really didnt work
Overclocking gives you the same result for fewer machines at the cost of exponentially increased power. I do it a lot because I over produce power, and don’t like wasting space
Miners are the only thing you really need to overclock strictly speaking. Any constructor you can just build more of
Especially when doing nuclear, you need a lot of water. I always overclock those so 2 water extractors feed one 250% nuke plant
technically you can use exponentially less power by underclocking as well
2 constructors clocked at 50% use less power than one clocked at 100%, correct?
I think so, but eww
that does look like a decent and easy fuel plant, only that you need to still make 288 generators 😄
I can get 4 gens in a 5x5 blueprint now though 🙂
did they fix the snaping together issue or we still need a mod to get them to snap well
pipes belts or rails dont snap over blueprints
yea if you use 5 buildings with clock speed 20, the power usage is 60% of what it would have been
when using satisfactory tools, you guys round up or down? 16.54 or 16.53?
you can set the machine to an exact number
your partial wire constructor is making 16, in this case
Anyone know how to make a load balancer that can take 150 out of 240?
machines? up
damn now I'm making too much ahaha
well you can, but generally we just use a single splitter and let it self-balance
you're not, because you're still giving it only 30
split two way, two way, two way until you have 8x30 lines, combine 5 of them back into a single 150 line and 3 of them into a single 90 line
how many smelters can i use for a single miner mk 1?
is it worth doing something like that
i realized after i drew this that you can remove two of the splitters; it's marked accordingly
depends on recipes and purity. Open the machines and see what they need/make
just from iron ores miner mk1 to smelting iron ingots
yeah, open machines and see what they need
1 iron ore for 1 iron ingot, wondering how many smelters would make it the most efficient for a single miner
would you calculate 60/30?
yeah
oh hey so I know you can hit a button to lock in buildings to the grid squires is it better to do that or just free place things
is 6/min hmfs enough for building? ik building costs got reworked in 1.0 a bit so idk if its enough or not
whats a good ratio of water extractors to coal gens
3:8
ok thanks
I have been 2 hours looking onto why the heck my fuses went down everytime just to see that coal needed water, to pump water, electricity, and to produce electricity, coal
I really hope I can leave behind coal soon
Is there a way to make it stop flickering?
If coal is that hard for you.. you will hate what comes next
Coal is basic
Not that is hard, just annoying because if a fuse goes down I need to break the cycle somehow till I restore the water
Its texture fighting there’s no way to “fix it” per se as they aren’t supposed to be together
Pretty sure you hit or hold e to cycle
also wrong channel sry
Yeah I know, on simple textures that don t happen
Power switches are your friend
Also batteries
I dont have them unlocked yet and didnt know they existed, must try them as soon as I unlock them
random thought: if you absolutely had to use "wet concrete", would you prefer transporting water or limestone by train? (assume no other factors exist)
the coupon store has some things you can put down to break power that are really handy if you incorporate them.
Wire as many of your coal gens as needed to a separate local grid, that powers ALL the infrastructure needed to keep the whole plant running. Typically 2x generators (150Mw) is enough to cover a basic 16x coal gen setup, the 6x extractors, 3x pumps & 2x mk1 miners feeding mk2 belts. This way, if you blow your fuse, the plant still powers itself enough to easy restart
don't forget abut the MAM. it hides something useful too
lol that thing hides alot of stuff. been a while since i played so learning whats in there again.
||light switch in shop, regular power switch in mam, i forget where priority switches are||
Debating if I should allow some trains — so I was wondering if trucks are good at transporting from very long distances — building the highway wouldn’t be an issue just the travel time I worry about — thinking about using trucks for all the nearby transport and using trains to bus in the large quantities of raw materials— basically wondering if that’ll work out how I plan it
Yeah that's what I did after 2 hours of looking what could be the problem. At first I thought the game would prioritize the water pumping, but I discovered the hard way that it doesnt work like that
How do you guys deal with the new Dimensional Depots? So for example, I want to make Iron Rods to use in Rotors, but I also want to put Iron Rods in the depot itself. How do I deal with this?
smart splitters
iron pipes, copper rotor or reroll
fine concrete, charcoal or reroll
So I overproduce rods pull off whatever I need to go into the rotors and run the excess into my storage — run a smart splitter off on overflow and overflow into the depot — personally I like this layout
fine concrete is great if u start gras lands with the nearby quartz in the east imo
again, see #math-and-meta message
if you have a build up of rods you can set the smart splitter to overflow so your factory is still working 100%
waiting for that atm to set up my steel production in bigger scale
just looking for other peoples opinions
I mean, how does that help?
they don't know your playstyle, so they can't know what you prefer
so im following the mk 2 pure and i have my 16 coal gens and 6 water extractors, does anyone have any advice on where i should put splitters on both the pipeline and coal conveyors
belts (M = miner, S = splitter)
| | | |
M--S--S--S--S
| | | |
pipes (G = gen, E = extractor)
G G G G
E-+--+--+--+
E-+
E-+--+--+--+
G G G G
there's obviously more ways to do so, you can do anything really
thanks
how's my setup?
i just want other peoples opinions before i make a stupid decison ok ;-;
there's no stupid decision though
you can still get the other recipe and you can get all the recipes anyway
Ok, pre Phase 3, what is the best item to sink to earn tickets?
@winged veldt see #math-and-meta message for alt recipe choices
if i make 5 modular engines a min what's the equation to find out when its done ?
im gonna geuss each of those splitters goes to 2 gens?
spent 10 hours to do factory for phase 3 part with some extra computers, heavy modular frames and such.
If i had better blueprints it would have taken half that time...
make better blueprints!
I used like 10 different alt recepies since it saves on ressources, but thst only made the time investment worse
whatever you have on hand
how do i add a blueprint to a specific category im losing my mind
Sorry for the late reply. So if Im trying to do this, the main factory line is the normal line, and the line connected to the depot is the overflow line right?
not so much about if this is super duper efficient but like, will having a line of stops like this work? or will it just dump everything at the first one every single time?
what website can I get this view from?
thx
does it allow over clocking?
no. Just divide the machines by 2.5 or keep everything at 100%
FYI I found my numbers https://www.satisfactorytools.com/1.0/production?share=7dUF1W0fH6b37bFT2Eny
Hi all! Question - whats like the best way to use satisfactorytools.com .. like how should i know how to setup splitters/mergers based on the info on the diagrams? I seem to lack proper usage of splitters and mergers. Anyone know of good YT vids on this with satisfactorytools?
From what I remember, just cutting anything you want to do into smaller bits and having multiple "factory chains" or production lines as its called.
thanks but is it better to do manifold lines over 10 contstructors or balancing all 10?
Utilize manifolds wherever possible, load balance is just for pretty doesnt add functionality.
For the logistics.. take the number of items to move, divide by maximum belt speed available and split outputs/inputs accordingly. To move 2100 with Mk5 belt (2100/780=2.7) means you need at least 3 belts. You can split and merge for non-linear inputs by spilling from belt 1 into belt 2 after some machines have used from either belt consolidating longer bus lines knowing that with 3 belts there is a capacity of 2340. To keep it small use smallest conveyor lift via stacking a splitter and merger top and attach via lift directly. Essentially - just believe in the manifold and ignore individual machine inputs and think of it as a continuous string of inputs.
My brain only has the patience to manifold.
filling a machine and belt beforehand makes it "balanced"
when it comes to manifolds, usally there is only 1 input and then splits over 10 machines example, so the input has to be like a big tier belt otherwise it would get clogged, right?
I cant remember if its the "right way" but I like using one belt thats slightly faster than needed, then splitting off with the proper belt speed.
i see
love this answer! thank you so much
Input of 432, means you must use Mk4 belts - correct. As long as the previous step output equals or beats the next step input, the manifold will always fill given the belt speed and capacity is not oversaturated
ok so how would i handle this step for example of i only have up to tier two belts
Mk2 belts is 120
oh gotcha, so that would suffice for 97.5/min
Hi does anyone know if the new molded recipe for steel beams and pipes worth doing?
yup
Hello I was wondering if the Pipes have the same behavior like the Belts when splitting them witch a pipe junction? Im new to the game
if you have limestone thats not being used, I dont see why not to use it.
pipes are not like belts, they flow in both directions
so if i use mk1 pipes and split them into 4 pipes they still flow with 300 m^3/min ?
that would be the max but the supply would also be limited to 300. so that 300 would split up when it gets the the junction
so that means 300/4
also, the arrow doesn't mean "one belt with 97.5", but "between those two machines, you need to transport total of 97.5"
you can very much connect machines 1:1 or whatever
if i upg my depot stuff to the max, how many mercer spheres would i have left to place depots?
More optimization possible by calculating the point at which to no longer use Mk2 belts to feed the manifold, but the blue line should be Mk2 and machine connections can be Mk1
like 200
Also, clock the final smelter and constructor to make it run at 100% including the ore input
ty
at that point you would need to check the demand down each branch. if the demand is over 300 the pipe will drain and nothing will work very well
would it not get clogged right here?
if the belt is slower than the amount of items needed to go through there, yes
but also just hook them 1:1 lol
so is it when the 300 pipe mk1 go into the junction they get out with the 300 output
it calls for 5.875 smelters to 6.5 constructors . thats not 1:1 is it??
you can clock machines
assuming no clock..
also the 5.875 smelters is for 6.5 constructors and something else, there's another arrow
if the supply => then the demand you will probably be fine. But if the Supply is less then its going to suck
Isee that, but what makes it obvious it could be 1:1 ?
yea ik i just wanted to know if my supply doesnt get end up divided by 4 thats all i wanna know
well ingot smelter makes 30
rod constructor needs 15
you can do 1:2
ok so not 1:1
pipes junctions are not like a belt splitter where it will send a certain amount down each branch. Fluids in pipes flow in all the directions. If the supply and demand is fine, then let the pipes fill up first then turn the machines on
thank you greeny and gunter for the help. i think im starting to get my head around this now.. know any good YT vids that expands on this more?
about to start Phase 2 so im trying to rebuild my factory more efficiently for it
ah so there was my big mistake i never let them fill up thanks and how do i know when i need to use pumps is it only for vertical transportation?
no I just looked at screenshot and saw 6 machines of each
but then looked at the plan before and saw that you actually need more
its 6 and 7 tho
pumps add headlift
so just for vertical transportation?
yup
With belt speeds included, again - more optimal belt layout possible but trying to illustrate more than anything. This type of arrangement applies to everything in the game when you are manifolding
at any vertical height or at a specific?
you get 10m by default out of a fluid machine. then the pump adds 20m
oh okay so like if i do have a "clog point" i would take one of the smelter output and go up with it
is there a ratio of water extractors to coal generators that's optimal
kinda like a second layer, i see
you get an animation when placing a pump on a pipe to see how far the headlift is
8 gens to 3 extractors = 120 coal
thanks for the help
Correct, build vertically and overlap the belts, with anything you can usually spill down one level into a splitter without clipping anything
thank you so much
is this bottlecapped by the mk1 pipeline (which is the only one i have atm)? capacity of 300m^3, but 8 generators would need 360 m^3
the trick is to spread the extractors out along the 8 gens
interesting
Huh. I just got the same recipe in two different hard drives in the MAM.
that does sound like the system isnt working as intended
I wonder if my pool's running low.
was the first HDD still unselected when you opened the second?
Ayup. I didn't even register it was the same recipe until I went back and picked from that one.
maybe if its down to less then two new options it will start showing duplicates
That's what I'm guessing. First time I've seen that.
what's the max uranium into plutonium fuel rods that you can make?
I mean if you want to get real funky
Definitely worth it, trust
sorry I meant uranium fuel rods -> plutonium fuel rods -> ficsonium fuel rods
Uranium 50.4, then it says plutonium is 22.4 but according to satisfactory tools it doens't use all the waste
I made up this one here
https://www.satisfactorytools.com/1.0/production?share=kQK2yR3MfQCGW2rxp0k5
Notable tweaks include a limit of 4k SAM (to allow for production in other factories) and lack of a few alternate recipes to gobble up all the produced waste
Superpositions are solely produced for the high DMR conversion ratio- could definitely be swapped out for other endgame items, however. Just note more SAM would be needed.
yea I need to make the other space elevator parts tho :/
Hmm ok I think this is my end game then https://www.satisfactorytools.com/1.0/production?share=UrFbP7druHdJYXYOpJpM
https://www.satisfactorytools.com/1.0/production?share=8zg2r1fuZ1wr1Tzexila Could try this if you're really wanting to push the limits.
Make sure you follow that to a T- don't want to miss the -0x refineries!
Check my math moment.
We have 30 crude oil nodes, providing 9900 oil and using 30x134.31 (=4029.3) MW of power
There are two oil wells providing total 2700 oil, and using 2x503.66 (=1007,32) MW of power
max OC assumed.
This means that oil nodes cost 0,407 MW per unit of oil, and oil wells cost ~0,373 MW per unit of oil, making them cheaper.
Did CSS change the oil wells to be more economical in 1.0?
Yep, looks to be that way
60/m uranium fuel rod only makes 1500 waste or just sinking some of them?
welp... I missed that one!
I'm not following. 60 rods make 1500 waste per minute don't they?
No, it makes 3000
60 rods / 0.2 /min is 300 reactors, which at 10 waste / min is 3000
https://www.satisfactorytools.com/1.0/production?share=DAkzfdFnmYMLLxqIQeCH
Here's a modified one with correct amounts this time
Just realized... the ||power matrix|| is missing from the calculator?
Can someone help me understand coal generators, I see 3 water to 8 generators but piles only allow 300m of water wouldnt 8 gen need 360?
So if I am piping I should only use 6 gen to 3 extractors?
Something like this, that way no one section of pipe tries going over 300.
Like if I am not at the water source for the generators
pipes can be any length, but it's highly recommended to belt your coal over to a water source rather than run super long pipes.
so any of those 3 setups will work from wubbits?
yes
you cn do 3 extrators to 8 gens = 120 coal
Hi Gunter,
question - how would you use splitters to split the iron ingots from 6 smelters? thank you in advance.
Input of 54/m wire from one side and 16/m from another, reconfigured into 40/m and 30/m
single splitter 🙂
The clip I posted shows a pair of 8:3 coal plants that use the first example of layout posted by @calm mauve
Tasty
what do you mean
one splitter will do the job
i feel like youre joking?
no?
6 smelters to 10 constructors .. 1 splitter?
1 belt gets saturated, the other gets the overflow
can you draw a picture? not sure i follow
1 splitter per constructor
oh yeah i have that..
are you asking how to split between 97.5 and 78.75?
but out of 6 smelters i cant get the numbers to work. also i only have MK2 belts.
Greeny, yes
yes with only MK2 belts
i would set up the correct number of smelters for the Iron rod group and a second lot for the iron plates
make two groups of smelters, each one making the desired amount
@cunning horizon see #math-and-meta message for alt recipe choices
sure, i need 97.5 for 1 group and 78.75 for the other. 97.5/30 = 3.25 (or 4) smelters
78.75/30 = 2.625 (or 3) smelters
Thats 7 smelters, but the screenshot shows 6 smelters.
id like to figure this out without the use of overclocking
i understand
can the screenshot be done without overclocking?
using the same smelters and constructors?
yes, just separate them in two groups
i did that but it would then call for 7 smelters like i math'd above
no, one group would make more than it needs and one smelter will have a splitter in front of it to other group
yeah so thats what im trying to figure out .. exactlty what youre saying. how to make the splitters make sense with the screenshot.
the way I said
lets say group 1 is the 97.5 .. is that 4 smelters?
how much one smelter makes?
30/min
and min needed for 97.5 is then?
3.25 smelters (aka 4 smelters)
indeed, so yeah, the group would be 4
ok now lets do group 2 .. 78.75/min / 30/min = 2.625 smelters(aka 3 smelters)
in total thats 7
screenshot calls for 6
so what's the consensus on the Converters, well, conversion capabilities?
no, that's the rest of the smelters, two
and one from the bigger group has a splitter in front of it
some people like them some people think it's a cheap short cut to avoid logistics planning, in a logistics planning game
id really appreciate a quick drawing or doodle.
do you have mk3 belts?
negative
mk2 I hope/
yes mk2
thank youuu i see now
they are forcing it to be 6 smelters, no clocking
the splitter one is making up the difference on the two groups.. ok now i gotcha
not sure why
is there a reason why you just won't under clock?
oh underclock no .. how would that help
the 78.75 could be done by 3 smelters, one under clocked
the 97.5 could be done with 4, one under clocked
thats 7 smelters tho, no?
Yes.
why are you fixated on 6?
thats what the satisfactorytools tells me
it tells you that's what you need at 100% clock speed
but you can change clock speed
5.875 smelters isn't just 5.875 smelters
it's 587.5% processing power distributed however you like
that means you could have 587 smelters at 1% and 1x smelter at 0.5% if you wanted
is this a good setup for coal gens?
i understand
build on foundations 😛 also you can't really see how it's laid out
ah completely missed the foundations before xD soz
seems fine? if it does the job and you're happy with it it's 'good'
if you're not happy with it then it's 'not good'
does it have 2 water gens?
yes
good good
under and over clocking is the core mechanic in how to distribute parts in the game - it gets exponentially more complex the more steps you have in a process. You really really need to get comfy with it
yeah yeah i get it, I really do. but overclocking requires the power slugs wich are not infinite. so i didnt want to rely on that
so under clock, it costs nothing
they are infinite
also technically infinite but you have to work for them
you can buy them from shop
you can make them at T9
you can get them from doggos
from dogges? how?
doggos are a grind, t9 is far away and coupons get pricey very fast. t9 is the least grindy option but far
im only startiong phase 2 so im very much new to all this. thank you for the help people
Tame them and colect their gifts
ohhhh
and yeah, underclocking costs nothing
Also build in a slooped constructor..doubled
I'm just starting to get into trains, and i'm trying to figure out how to correctly calculate the train and depot sizes I'll need to ensure a constant transfer of material long distance. My goal is to be able to maintain 100% uptime on all my machines, especially regarding the time between the train picking up the materials, travelling to its destination, and then depostiing them. Does anyone know how to accurately calculate this ahead of time without needing to build and experiment to confirm the transfer rate?
The calculations are listed on the wiki
Here's the latest factory I'm building. I always kept to the same idea for laying out a factory - lines of machines that are followed by manifolds, which transport the result to another line of manifolds feeding the next machines. Is this efficient? Can I keep using this design or is there a better and more consistent way to laying out factories? Using this principle is getting more complex with bigger factories
dont forget verticality too
if you don't want to get lost in the weeds with it, 1 belt per platform properly buffered generally works unless it has very long trip time
How can I use more of it here? The input raw materials are already shipped in from below, and this is just floor 1 of several. Is there a more efficient way to moving items from output manifold to input manifold, etc?
manifolds are pretty much as compact as you can get - but it's pretty much down to personal pref - I like doing each new stage of processing on a new floor
i meant that if you going to repeat that basic design over and over you could run out of horizontal space. going up will help with that
there is 2km of up available
The problem is, in some cases, I need to transport 1k/m of items
In other cases, I might be taking 1k/m of items out of an area, but need to split that unevenly across 4 different stops
Which is something else i've not figured out. If I need to take multiple inputs, combine them (which would put me above the max belt limit), and then unevenly distribute them back out into multipe outputs, how does one do that? For example, taking in 2 inputs at 360/m each, (i only have mk4 belt atm), then split them into 2 outputs, one which is 1/3 of all items, another which is the remaining 2/3
Just one stage per floor? So, is it something like this, but more complicated?
i generally build smaller and in blueprints so i dont run into that issues. if i need more stuff i place down more of the smaller BPs
thats pretty much how i do it. now just do it lots and lots more
not even more complicated 🙂 it makes more sense once you've hit like mk2 miners and mk2/3 belts, as you'll have many machines per floor
I have already hit that, the big factory at the first screenshot is using all that "cutting-edge" tech lol
specifically that factory floor should make 10 versatile frameworks/m
So, compartmentalization? Every blueprint block produces just something of its own, has defined inputs and output locations, and then you have giant buses that link them up together?
thats how i do it. you could use trains/trucks/drones instead of a bus
i do not know where to build my base at '
im using this interactive map but its not making sense
which biome did u start in?
most of these places dont have any coal nearby
for example if i want to make modular frames in its blue print. i would use my RIP blueprint next to it to supply the RIP's. the rods would be made locally
Makes sense, thanks!
it will work out once one side fills up
oh it has to fill up to over flow to other ok
yeah it's basically a manifold
now i wait for it to all fillup 😭
Or manually prefill
yeah, dont have all the resources to prefill tho. sadness
How many fuel-powered generators will 2604 Turbofuel/min fuel?
ah the burn rate, thank you. ooof i did my math way wrong i think
did they ever change what overclocking does to power?
its linear now so the only limit is how many power shards u have
oof i massively undershot the power generated i was going for lol
needed this x4
@vast flame see #math-and-meta message for alt recipe choices
alr thx
go do something else and it'll be fine by the time you get back
does blueprint have a function to be flipped like mirrored?
@timber stump see #math-and-meta message for alt recipe choices
the Dimensional Depot Uploader. Is there any way to have a storage container feed into the depot, but not clog if one item is full?
for example, say i have pipes, bars, and plates. the depot is full of pipes. is there any way to have all 3 in the storage container and have the bars and pipes keep flowing in?
you can't attach a smart splitter to the end so there'll always be parts that get stuck. Thats why you do 1 item per depot
yeah but i dont have enough mercer spheres for that many depots
no way around it? damn
thank you tho
so you're trying this ?
4 smelters at 100% make 120
no stress - have you unlocked clocking yet?
yes
cool, for when you get into situations that you don't have a fast enough belt you can clock the smelters and constructors into groups that you can manage individually 🙂
clocking is the single most powerful tool in the game
wdym?
one sec
ok so the numbers on this one aren't so clean right?
there's as bunch of ways to solve it though, but you'll need at least 2 mk2 belts to deal with it
for the iron ingots to wire - 46.647 , you could clock 1 or 2 smelters to make just that amount and then merge them into a manifold for wire
k
and then do a manifold for hte iron plates and rods since thats under your 120
cool 🙂 Remember you have full control over what goes onto your belts and it's often far far easier to put on the right amounts then to try to manage it after
i was just overthinking it and forgot that i could merge my 4 smelters into one belt
it happens 🙂
I'm not sure what's going on here, but the tool seems to be a bit wonky.. I haven't tried clearing my cookies/cache yet but it doesn't seem to be doing any weight measurements at all.
Im am having trouble splitting off the necessary resources i need from a 270 belt
Idk if im being too specific with my numbers but I need to split a 270 belt into a 45, 120, and a 30 with the rest going to another belt
it also wants to burn sam-ore right off the bat.
have you tried building a manifold?
underclock the machines so they use the amount of input items your after down each line
you mean like just letting everything back up till everything is getting what it needs?
what's the issue exactly?
it's not weighing resource value, mostly.
On the top one with the 35 ballistic units, it didn't bother with the nuclear chain at all.
other than the uranium fuel rods.
it has it's own weigting system - imo it's infinitely better to manually choose which recipes you want to use as it has no idea about your pref
Alright, so when I check pure iron, I would expect it to use pure iron, but there's no change at all until I deselect iron ingot.
It used to.
738.7 💀
can't control the weight the system has - specify 😄
I'm not trying to be the guy that complains when free software doesn't work. it feels like it. and I'm sorry.. I owe greeny a coffee for all the work he's done.
oh no not coming off like that, just gotta adjust how you go about it
I never liked how tools chose recipes and wanted to design factories based on locations with specific resources
so I've always turned on only 1 recipe type at once
It used to, and I get there's so many more recipies now, I would just expect sam to be higher value than say concrete.. but here it is using sam to make limestone lol
I go about it and tweak it to how I want too. but for some things, like 35 ballistic rockets + nuclear I just want to see if it's even a sane choice lol
xD well I guess it was convenient that you used to match the systems weighing system I guess
...it's not sane.. I'll be building that factory for the next 1000 hours.
I haven't been on here in awhile. I suppose it'll just take some time to get used to everything changing.
sounds fun xD my plan is to make about 2000 hmf pm
though I'll be modding steel coated plates
So I remember in earlier releases, it was ideal to save your Hard Drives for the higher tiers, as turning them in would give you alt recipes based on the tier you're at when you turn it in. Is the meta still to horde HDs, or when's the best time to start turning in HDs?
because i cant underclock to the exact production rate need, should i have them produce a tiny bit more or a tiny bit less?
yes ish, use them till you start only seeing ones you dont want, then continue.
at least thats how I see it.
i heard someone say that turbofuel is not worth it once.
is that true and why?
(i think it was regarding power generation)
I think you can also stockpile them for later, then reroll a less than ideal result.
Reroll?
did they remove steel coated plates? steel ingot + plastic = iron plate?
You get 1 reroll of your hard drive research.
Turbofuel is great. You get alot more bang for.your buck with it. Not sure why someone would have said this
Tiny bit more, whatever it is.
1 reroll ever, or 1 per HD?
That being said oftentimes it bring in alot of complexity though like packaging and diluted fuel
Yep
those are the remaining ones
Yep to which? 1 ever or 1 per? lol
fuck...
i mean isnt coated iron better?
Im assuming its related to people just expanding fuel power as needed, then dedicating the sulphur ect to just nuclear and other materials.
steel coated plates was ❤️ :/
I'd argue with how common iron is both are weak regardless
It was fast.
that's just it, it was fast and used very little steel and plastic for what you got.
idk should i bother doing turbofuel plants? i'm at the end of phase 3(waiting for elevator parts to craft)
Anyway, I don't personally care for turbofuel anymore due to the added complexity vs just diluted fuel in a blender and burn it.
Proba ly eventually but you got plenty of overhead to not be concerned too much with it
I personally don't bother with turbo fuel till I get blenders
This is also a major contention point, diluted fuel setup is a great option before you branch out power
Like I just got a fuel plant setup with 1200 oil feeding 40 fuel generators
It'll last me awhile
it honestly just depends on how you want to play. to me personally I don't really see the appeal of the extra complexity of turbofuel, using your sulphur for the gain you get now.
It also.gives me 120 rubber and plastic too
I could make it even more efficient if i went ridiculously large with hor alternate and diluted fuel. Do you need it? Nah but you can if you want. I plan on making a munitions factory. Do I need it? No. But I want it. And that's sufficient justification for me lol
your factory, have it your way.
what kind of turned me away from turbofuel, and I guess other people to is they did an update where they dropped fuel gen consumption from like 18 with fuel to 12 and left turbofuel at 4.5 so the amount of power you gained by going that route was reduced, and then they added blenders which made fuel really easy to produce.
Also gotta remember there are 2 more fuel options now to play around with
I like nuclear. :3
I'm trying to see if I can balance it out in the calculator to make 100 million worth of a end game part plus ~1.4TW of nuclear power to power the beast
So is it ok to drop huge pieces of game advice in here? Like, meta generating pieces that could constitute as spoilers for those not far in?
I wouldn't make it obvious, if it's that clear put it in the spoilers channel.
Hmm, how about this. ||Meta uses for the D-Depot||
The kinds of thing that'll become a standard for every save file and people will wish they knew beforehand, like knowing about the global grid, zooping, etc.
Like, the spoilers channel seems to be about the story, but this is about creative uses for new mechanics.
If that makes sense?
i think saving 10 somersloops for that machine to take around when exploring for hard drives is really handy, you should keep that in mind if you still need some hard drives
Yah, that's one of those things. Using the DDepot to never have to worry about losing a hard drive, Ssloop, sphere, etc by immediately dumping everything you find into it while still in the field.
Also, saving up your power shards for use once another certain mechanic is unlocked so you can double your shard gain in the early game...👀 and so on.
not that far yet, though when you're at the end of phase 3 exploration just becomes a chore that you have to do.
all you have to worry about is unlocking the rifle and cluster pipe bombs
and slugs are very abundant
oh wait i get what you mean
imagine doubling even those.
Yah, you get it lol
Now what about quadrupling your DNA for the sink? :)
eh i already have everything unlocked by hour 50
See what I mean now about "the new meta" lol
i think just keeping your factories on and sinking extras with overflow splitters is more useful
People talk about "buying resources" from the shop being a waste, but if you can quadruple a large chunk of your sink input, even that becomes trivial.
automate enough coupons to be able to buy resources and not have to touch their automation xD
cough heavy modular frames cough
take one remains, turn it into two proteins, take those two proteins and turn em into four DNA's. So less about just buying "all" the resources, and more about buying your way past the more obnoxious things, like unlocking the rifle earlier for example.
i wish i knew that earlier
or getting what you need to build that early explorer
See what i mean? lol. "Things I wish I knew before playing 1.0" haha
I never tried the explorer is it actually good?
Oh man, I love it. When it claims that the thing can traverse nearly vertical surfaces, it ain't lying haha.
No
Takes a little learning though.
wtf is the explorer?
Yes, yes it is absolutely good. Low inventory space in it, but with the DDepot, that's moot.
And you can keep all your fuel for it also in the DDepot
This is the explorer
#screenshots message
ive never used the thing
its great to quickly get to parts of the map you have no train network
I'm nowhere near unlocking the train yet, have had the explorer for ages, it's super easy to unlock since it's in the MAM.
when you have no train, the explorrer is great for going everywhere fast 😄
im a bit lost now
i recently unlocked mk3 belts and mk2 miners
i finished phase 2 of space elevator and only automated wiring is setup with those two upgrades in mind (steel etc isnt yet)
should i tear down most productions down and rebuild?
for some reason i still lack some base recipe factories like motor or frame
i tried setting up a factory with satisfactorytools but (i guess im just blind) but i dont really see an option to set up plans with X amount of input of resources anywhere
i tried adjusting the values of their input page and it disregarded that completely (it wrote 120 iron [as an example]but the end output wa still the same)
I dont mind rebuilding stuff im just lost on how i can use tools efficiently to make a nice factory
Also, the train only takes you where you've not only been, but have been long enough to set up a rail line for. Explorer by contrast is for exactly as its name implies, exploring places you haven't been to yet.
i was thiking of making a blueprint with a hypertube cannon and self sufficient power
you could just get in the tube and start dismantling it as soon as you leave so you get the momentum and don't lose out on anything.
you also get to put it down in one click
@upper arrow consider just starting a new factory at a different cluster of nodes instead of tearing everything down
a factory that produces stuff is a good factory, just let it be and make new factory lines for the products you still lack
at least if you have enough resources to build somewhere else far away
if you set the inputs at the input page as 240 for example and then go to the production page and select "maximize" it'll use all the resources you provided in the inputs to make the most possible of that item
makes sense
i have these two near my base where on the 3 left i produce the better iron plates and one the right screws + iron plates + rod but they are so bad i feel i could easily combine those
guys, can you make log2(2,5) on windows' calculator ?
do you already have transitioned to mk2 miners and overclocked the miners?
you see i tried that
untick the sam ore
that made it work
only issues was the sam ore since we can use that to transform items it seems
and you can also progressively turn on recipies so that it doesn't make you use stuff you don't know yet
yeah i did that already i just didnt realise that the game automatically does the new sam ore thing
*the calculator
Greeny, the pioneer who made that calculator, recommends switching from “maximize” to “parts/min” once that is known, as it optimizes the inputs rather than the outputs.
How high do y’all make factory floors? like 1m, 2m?
yeah overall it makes sense but i have 5 nodes near my base i have to make use of
depends on where you build
far above the ground 1m
on the ground with potential gras cliping = the size you need to not have clipping
Now that I know it's a thing, however high the node I'm building a given production line off of is while holding control when I place my foundations around said node.
I find as long as you limit the inputs (and turn off the converter recipes, unless being used) then it’s really good for production lines.
And then I add skirting around it to fill the gaps.
Will snap a screenshot here in a min.
You can hold control to snap a road barrier to the front, then align a foundation with that to build something on grid for the miner - can have a small gap and connect it to something attached to the world grid from there.
is there a way to hide the ui without photo mode?
i sometimes wish you could select a lot of things together and then move it and rebuild it there
not copy and paste but only moving
sometimes when i take too much space etc for belts it looks meh and having to redo several lines of a facatory is just aint it
Here's first screenshots of how I start a node, with the foundations snapped to the world grid.
Will do a screenshot of interior in a sec, as I'm still building this one.
#screenshots message
And here's the interior. Super simple, but it works for converting a node into the beginning of a new production line.
#screenshots message
I like how you do the underside, might do it like this as well :D
Bout to slap it onto my new setup here, details with screenshot.
#screenshots message
And here's it on the map. None of the nodes are pure, but since it's making just those two things, I should be able to still min / max it quite decently via shards.
#screenshots message
im planning for my aluminum factory and was wondering on the needs i would want to cater for
should i go for 300/300 sheet/casing or should i priorotize one more than the other?
if you don't have a plan for either make an arbitrary choice
you'll need more of one or the other in the future in all likelyhood no matter what you choose
i haven't played past phase 3 in early access so it's kinda hard to judge what they're used for
i see sheets are for belts but what are casings for?
at least half a dozen recipes use them
a good way to approach things is to assume everything you build before you unlock everything won't be what you need, just push through
anybody have a modular recycled plastic setup schematic?
Im currently playing with a satisfactory calculator around, but if i use diluted packaged fuel i am able to recycle the canisters and only need to produce once?
ignore the cannister production.
are you using tools or SCIM?
I tried booth, but seems only tools has the feature to max out
I think both do but tools is better
i'll usually just dump 100 into each refinery -> pack -> unpack loop, you can probably do with less even, but eh
just loop a belt back to the refinery from the unpackager
Ok thanks for the quick help
yeah best tip for DPF, dont try to make it one huge thing, just make packaged water -> refinery -> unpackage fuel loops with just one machine each, and setup a bunch of those in parallel. The canister loop does not need to share with the others
Oh also, i did not find all recipes for now, but i can when i unlock refineries?
oh yeah you wont find many of those before you have refineries
it does try to limit it to recipes you can actually use
sometimes its not very good at it, but alas 😄
Ok for starting, should i do 300 Oil, 600 or 1200? I dont know what i can expect from that 😂 Always used the base recipe to make a huge amount of fuel and it always was enough
this look okay?
just do 300, early oil is generally a bad set up with few alt recipes and you only need a bit of rubber and plastic
https://www.youtube.com/watch?v=k82z0gpeCLY&t=218s&ab_channel=SpectrumDad go for this if your learning 🙂
PERFECT Starter Oil Setup!! 100 Plastic/Rubber + 1200MW! | Satisfactory Update 7
Satisfactory Update 7 Oil Beginners Guide!
In this Satisfactory Guide for beginners, I'll show you how to build the Perfect Starter Oil Setup using no Alternate Recipes that will be creating 100 Plastic & Rubber per minute and give you an extra 1200 MW of power.
...
i used that to learn (bare in mind fuel gens dont use 12 pm now its 20 pm, but it all should function the same, just make sure you are 100% consuming the fuel at the end of the production)
So im using the satisfactory calculator website or whatever to prep for a factory. Im wanting to make one to do phase 2 of the space electaor.
So 1K smart plating, 1K frameworks, 100 wiring.
What are some REASONABLE numbers to try and produce for each one? Im more-so wanting to trickle craft them as I work my way through the tiers, and build up other facotries. Maybe like 5 plates, 5 frameworks, 1 wiring? Something like that?
Im not trying to make a mega factory for them, more-so something to slowly have them crafted as I do other stuff
Satisfacotyr tools website* not the map calculator website or whatever
just 1 machine making each thing will suffice.
go for two if you want it "quicker"
That’s the setup I’m currently doing for phase 2. 5 plates/min, 5 framework/min, 1 wiring/min.
But note: 1000 plates at 5/min will take 3.33 hrs to complete
Then get ||SLOOPING|| 
How do you guys deal with phase transition. Like once I’m done with phase 2, do you guys keep your setups or tear down and prepare for phase 3?
i blueprint the smaller starter factories but this is totally optional, all a "preference thing"
What are some recommended blueprints for smaller starter factories
120 coming into 4 smelters, is it equally divided?
Should be
I built a "barely controlled spaghetti" base for Tier 1/2... and then redid it a bit more carefully for Tier 3-4... and its again "not updatable"... so I have to do a new factory very soon, still thinking about how to do it
as long as its mark 2 belt feeding it yes
how does that math work? saw this on a tutorial shouldn't it be like 60 60 each belt?
after being splitted
so the first smelter will fill to 100 ore then itl overflow to next, eventually reaching an equilibrium is the simple answer
just takes a bit of time to reach peak efficiency in a manafold but once it does, its forever
so why not make the next one mk2 too?
u do not need to worry about this, 4x 30 = 120, belt in 120 job done
so as long as u have m2 belts itl work perfectly
technically you just need the 1 mark 2 belt pulling to the side like you showed in the picture
because past that 2nd splitter u only need 60 pm to feed the last 2 30 each
Chrismate, do the in between splitters need to be mk1 or mk2?
What's the most efficient strategy to transport liquids long distances? I imagine trains right?
I’m learning about this as well. I thought the belts in between splitters also need to be mk2
whenever ur feeding 60 from the miner use m1, if its 120 use m2 (i dont mix and match belts, just use all mark 2 if its 120)
Idk your situation but often yes, if you have mergers going to a splitter, you'll want the in between belts to be a higher tier than the others, else you can bottleneck yourself
got it but as soon as soon as the 2nd one hits 100 wouln't it be ideal to make the 2nd to 3rd one 120 aswell(mk2)
Assuming the higher tier is expensive enough you can't just make all your belts the highest tier
Bump, sorry lol got pushed off quickly
i just use all matching on manifolds, it doesnt matter because eventually the machines will fill with ore thus feeding the others in an equilibrium
liquids for what?
trains is a good bet, but for things like your "fuel power" it can be a bad idea if something goes wrong with the train
dont have a "main base" expand and use the world to your advantage 🙂
Hah fair enough, getting a lil cramped. Was gonna start setting up outposts
i highly reccomend just building your fuel power / plastic + rubber plant near the oil nodes, then use trains ect to transport your plastic and rubber
as soon as you have trains, making satellite factories everywhere becomes fun
But in general trains are the most effective/efficient long distance transportation right
There's drones but I'm still several tiers aways from them
Chrismate, so what your saying is, all the in between splitters belts need to be mk2 correct? If the main input is mk2 ? Did I get that right
It's not that one is more efficient than the other
You have to define how you measure the efficiency
Both have a place and serve a different purpose
Ignore drones for a sec please cause it'll be a while till I get em
"need" no. easier yes.
Trains vs trucks, I'll want trains probably right, for a permanent route
What do you mean easier
With dimensional depots, personally my use case for drones is significantly smaller
plastic and rubber plant built at the oil ^ and the train comes to take it to the factories 🙂
u can use trucks as an alternate if you wish both viable
I tried Trucks multiple times, but was never happy about them... main issue with trucks is that they need "item fuel" while trains just need electricity (and train tracks double as power lines!)
Ooo tracks do transmit power? I had wondered about that
(I also dislike recording truck tracks)
Yeah, they're an extension of the power grid
Nice
if you attach power to one train stations, you can get power at every connected train station!
Now I just gotta figure out how to most easily string power to the other end of my hyperloop cannon lmao
120/2 = 60 = mk 1 after first splitter, but just use mark 2 only and dont have to think about it 🙂 nothing is going to go "wrong" a manifold is set to be 100% efficient given enough time to flow, itl all work itself out, you dont need to worry
or just travel by train 😉
A few thousand blocks away from the nearest power source
hmm... power accumulators charged by biomass burners?
They can't do that
At that point, just a biomass burner setup that you feed before use
dont be afraid to zoop yourself a bridge across the map to where u need to be
Skybridges are ugly 😭😭
yeah but they get ripped down once u got a train network flowing, its perfectly fine early game
Not sure what you're referring to?
I just gotta suck it up and string power lines across the map
straight bridge of platforms
Ah
thats my rail but same concept lol
Yeah I just do zip lines to traverse stuff
Might not be the absolute fastest but it's the most fun imo which is the most important thing
This is still a skytrain, I personally prefer to build tracks low to the ground and follow natural paths. But that's just preference
Guys, can someone help me? My lizzard doggo keep teleporting below the ground.
First image: Z coord when I change it in the Satisfactory Calculator
Second Image: Z coord as soon as I load the save
its not that high up lol but yeah lower down can look better but can cause drama dealing with obsticles
What's the best thing to light up a cave? I tried streetlights but they were terrible, floodlights weren't much better
That's the fun part though!
you have a torch if you press B
ima engineer not an architecht XD lmao
thats what i use for transportation rn
zipline >hypercannons bc i am too lazy to upgrade power networ
Can anyone point me towards a tutorial on how to do math for overclocking and underclocking please?
what kind of math?
signs are prob your only other option
In a long factory run, sometimes you need to underclock one constructor or something to something like 70%. I want to know how to do the math to work out it needs to be 70% easily and not do it by trial and error by guessing
any idea what could be wrong, 2nd time this happened ? lol
If you keep track of how much of a material you need per minute in a line, you can easily do the math by just dividing the amount you need/the amount you have
So if you need 150 per minute and have 100 per minute, you'll need 150% overclocking and vice versa, 67% underclocking (rounded)
well divide the volume of items you're processing by the parts per min of hte recipe.
if it divides to like 7.45 you know you need 7 machines at 100 and 1 machine at 45. Or any mix ofthat total 745%
Has anyone put together a list of the 1.0 alternates and done the math on which are the most efficient?
recipes, in general, are trade offs. meaning they could be 'more efficient' in some resource but more costly in other ways.
it's down to personal choice and whatever situation you're using them with
top down shot?
Thanks so much I knew there much be an easy way to do this.
Do you use satisfactorytools at all?
No not yet, I will go and check that out.
Take the same shots but in rail mode,
rail mode?
When it shows dif sections in dif colours
How much coal does a coal generator consume a minute? I only see a number listing the water
I think its 15 Coal/min
120 Coal for 8 Generators for 600 MW
That sounds about right, from what i remember- thank you
8 generators is a typical "package" to build/extend a coal powerplant
So im remembering now that its 8 generators for a 120 belt, and it requires like.. what was it.. 4 water extractors or something?
3
you can do with 3 water extractors, but 4 extractors underclocked to 75% might be easier to pipe
360 water per minute, and water extractors give 120 each
I like the 1 extractor for 2 generators approach... its nearly fool-proof
Thanks for the answers ^^
150% / 4 is nice too less pipe work
yes, but it need powershards which are not "free" until endgame... but it might be a great solution in the green plains where water is a bit limited until you go for coal-lake
which one of these would be better to grab was thinking the wire since it cuts down on the ores that i would need to consider.
but the bolted plates is 10 more per minute for production
I tend to build in blocks of 16, 6 extractors go on 3 pipes of 240 water each, one pipe to each block of 8 extractors, and one pipe on the opposite side of the block that connects to both
I'd say the plate, especially if you have the alternate screw recipe that gives 50 per minute
At least that's what I need more of usually
bolted plates are a bit of a trap
@vapid gorge i added another block signal each side of the track between the two screenshots and it fixed
Go wires. You want to limit how many screws you use because they clog up your factories and are a pain to balance
i would pick iron wire, just because it goes well with stitched plates when you get those
thats always my early aim for a RIP factory, iron wire and stitched plates, usually works out by collecting a few drives early
Cast Screws and Bolted Plate are nice together because you don't need to manifold them... just one Constructor per Assembler with a direct belt
was leaning this way since i got the screw recip too so now I could just use 4 pure iron nodes close together and i could dedicate my coper to just sheets.
ah yeah that would be good too
could always get lucky later and get the copper again
manifolding anything that stacks to 500 is a PAIN
i think my fav thing is to look for those hard drives
the system they have now is much better than the one i used before
when a manifold involves screws i tend to just throw a stack in each machine to get it instantly balanced
another trick is you can turn your "end product" machine off and wait till everything backs up then boom 100% efficient lol
"wait until first machine is full, then turn it off" also works
That only works if you're making enough of that stuff already
Otherwise it's only temporarily 100% efficient
obviously you need to be making enough, or no strategy works 😄
if the numbers are exact then what i just said works perfecto(yeah u might get a couple yellow lights temporarily but itl even out)
manifolds might take a while sometimes, but when your input is at least equal to the requirement, they'll work at 100%
yea, either turn end machine off and wait, or let it flow + wait, either way manifold = wait lol
See #math-and-meta message for alt recipe choices
what does manifold mean?
personally i just dont worry about it, move on to the next project, then visit later again to see if i made any belting mistakes 😛
when you do a chain of splitters to divide 1 belt between multiple machines
ah yeah which is what i would do with ingots and the wire aswell.
just run straight ingots then i have the screws havnt unlocked smart splitters yet though so its a little bit of a pain
Smart splitter don't help in any way
@wind spade are u good with trains
i get trains occasionally jam this intersection, is it because the exit has a block signal?
am i supposed to path signal intersection exits?
exits should always be block signals, if anything entrances would be path, but this kind of intersection with unidirectional rails should work fine with just blocks
yeah but the # of trains going through here is causing bottlenecks
Make it into a 3d junction then
you can make a manifold from smart splitters, giving each machine 100% and send the overflow along the manifold, which changes the behaviour how the machines get to 100%... but the total "wait until everything works" will be the same anyways
this is my first rail network so im not familiar with what you mean
That... doesn't really help with amything
In fact, will make fill time longer
The sporadic nature of making coal gens functional, if you somehow filled out the MAM research
you can elevate the "turn left" rail so it doesn't intersect with the "go straight" one
think "highway intersection", not "street crossing"
does a path signal = cannot stop in that section?
Yes
technically yes, it wont stop in path sections because it also reserves the exit block
so i need path signals on every entry point of this junction and itl stop a train stalling in the middle and bricking my traffic then
but even with just blocks, why does the exit block never empty on its own, i guess if its pretty short and there is lots of trains trying to go there?
yea its taking like 6 items to a location nearby
on a few trains
but my oil transfer goes through here too
- nitrogen gas
thats the best way to think about it in my opinion... if a train is allowed to stop in the section after a signal, its a normal signal... if its not allowed to stop in the next section, us4e a path signal
Is there a more reasonable way to transport many ores? I have 420 iron ores per minute and this kinda feels ridiculous
And there's enough mines nearby to make that 540 ores per minute, so 9 mk 1 conveyors
use better belts
trucks, takes a while to set up though
Condense the ores and make better belts
and don't transport so far, why do you need to bring all that?
I'll use better belts when I upgrade the miners into mk2s
I was going to make 1 central factory and move everything there
this smells of central factory
If its for steel, send something halfway and make that your foundry
lol figured
also use blueprints with the power tower
do the production on-site and you'll have much more manageable numbers if you feel the need to route the products back to base
The thing is, most of this will become steel at a 2:3 ratio
So I would have to transport even more steel back
is it better to setup coal gen near coal or move coal to another place?
I'd also need a line to transport the coal anyway
Then make it the more condensed parts 😉
I don't know how many of each part I'll need at the moment
Having the starting point of the recipe chains somewhere near me would be much more convenient and versatile
keep going, trucks, trains and better belts are coming.
choosing to build a megafactory will bring you annoyances like this
!wikisearch independency
Independency is a gameplay strategy where factories do not depend on each other, removing the need to manage connections between them and when one factory breaks, others are not affected. Instead of importing many raw resources from afar and handling the distribution of intermediate products, each product is made "from scratch." Factories become...
👆 significantly better approach to the game IMO
I did one run like that, but it got tiresome after a while
is the wiki down? not opening for me
Since I'd be producing the same things on multiple places
loaded just fine here
What is the longest train you can feasibly run uphill? Does anyone know?
anybody got a link to a modular plastic factory? need 400 something and cant bring myself to math it out right now
Does anyone know where I could learn more about the fluid mechanics in Satisfactory? I am reading up on some docs from 2020 and not sure if the same mechanics apply now?
There's always the pipeline manual: https://satisfactory.wiki.gg/images/3/39/Pipeline_Manual.pdf
thank you, and nothing has change in the 1.0 release?
use a production planner https://www.satisfactorytools.com/1.0/production
the fundamental mechanics of fluids didnt really change over time, no
Well, I haven't played before 1.0 but nothing seems to be broken
Awesome thanks, I think I'll just need to sit down and find where I am messing up, since I was following this >_<
ive tried with satisfactory calc too, it seems to bug out when trying use recycled plastic and rubber and will show the fuel as a seperate output instead
disable recipes you don't want
so you want 400 plastic with the recycled loop?
do you have blenders yet?
no only at tier 6 currently, need 425 pm to be exact, trying to pre prepare all the elctronics ill need later in game
ok, so diluted packaged fuel
correct
thats the result ive been getting, the refineries initially make the needed plastic then have the fuel as an excess, not looping back into the production line
i dont think im misreading it but its possible
I remember needing to separate different product lines for a few recipes before 1.0
Might be worth just making a new production line with that output you "cant do anything with"
that makes a lot more sense like that thank you ❤️
you can make it simpler by disabling the residual rubber and residual plastic recipes
i was only adding those to use as minimal oil as possible but thank you
Is running tractors from a coal node to the coal gen factory a good idea?
Depends on the distance
Like 1000-1200m
In my opinion maybe not the best location for a coal gen then, tractors need pretty decent roads to go back and forth
Also something like a coal factory is important to have a steady flow
I have not unlocked roads yet on tier 3,4 right now and it has 48 slots so isnt that enough?
asphalt customization = roads
and building a foundation road defeats any advantages trucks have over belts or trains
only natural roads are worth it
then what do you recommend i do? build the coal factory 1000m away from my hub and run power through cables?
can be done but would be a hassle to travel
Yes
I mean a coal plant only requires the setup
I got a hypertube to mine and only go there if it needs an upgrade/change
If its setup it basicly doesnt require visits
positive note, if you do the cable thing.
You can get planning for some secondary factories and/or geyser prep
Its tbh more of a hassle porting the resources than it is setting up that plant 1000m away
isn't it much faster and easier to run a power line than
- a foundation road
- a vehicle route which you have to record
- a supply of coal and power to the truck station
? 😄
pick a location with both coal and water nearby, and build the power plant there
Yeah the best idea most of the time is to make satellite factories making finished goods
In this case the finished goods is electricity
it is going to be very far for maintainance i have only built things like 200-300m faraway sofar
so this is a big jump
but i do understand the logistics so thanks will go that route
power lines just cost cables and whatever little cost power poles have
Have you done the quarts research in the MAM? It gives you exoskeleton legs which really helps with mobility early game
yup got them
Then, once you can build big power poles, you can use the Caterium research for the Zipline
so i can ride powerlines?
-# skill issue /lh
But yeah
it was quite visually annoying to do with normal powerlines, view always shifting.
You can fall off regular poles easily
I love power towers and using them with the zipline
Power Towers might be a good reason to give the Zipline a second chance
alright 1000m away it is are tractors even much useful then? looked pretty cool tbh
Never used vehicles
still, as soon trains are there I don't see me using both of them anymore 😉
Trains are just built different
trains have autopilot
We got like 2 doomguys in this convo
and they bring power
Zipline+jetpack is good enough for personal mobility
And once you decide to build megabases trains are just so much better than tracks
like I said, as soon as I have trains I don't see much use for Zipline and Power Towers anymore... (the later maybe for optical reasons)
I use power towers for exploration
aesthetics ?
and as soon as you have the hoverpack the jetpack just feels 2nd class
I just smack down a alien power augmenter, gives you all the power you'd need to open up any HDDs
Ever tried glide-jumping off a MK5 belt, with jetpack?
Using Liquid Biofuel ?
You go zooming
last time I played SF the Jetpack could not handle other fuel... still, hover pack is superior because it has unlimited uptime ^^
Hoverpack is my best friend aswell, nothing beats it, its only when it comes to travelling, its beaten. And thats only if you have no power near it
just take a little bit Cable with you... whereever you go, you can have power 😉
climbing cliffs has never been eaiser
It can use:
Fuel
Turbofuel
Liquid Biofuel
Rocket Fuel
Ionized Fuel(Not certain about this one, but certain about the others)
Zipline does that as well, love getting a power pole clipping on a cliff ledge 
For building? Oh god yes
But hard drive/slug/artifact hunting doesn't work when the hoverpacks range is so short
It can use ionised