#math-and-meta
1 messages ยท Page 157 of 1
For trigons?
It uses the alum conversion-- the trick with this lies in doubling the map's SAM using slooped RSAM constructors. 34x 250% ones can get you 5100 RSAM/min.
Here's that calc: https://www.satisfactorytools.com/1.0/production?share=qdvEupReDAVGw3dxmhBg
...as well as a less intensive nuclear setup that is a bit more feasible overall: https://www.satisfactorytools.com/1.0/production?share=i9eXwC4KIqIxfNGvJG7x
hmm I'm very curious how your setup uses 110 uranium - mine only says 36.6666 which is a big discrepancy
Alts?
Yea, looking over your setup to see which ones are different
Different Plutonium Fuel Rod recipe
Ok i need to split 5 into 2,2, and 1 using spliters and mergers
Is that posaible if so how
1:5 and merge two at the end
TF IS THAT
A 1:5 splitter
Manifolds are also an option, depending on what you need it for
But if you're pushing only 5, manifolds would not be great
Ok thank u
Soon too be 1500 MW of ultimate powaaaaaa
so uh, question for the math heads: do y'all know if splitters/mergers and belt conveyors are like... working? i have 8 T1 belt coveyors feeding manifold into a single T4 belt, and the second to last belt is getting clogged, which strikes me as mathematically impossible
Is the T4 belt not actually pulling 480? Like whatever is down the line isn't using it fast enough?
the final belt is consistently operating at what seems to be full speed - it is not stopping
What about the machines it connects to?
also generally running (though the same problem exists in all of such manifolds i have built)
The only way that wouldn't work is if the machines down the line are not working 100% efficiently. You can check two ways: either the stat in the machine's config page, or by looking for yellow lights flashing from green/yellow
(it's really ironic that i've built a fuel power plant and it's not the pipes that are the issues)
again, the final belt is consistently running at regular speed, and is T4. it is not stopping. it is the second to last and earlier belts that are stuttering
60 * 8 is 480 (T4) like you're thinking, so the only issue can only be on the 480 end
each merger is only being fed by a single T1 belt conveyor (and the previous merged line). I have eight mergers, which means eight T1 belts being input
It may look like it's moving everything, but maybe it's only moving 470
hm, possible
Check the stats on the machine config, look for yellow lights, and verify your expected inputs on all connected machines add up to the expected 480
i might just have not fed enough empty canisters into the system for consistent packaging throughput
thank you for the advice! i've never gone much past oil processing lol
np at all ๐
Hey I've been playing for a while but I still cant figure out the best way to calculate the max I can extract from an ore for example If I was making a basic iron component factory I don't know what I can get from 240 iron any tips?
use one of the calc web pages
Is there an easy way to get rid of refinery biproducts?
I'm making 150 heavy oil residue per minute and I don't really need the petroleum coke that I can make with them
Fuel? if not just flush it or make a massive storage for the coke
quick query, early mid game I have 2 turbo fuel recipes, the basic one using compacted coal and fuel, and the other one using heavy oil residue. Bang for your buck as regards energy produced which is better. I know I could do math but if someone could save me some late night brain cells that would be great
You got an AWESOME sink for solids, and for liquids can either convert them to fuel and burn it in gens, use alt recipes to get use it, or put it in containers and sink it
Oh, I didn't consider making it into fuel but then again, I have no use for fuel (and 60m3 per minute of my crude oil is already being spent on fuel despite not having an use for it)
How can I flush it though? I know I can flush pipelines but isn't that a 1 time thing?
you can turn it into petroleum coke and Awesome Sink it
^^^^ forgot about the sink
Oh, that makes sense
you could also turn it into fuel and use an alt recipie for recycled plastic/rubber to maximize your outputs
later on especially around alu if they haven't changed the recipes a lot you end up making wet concrete to get rid of the excess water, or something
When using a manifold approach, do you continue to manifold past the smelters?
the general plan for efficient oil-related production is to turn crude into heavy via the targeted alt, spend the polymer residue on plastic/rubber, use diluted fuel to turn the heavy into fuel, then either use the fuel in other power sources (eg turbofuel) or use the recycled plastic/rubber alts to turn the fuel into the resource you actually want
wdym?
The dimensional depots make it so much easier to make "Tier 1 Factories" in a Mk 1 blueprint since you don't have to care about where the outputs go
Trying to get all the overflows into one sink nicely is still a pain though, anyone got any tips on that?
don't spaget, give yourself space for it
have a logistics floor if you like
or don't bother with a sink and let it back up
I'm sorry I need my straight line power graph
Logistics floors help but it's still quite spaghet in them haha
I'm trying to setup a full efficient smart plate factory with 120 iron ore in. I have a manifold setup behind the smelter as this seemed to be a highly recommended approach. After the smelter im trying to figure out how to feed the constructors
that's a you issue, you can very easily not have it spaget with space and planning
I just have random conveyor floor holes stuffed everywhere, since there's no good way to have a system where you merge the overflow into the same column of foundations every floor
more manifolds yes
You're right, I gotta get good (or get better mk blueprints)
Wait, it's not accepting petroleum coke
also Regarding oil logistics, the way you want to manifold pipes is so that they only flow in a single direction, right? ie built like a comb, not a trident
I got bamboozled
have a logistics core
did you plug it in
is it powered?
Oh, lol
Interesting, I'll implement this for my next factory, thanks
is it same all the way down the production line?
manifolds work for every system.
so yes, you can manifold everything
As far as I remember, as long as you feed from above/same level, have a loop around to avoid the water hammering back, and pre-fill the pipes it should be fine
damn so it will always look jammed unless i switch to load balancing?
no? once you have a constant flow, with end products being used or sunk it'll flow smoothly
explain what you mean by having a loop around
*The main line flows smoothly, the branches that go into the individual machines don't
ohh i see it just takes time cause it has to fill up to reach the production further down
that's probalby the most stable manifold loop you can build
is there a reason the bottom end is connected to the input?
because fluids prefer to pool down
you don't have to have the loop pipe on top, on the side works too, but this might provide extra stability. I haven't bothered doing rigorous testing because I can't afford to spend years on it
think of fluid systems like a jenga tower, there are lots of ways to do things that will be more or less stable. The less stable ways can work but you need ot know limits and how to manage them
By the way, I heard that Variable Priority Junctions are no longer the water recycling meta, did someone find a better way?
so in this setup im manifolding anything with a shared input. in my picture the S will me the manifold where i split down, the M is just the merger output
am i over thinking this or is it really as simple as line up all relavent buildings and manifold them
Really is that simple for the most part.
Only gets more complicated when you're surpassing the belt capacity.
So trying to shove 500 screws/min down a 270/min belt.
I build a row of buildings, build a row of splitters on one side, and build a row of mergers on the other side, then connect them in a big ole line.
so i literally just line up all smelters manifold into constructors manifold into assemblers (sharing various inputs, rods, screws, ets) and call it a day?
Make sure every belt only ever has one product on it, and your throughputs aren't above your belt capacity, and yep.
ok easy enough
It can get complicated sorting out how to get parts from three different places across the factory to a fourth place, and then route that output to some other place.
That's why spaghetti is so common. ๐
You can just.... not care.
is there any tool i can use to calculate a plastic and rubber loop?
SFTools can do it.
just make sure you tell it about the alts
thanks
Yup! Have fun!
Is there anything I can do with geysers?
Trying to figure out path and block signals to move stuff to my main base and now my head hurts
If you install all 31 of them, they'll net you an average 7.1GW of power.
one more thing, do you run it all at a hundred? or underclock the fractional amount
Depends on what you want. I run it all at 100 because IDGAF. If you care, you can run the last at the partial. If you're trying to optimize, you want to divide it equally among all machines. So instead of 100% and 50%, run both at 75%.
are you doing 2 way rail?
The more machines you use to produce the same amount, the less power used per produced item. And the math is better if you balance them all to run at the same speed than have super different clock speeds.
I want to make my diffrent stations drop off the goods at one location
that doesn't mean you can't have 2 way rail
I don't know what does are, brain to hurt now
literally just 2 lanes. 1 for 1 direction, the 2nd for the other direction. Like a road
Then train hit other train
oh i see, so for example if i output 47.742 rods i just divide that by 4 (since rods only output at 15 without OC) and set each constructor to 11.93
3 trains go into 1 station
Bonus: you can copy and paste the settings to you don't have to set each one separately that way.
To tired now figure out int morning
I wanna just double check something, so if im outputting iron ingots to make rods/plates and i got 46.52 / 73.548 iron ingots outputting respectively, do i need to manifold the iron ingots separately to two different constructor groups (one making rods the other making plates)?
Thank you sir :]
Depends on how much you want of each one
Might be better to have 1 input that is manifolded through both constructors groups
well thats the problem though
And you'd have to underclock the constructors or the ones after to match the amounts you need
there i sno way to get the accurate distribution for plates and rods if i do that
even if i use over or underclock
How is it not possible by underclocking?
As long as the totals add up, and you're within the belt capacity, it'll eventually even itself out.
So yeah, I would have the same belt feeding both plates and rods.
does this work cause the succeeding production sets the rate regardless?
Keep in mind, a machine can only take as much as it uses in net. Any left over is pushed to the next machine.
Yes, but you probably want to underclock the rod and plate constructors to save energy
right, use take the constructor output total and divide amonst that contructor group
If you don't underclock you'll have to wait for the whole production line to fill up to even out the rates
It's better to even it out layer by layer
So, in this example, you have 120 iron ingots on a belt. You split off to the rods first. If your rods are clocked correctly, they will consume exactly 73.548 rods/minute.
That leaves you with 46.452 iron ingots on the belt for anything else.
If you then feed those to the iron pipes, they'll consume all of it in this setup.
Once everything gets properly saturated, all of the machines will run at 100%.
ok this makes sense
Note This will feel like it isn't working at first. The first machine preferentially takes half the flow until its input is full. Once its input is full, whatever it can't use gets forwarded to the next output of its splitter.
Once all of the machine input stacks are full, if and only if the numbers are balanced, it won't stop running.
So if you've accidentally only produced 100 ingots, your final pipe constructor will never run at 100%.
Or if you've accidentally produced 135 (and are on a MK3 or better), eventually the whole line fills up and starts stutter-stepping.
Just remember: splitters try to divide their outputs evenly. If they can't, they send what they can down the first output and split the remainder evenly.
So if you've a splitter taking 60 in, with two machines taking 15 each and a third output heading to another splitter, pre-saturation it will send 20 down each line. Once it's saturated, though, it will only be able to send 15 down two of them, and will send 30 down the 3rd.
but eventually even at the ore level it evens out right
once the other smelters get active
At every level, as long as the numbers are lined up.
If you're producing 120 ore and have smelters consuming 120 ore, it will eventually run at 100%.
If you've got a Mk1 line, though, half your smelters are never going to get anywhere near 100%.
Also, make sure you familiarize yourself with the efficiency percentage. It's super important for this.
It's the little percent right in the middle of the window.
If it says 100%, it means the machine has been running nonstop recently, and has not had any issues draining its outputs, and every time it's finished, it hasn't had to wait for enough inputs to start.
If you feed it exactly 50% of what it needs, it'll say 50%. If its downstreams are only consuming 50% of what it produces, it'll say 50% after that manifold saturates.
This is irrespective of clockspeed.
does using a higher quality convery needed mess anythign up?
Nope.
i see so this is uptime essentially
Yes, exactly.
This guy.
If your machines are producing exactly like you want, and you have a machine that has 50% there, you can safely set its clockspeed to 50% of what it's at currently and save some energy.
That number also takes time to update. It isn't instant.
Since it's calculated from real, historic data.
does anyone know the max amount of mercer sphere and somersloop you can get in this game ?
106 Sloops, 103 usable after research.
298 Mercer Spheres, 201 usable after research.
thanks again! now to build the damn thing. I am so anal about this ive been reading more than playing haha
Yeah, I get that! Just remember, it's really not hard to diagnose and fix issues.
Between the efficiency display I just mentioned, and the indicator light: https://satisfactory.wiki.gg/wiki/Indicator_Light
Indicator Lights are tube lights situated on electricity-powered and generator buildings that reflect the building's operating state. There are four total operating states they can display.
And getting a feel for how the belts should be behaving, and how inputs and outputs stack or don't stack, you can quickly narrow down any sort of issues.
Like seeing belts running with an even space between every item is a telltale sign that you have a lower capacity belt throttling it.
If a machines output is filling up, that means its downstream producers aren't consuming enough for whatever reason.
Point being: just build it. You get a full refund on everything so you can always just tear it all down and start over.
Better to move forward than get stuck!
Anyway, bedtime for me. ๐ If you have more questions tag me and I'll answer them in the morning!
what are good recipes to find/use for someone who is fresh into p3 (but able to use mk4 belts already)
i know there is no "bad" recipe but as a beginner the amount of stuff there is is overwhelming so nice recipes to look out for always nice
most of the time the better question is "which recipes work with what I have to accomplish a specific goal"
Phase 3 is Tiers 7 and 8 so the main new things are Aluminum and Nuclear Stuff (and Turbo Motors I guess.) So for the most part the best alt recipes imo would be Sloppy Alumina and Pure Aluminum Ingots. For Nuclear stuff its pretty much only Uranium Fuel Units and Infused Uranium Cell if you want to min-max your uranium.
P3 is tier 5 and 6
Trains and Oil
Oh.. fresh into p3 I read it as p3 done reading hard for adhd brain
totally valid
reading is about the only thing my brain does well
Well in that case all the good Oil stuff. Heavy Oil Residue, Recycled Rubber/Plastic and Diluted Packaged Fuel
Idk if you can unlock the Heavy Encased Frames as well
Also since you're ramping up steel production in this phase you might look at the steel alternates as well
True, Steel Rotors if you havent gotten those. Steel Screws (if you dont delete screws from your factories entirely)
Like my steel factory, to get the most out of it with the resources nearby (and the level of miners you have access to at P3), I opted to use the Heavy Steel recipe. Takes a lot more machines and more power, but you get more steel per each iron and coal you mine
It can be, in some situations
every recipe has its place, some just have a much more niche use than others
Good is subjective but it makes it so Rotors and Stators use the same things makes Motors super easy early on
Also im looking at the heavy encased frame and this recipe just seems leaps and bounds ahead of the base recipe, if you have enough concrete
it's uptime basically, how much of a given time period the machine is active and working
like, out of its entire life?
I think its like a 5 minute cycle or something?
no, just like the past few minutes or something, idk exactly
its over a couple of mins like 10/20
Your machines do practically nothing if its missing input, it has no power or the output is full
If you're not getting the expected output from a set of machines, it's useful to check the efficiency % to see which one(s) is the problem
When you have a chain of different machines with different recipes and you're using exactly the amount of resources/parts needed - even little hiccups in efficiency can turn out to be a big problem.
It actually uses less Iron, Coal and Concrete than the default recipe
Less concrete? I guess the fewer eibs make the difference...
Default is 5 beams for 1 Frame
Encases is 10 beams for 3 Frames
It genuinely just seems better in all ways, unless production time matters to you
It technically is ahead even in that regard
Yeah
The main upside to it is less resources(disgusting screws) and simplified production chain
I dint even automate it till I get it
I cant decide whether to cook up 1200 Batteries/min for all my drones or just make Rocket Fuel and use that
Fuel variants sound fun
is there an option to get satisfactory tools to not look to use the convertor?
Go into the base recipes and disable them there
Can't wait to get to t7 and hunt hard drives
Turbo blend fuel and diluted fuel look nice
what is the input hole for the sloop melter for?
You mean the power augmentor?
i don't see an option for conversion recipes, unless i'm missing something
Its annoying to find. Type in the resource name and you'll find it
oh so i have to find stuff like caterium ore, and remove the ones that are made by the convertor
Pretty much
gah, should just have an option to disable the building
They might add that
alr ive been struggling to figure out this belt setup so if anyone has any ideas plz lmk
so ive got 4 270 belts (1080 total) and i need it split to 360 and 720
my highest belt speed atm it mk4
isn't mk4 only like 480?
Yeah
yeah
Honestly not that bad to split gimme a sec
it'll be a litle messy, but yeah not overly hard
i ve been tryna make it look half decent
If you send 480 resources into a splitter and connect mk2 belts to all outputs and combine those together you get 360 on one
You can basically repeat that since 2x 360 is 720
Or merge the other line, no?
Cant merge them without mk5
I assume this is manifold injection on the 720 line
Merge two 270s and bottleneck with the 3 120s
yhis the the setup with 4x 270 outputs
What am I looking at
crap ton of smelters lol
There is smelters in there?
Probably in the layer below i imagine
yeah 36 to be exact
Css add smelter mk2 and my life is yours
i like keeping things comapct lol
I wouldnt call that compact xD I'm sure we can cook up something easier
i could maybe find a dif way to set it up differently but the numbers ujst work nicely since I have 1080 iron ore input and it splits nicely into 270s
this is what im basing the numbers off of
what u guys think
Regardless this is prolly the easiest way to split something into 360
You feed anything >360 through the glowy line and get 360/min on the merger
isnt splitting that line 3 ways back into a merger the same as just running the belt without any splitters/mergers
No cause you use mk2 belts
3x 120/min = 360/min. They cant pull more than 360 combined from the glowy line
So you split off 360 and whatever is left on the glowy belt can be merged with fresh stuff and you can repeat the same again
It's like a valve for your belts
so then id have 180 going through that glowy line i assume?
If you use mk4 you have 120 left
Why does the encased heavy frame have horrendous ratios
Alternatively you can also just.. use your mk4 belt
and split off a mk2 belt
As long asthe mk2 belt never fills up you will have 360 on your mk4 belt
yeah
alr thx for the help
i didnt know abt that belt setup so now i should be able to set it up nicely
Overclocking to 3/min makes it nice again or underclocking to 1.5/min
Does it also make the input ratios good
Honestly i will pay however much extra power for reasonable ratios
Oh that's quite nice
Can also underclock if you dont mind building more manufacturers of corse
For 6% overclock? The power is basically negligible for that nice ratio lol
But my power shard waaaa
womp womp
Not like powershards are a problem anymore thankfully
Use power shards liberally ๐ you can get them easily
I've been using them just so I don't have to figure out a bigger footprint for my factory
Fair
Working on it. Just need to decide if I wanna cook up like 600 Batteries/min or make Rocket Fuel for drones
is it a bad idea to turn all of the oil nodes on the west coast into plastic and rubber?
Thats what I did
Phantom, assuming you've got a power setup elsewhere, sure, why not?
I was planning on doing the recycled rubber/plastic. it ideal for that to be 1-1? or should I be making more of one than the other?
Depends on what you wanna do in the game. I'm turning the 2.7k Oil in that area into 2.7k Plastic and 2.7k Rubber (and 180 Diamonds) so that I dont have to worry about either of those until way later
mmm, forgot about diamonds, I like that idea, Ill save some space for that
It's quite a chunky setup xD so give yourself enough space
what do you put in the sloop zapper's hole?
Alien Power Matrix'
ok
Can you even make Diamonds before T9 ?
Technically as soon as you unlock the particle accelerator but not sure on that one
Actually nevermind its a t9 milestone
Hey guys are there any vets on here that can really help me get started wtih fuel and trains. really like making it clean?
Clean as in design or clean in general layout?
@hot junco It should before T9 from the alt recipe Turbo Diamonds. You become eligible for getting that from hard drives by unlocking the MAM Sulfur Research node "Turbofuel", or T9 Matter Conversion, whichever happens sooner. At least according to the wiki. You do need the Particle Accelerator to actually run that recipe though, which is unlocked by T8 - Particle Enrichment, so it looks like that's the soonest you can use it.
Yeah should be at the end of t8 when you unlocked that
i began mapping out the requirements for 10 radio control units p/m
and god damn, that's a lot of raw material input
Is replacing fuel with the heavy oil residue into turbofuel desired in the whole heavy oil residue, then turn the polymer resin into plastic and rubber pipeline? It skips the recycled plastic and rubber step, which makes me afraid this would be less efficient...
In general Heavy Oil Residue is pretty much the best things you can do with Crude Oil. Its actually the more efficient way of doing recycled Plastic/Rubber through a combination of steps
Yes I know that. My question is more: in the usual most efficient way to use oil, some of the fuel resulted from dilluted fuel is fed into recycled plastic/rubber to boost the yield.
Math wise, turning the heavy oil residue directly into turbofuel yields more power, but skips that recycled plastic/rubber step.
Is this a huge impact on final yields?
By turning it directly into turbofuel do you mean Turbo heavy fuel?
Yes
Well you always want to use diluted fuel no matter what
Its an easier process but the route through diluted fuel will always yield more
I see. Was afraid of that. Alright, thanks. I will take an easy route with turbo heaby fuel now, then replace when we have blenders
Thats usually what people do early on yeah
so those 4 recipes basically?
also yeah i noticed i phrased the question weirdly, thanks to kaelie i was able to get the answer i was looking for but hey you already answered me for the next phase unlock ๐
i got most steel recipes i want already, got lucky early on
Cause if you do the math:
Turbo Heavy Fuel: 5 Residue -> 4 Turbofuel
Diluted Fuel: 5 Residue -> 10 Diluted Fuel. 10 Diluted Fuel -> ~8.3 Turbofuel
thats what i have so far because i wasnt sure what to choose i just decided to research hard drives till i get to starting to produce this
Pure Caterium is always nice to have later on when you min-max the amount of Caterium you have available
the ingot one?
Yee
i mean at one point ill have all anyway since there are more hard drives than recipes but for now im focusing on getting to endgame casually
like thanks to 1-2 youtuber i watch casually as second screen experience i was able to get the recipe to yeet screws as much as possible
Its nice to have even in a more casuall approach
Gives you 1 Ingot per 2 ore instead of 1 per 3
:noted:
there isnt a limit on how many anused hard drives i can have researched right
not sure I understand your question, but if you try to research a hard drive when you already have all alts up to your current milestrone and MAM progress unlocked, it will tell you in the end and you are returned the hard drive to try again at another time when you've progressed further
weird not seeing โmercer sphere (WIP)โ
yeah that sums it up, the menu looks as if there is a limit on how many scanned ones i can keep in store before i can use new ones but i guess the only limit is the recipes i have unlocked so far for discovery ty
will i get a scroll wheel at one point for my alternate recipes?
is there a better way to hook up 8 constructors or do I just do conveyor then split then conveyor?
You could scale vertically
4 on each floor
But yeah, conveyor then split then conveyor is easier to build and also works just fine
Removing screws is no longer needed
i just checked how much power you can make in 1.0 and holy its insane. over 256 fuel rods max from 50 and thats not even including the plutonium and other lategame stuff you can do or the APAs
Screws are goodโฆ when used in moderation, like anything else. Just have to watch those belt limits.
using cast screws and putting the constructors in line with the machines that need screws >>>
There's pretty much no recipe that uses more than 1200 screws tho
Fair
is turbofuel a good use for the northern shore oil?
looks like the 2 sulfur nodes up near there allow for that pretty easily
Vertical zoom foundations as high as you need?
Working on my fuel power stuff right now. Was going to turn it all into turbo fuel but realised i need 3k sulfur to do so, is it possible to gather that much around the map with mk2 miners and 480 belts? Or should i just use normal fuel for power?
math maybe wrong idk
no like what combination of 1m and 4m would look the best
what color looks best? what painting looks best? its totally subjective
are there any that would be annoying with a manifold
ok so this setup should give me like 20 (merging two 15 rods per min to get 30, then splitting into 3 and only merging 2 of them back while leaving one out(will get connected to another conveyor network)
You shouldn't manifold screws
Why tho? You can just manifold
whut is manifolding?
now the thing is
...
where do i fit 7 constructors and 3 assemblers?
Depends on what machines you're using. I think I tend to do 11-12m total between floors.
--S--S--S
| | |
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...
Heyo. I have six oil wells with I believe 1020 oil per minute available, I'm using 480 of it on rubber and plastic and currently produce 320 fuel per minute total (using 240 more crude oil). Does it make sense for me to dump the remaining 300 essential crude oil all into fuel power generation?
Give yourself more space to work with
The game is never short on space ๐
* per minute
No, I do mean per second. My petrochem setup is currently filling half the map /j
what
Oh yeah, extra context, I'm at the end of Space Elevator Stage 3 and want to deprecate my coal power plant
Honestly, up to you
Ykw I'll do it, I'm barely using my plastic and rubber supplies as of rn
The numbers seem a little odd. Mind sharing what you're going for?
Then why make them ๐
Futureproofing
Also, having a yes amount of both is fun
(I'm sinking the surplus)
That's usually not recommended tbh, but you do you
Is there any use for oil other than rubber/plastic/fuel? I know fuel can be made into many things
1800 oil with alt recipes making 4850 fuel per/min if ive done everything correctly. Was just curious if i could turn it into turbo fuel for more power.
alt: heavy oil res and diluted packaged fuel
1800 Oil would turn into 4800 Fuel not 4850
oops i guess
Means you need 3200 Coal and Sulfur
can i get that much sulfer with mk2 miners and 480 belts?
Yes, map is huge
5x Pure, 5x Normal, 6x Impure Nodes making 600, 300, 150 respectively so with mk2 miners you can get like 5.4k
kk
Its gonna be an undertaking getting all of that over to the golden coast
:/
Majority of the pure sulfur is on the eastern side of the map
Ok fuel I understand, but how much plastic and rubber is realistically needed? Keeping an endgame steady production kf things in mind
You could technically use sloops to double your compacted coal after researching that
and then eventually take the sloops out once you have mk3 miners
i dont think i have that many sloops lol
To add to that, if your power grid can handle it, overclocking to 250% and then slooping yields more product per sloop
But it cuts into power smth fierce
im already 250% overclocking my un/packagers and the fuel refineries
Its hard to put it into numbers depending on what a steady supply might be for you.
Let's say smth modest. A 10th of a stack of everything I need on hand per minute? Excluding space elevator parts
again it depends on how often you use those things - like if you use a ton of coated concrete for builds then you're going to need a lot more plastic/m than someone who doesn't.
Honestly borderline impossible to give you a number without doing extensive math
you'll have to feel out how the supply works for your playstyle
and adjust it accordingly
Yeah that is fair. I will come up with some numbers, chuck them in the satisfactory tools and see what comes out
And don't get caught by the trap of trying to plan for future stuff you haven't unlocked yet. Build what you need right now, and expand later if required.
10 Computers for example are ~320 Plastic/min (default stuff). Supercomputers need 4 computers each so 5 Supercomputers/min is 20 computers/min which is 640 plastic/min
But then if you use an alternate recipe that calculation changes, sometimes drastically
My starter factory made like 600/600 per minute and that was enough to make like 3-5 of everything per minute up end of t8
update on the factory
screws done, just need the rotor assembler
@ancient oriole @ashen girder
I ended up putting together a more "practical" 1TW nuclear plant that doesnt use up 2.37x the amount of SAM in the world and creates no waste
it generates 1.005TW at the use of 2100 Uranium -> max UFR -> max PFR which are then either sunk or spent for waste
in terms of minmaxing this seems ok enough
funny how Satisfactory gameplay can end up being ~12 hours in paint, wiki and discord without launching the game once
also its pretty impractical over just sinking PFRs and having like 5 augmenters, but this feels cooler
6 augmenters and just sinking PFRs is 1008GW
Its kinda sad how expensive ficsionium actually is
i would have said the same 2 days ago too, but I think i agree with @ HeinousTugboat now
How much Somersloops and Mercer Spheres is on the map? Does anyone know? I am just wandering if it is even possible to make Dimensional Depots for each item in game.
im about to start nuclear power, is there any good way to not get leftover waste early on?
like 307 and 108 respectively?
298 mercer and 106 somer
Agree on what?
cant really get rid of waste until you make Plutonium rods and sink them
that it gives you a choice
oh. so enough for Dimensional Depots as there is surely not more than 200 items in game right? But what about the soomers? Isnt that too little to do something significant with the power argumentation? ๐
plus it can be useful for players that dont make max Uranium plants
yes, you are forced to consider a trade off between augmenting and amplifying production
Power augmentation is almost never worth. Just sloop the end machines of long production lines
||400% power|| is a lot of power
That is a wild take. Saying that augmenting your grid is never worth
so the Plutonium fuel Rods can be sunk, so i should unlock them before setting everything up.
cheers.
I mean on one hand its nice to have 2x the final item, but if you amplify one lever lower you get 4x the items ๐
augmenters become a bit better if you do the final research and give them matrices
30% grid boost
you need a lot of Mercers for upgrades but surely there are enough. Somers sure, especially on something like SAM ore. You can also just double your grid for free basically. Matrices are a little too expensive for them to be worth imo
&yeah idk. I wish they would do something about the endgame. Both Ficsonium and Ionized Fuel are.. questionable in terms of viability
I wouldnt call it a choice having to go through 50 hoops for a funny rod that is barely worth
Ionized fuel is a good way to get rid of power shards and its amazing for drones and jetpack
It actually is not that good in drones
ficsonium is questionable but it can be viable
we had a ttalk about this yesterday, the drones fly hella fast with ionized fuel
My bad, did not know the augmentation take was that hot. But then again I have not reached endgame yet
sec, lemme see if i can find it
If you let a drone fly from East to West edges of the map, Ionized fuel takes them ~5 minutes while batteries take 5:45
its the same hoops as always with nuclear:
Store waste or do some multistep process to deal with waste
Now the choice is store plutonium or make ficsonium
before it was store uranium waste, sink plutonium rods or store plutonium waste
each affect final power output and complexity of course
i think the problem with ficsonium rods is more the cost
but it still gives you choices
It would be a choice if it would cost half the trigons
A single Accelerator making Ficsonium deals with 10 nukes burning plutonium
if you want to be sane you do max uranium and sink plutonium rods + 6x augmenters
if you want to be insane you do what i designed and get 1TW with ficsonium
its the same way 3 accelerators and 6 blenders deal with 300/min uranium waste
the cost only gets justified at large powe production scales
@oblique hollow yeah but max plutonium waste is 224/min, to deal with that you need 2.37x the amount of SAM ore in the world
Just out of curiosity: has anyone calculated which item is the most valuable, in terms of sink points, that can still be manufactured at 1,200 items per minute rate? ๐ My first playthrough's final goal was 25 TPR per minute and that was eating up something like 60% of all resources available on the map or whatever, so there is simply no way those could be manufactured at tier 6 belt speed.
You need to spend around 30 sloops to make enough ficsite for the rods that is the problem the rest is fine
I dont care that it has bad burn rate but the cost is just unbalanced
I assume the max plutonium is without sloop boosting?
yeah
cause at that point you need all the sloops for the SAM
i think if you sloop trigons and reanimated SAM you can get enough
but you end up with little to no SAM left over
If you dont sloop SAM production you have exactly enough to make 62.5 Ficsonium Rods/min
and its probably all made from Aluminum > FIcsite, ye?
In the late game it really seems like they want you to sloop stuff
given all the power
But again, i dont think max plutonium is EVER a concern
It will not be an issue, ever
in terms of SAM usage in Ficsonium rods the trigons are the worst, so you wanna sloop those first, then RSAM
If you reduce trigon cost from 40 to 30 per rod it's already fine
Max Plutonium assumes max uranium i have to guess
Or do we actually just use all the plutonium alts
I'm going of 50 Uranium Rods -> 12.5 Plutonium -> 62.5 Ficsonium
cause those trade uranium efficiency for more plutonium
which is a mistake to make imo
I cant answer your question but currently the most expensive item in the game is the Ballistic Warp Drive at 2,895,334 points and you would need 8634.6/min of that to get 25TPR and there isnt even enough resources on the map for 1000/min
Which is nicer numbers of the maximum of 50.4 without converter
Minimize Plutonium, maximize Uranium, something something FIcsonium
Most likely Ballistic Warp Drives
i dont think you can make warp drives at 1200/min
Why would you make 1200/min when their point value is astronomical?
at least according to the calculator
because for that amount of points you still need 8634 of them per minute
cause they asked "..that can still be manufactured at 1200/min"
you didnt read the whole question
My brain turned it into maximizing sink points ig
the highest value item that can be made at 1200/min
Like actually making 1200/min of it or its components fit on a mk6 belt?
as far as i understood making 1200/min of that one item
they said "i made 25/min TPRs and that ate 60% of all the resources, so no way you can make a full mk 6 of them"
Thre isnt much that you can make 1200/min of
yeah but if you only want 1200 items per minute to reach 25 TPR you would need to make an item that is worth 20,833,333.333 points
wich is like 8x that of the warp drive
If you dont want to do anything else with them xD
The video im watching rn is mentioning daisy chaining in vanilla but when i google the topic i only find the mods etc
its only 4800/min aluminum and 9600 SAM, assuming no sloop boosts
you can cut the SAM cost by 4
some buildables can be daisy chained in vanilla, like power storages and lights
thats it
the max RSAM you can get by slooping everything is 5100
with sloops, you could then make 5100/min Ficsite Ingots
Because, for example, 10 items per min at 2.9 million points per item is worth less points than 1,200 items per min at 25,000 points per item one.
Basically, the real question is: what item would yield the maximum sink points per minute - might very well be the single most expensive one, but I kinda suspect it's not.
I think some people call it daisy chaining when you chain power poles and do like 2 machines to a pole
Its pretty hard to make anything in the 25k Value range at those volumes
Just an example, nevermind the figures themselves.
9.873.600 points/min for MAX Ficsite ingots
Actually arent cooling systems like pretty cheap overall?
The building he is daisy chaining are these which shouldnt be power storages unless im missing some key detail
relatively
look closely. they added wall power connectors above the refineries
Oh is he putting the power thingies on the building?
Yeah i was watching on low res before sending the screenshot, makes sense ty
15 warp drives are also relatively cheap and make 43m points so I'll stand with warp drives
is there ever any reason to put screws in dimensional storage?
Cause if you think about it, 15 Warp Drives/min is 43m points. To get close to that with anything produceable at 1200/min you need a value of 33k aka. Radio Control Unit or higher
unless you wanna craft by hand or make awesome shops not really
if you need screws in a hurry
If you need an awesome shop on the fly I guess
hmm
Converting my starter base into my dimensional depot hub for all the construction parts I might want on hand
@boreal summit there are 298 mercer spheres and you need 97 for max reserach, leaving you with 201 depos
thus i dont think its a waste putting them in
yeah, I'm aware, but in phase 3 I only have so much that I need on hand, and I haven't found a ton of spheres yet
fair
I'm looking for spheres now and planning what else I might want in my depot hub
just know that you can load your save into the online interactive map to see which ones you are missing
Your ficsit contract legally binds you to pick them so go out explore
unless you consider that cheating
doctors orders
Oh I'm doing that for sure lol
been using that for hard drives for ages
I should also pick those up while I'm at it
I'm so happy to be done with hard drives and all the collectibles. I hate waiting 10 minutes for a bar to fill up
RCU only yields 19.6k. If the point requirement is ~33k per item then you'll need to make Jetpacks or higher.
and I don't really see it as cheating since you get the coordinates sure but you still have to figure out how to reach it, not much different than using the scanner
RCUs should be 32k
and you spend 30 mins looking for them
Well, okay, disclaimer: provided fandom's list is accurate.
looking at the sluggingtons on the left
and being able to know that you've already visited a spot and picked something up there before even heading out on a trip is also good
don't use fandom
it's been abandoned
The AWESOME Sink is a special building that produces ย FICSIT Coupons for use in the AWESOME Shop by destroying items inserted into it, converting them into points based on their value or complexity, which in turn are used to print the aforementioned Coupons. Each successive Coupon requires more points to be printed.
no guarantee that it's up to date
yeah i dont think theres anything that can be made at 1200/min and still be worth more than 33k
Yeah okay, fair. Thanks and yes, you are correct, according to that one.
you can make 748 fused modula frames
not even a full mk 5 belt smh
47 mil points
Can you make that many?
and it requires a stupid amount of resources
calculator says so
Mine says you cant even with all alts
Ah yeah that works
also needs 261GW
you can make 4884.44/min whcih is 53,728,840 points
at 11k points per
oh it maxes out just about everything
Yeah it converts everything until it runs out of SAM
SAM conversion is goofy
I want a button to turn it off its so annoying
apparently you can make 73.019 warp drives per minute
turn off the recipes
Gotta do it ever new sheet one by one
211.4 million points
with sloops thats 422 but god knows where you will be getting the power for that from
771GW for the 73 per minute
how many machines do u need for the 73 warp drives tho?
Yes
no i mean, if its more than 25 then u cant sloop them all
just, yes
no i mean the very last machines
oh you meant like that, it makes 1 drive per minute in a manufacturer
for 2.5 with OC
It's 1/min manufacturers so you would need like 25ish
oh yeah 30 mb
Just wait for ficsmas
do you think we can get more sloops during ficsmas?
I'm hoping you can
i doubt it. they're too strong
yeah idk about that either
Dont have a use for power shards or the superposition oscillator
there is a reason its a limited resource
btw, are there any working hypertube cyclotrons in 1.0?
Nothing changed with them no?
They broke in U8
Cause of Unreal Engine Upgrade and the resulting phyiscs changes
Ah well havent tested since then
ye i know. but i thought i saw some people talking about them here. it gave the vibes that they figured out a new way to do it
or maybe they were just talking about the old designs
cant confirm that personally, didnt see anything.
Sorry. maybe some did but thats a bit elusive
How much energy do pipeline pumps need to function?
Yeah, those
yep
ALL buildings with a fixed power cost state their cost on the building page
Thanks
Looking to go big and use all (at least most) of the resources on the map, is this overkill? 684,000 MW, and I plan on doubling with power augmentors
2200 because he'll have 22800/m RF from somersloops
I did 800 in my previous world (not overclocked), and I do plan on over clocking these so I hope it wont be too bad
You cant sloop them if you plan on straight up doubling your power with augmenters
unless you plan on using matrices
No Iโm using power augmentors, so it adds on extra power after instead of doubling output
oh my bad
Nw
Is there anything I can do with an uranium mine at phase 2?
Nope
no, its for tier 8
Awww, I was hoping there would be some way to generate more power with them
Kinda starting to have issues after building lots of refineries
gotta get to phase 3
or, in your case right now: get fuel power (or more if you already do)
I have none
I could power shard my 24 coal gens too
But my pipelines can't carry that much water
Coal
3 pure oil nodes can give you 24000 MW, even when you take the easiest way to turbofuel and focus in plastic/rubber
Huge upgrade
refining oil makes heavy oil
which can be turned to coke
coke burns in coal generators too
I was turning the heavy oil into more plastic and rubber
i plan to make 30320 fuel/min in the end. normal fuel tho, not rocket fuel
That basically doubles my rubber and plastic generation
at the cost of power
if you dont utilize that much rubber and plastic, consider turning that down and using the heavy oil for coke at the moment
or you focus on unlocking fuel gens
Oh damn
in my u7/8 playthrough i used all the oil from the spire coast to turn into fuel, 60% for making plastic and rubber and 40% for power.
in this playthrough i want to make as much coke as i need for aluminum and the rest to fuel
if its a gas then no pumps
right
fuel converts 1 to 1 to rubber or plastic so thats 30320 rubber/plastic
Oh man thatโs awesome
ive never erally had issues with pumps tbh
I did, I stupidly put my fuel generators in a giant 500m tower
From my last play through
Roughly what I'm going to do soon once I finish designing some stuff xD
Is someone already done with this calculation? I'm losing interest
what are you calculating?
Alien Power Matrix
satisfactorytols could do that for you
Its not in there yet afaik
Been missing for me
oh it doesnt, weird
Thats the reason, why I'm doing it by hand... And I don't use it very often
you could calculate the inputs for the matrices with tools instead
So power shards, SAM fluctuators, Superposition oscillators
could you just do this here?
ope, already did it
yeah exactly this
ty
Can I put more than 1 sloop in constructors? Trying to get the most bang for my alien remains
nope
the best u can do with sloops is double stuff. even in manufacturers where u need 4, putting in 4 "only" doubles it. putting in less is less than doubling it
That makes sense, thanks
But it's multiplicative for multi-step production
Which should I take?
No clue, flip a coin
right one is more aluminum efficient (and nees less heavy frames i think) than base but you need fuel
Heat fused every time
is there already a way to calculate how much fuel drones will need?
To add on, the plutonium increase overall resource and power cost while the heat reduces both, granted of course you have access to everything
the old method was
4 batteries fixed and then 1 for every extra km
but now they can use any fuel
sooooo ๐คท
guess ill have to produce a random amount and check if thats enough sadge
you can sink it, its decent points in the early game for low effort
As ores?
ye
How many points is it per ore?
35
What about reanimated sam?
The AWESOME Sink is a special building that produces ย FICSIT Coupons for use in the AWESOME Shop by destroying items inserted into it, converting them into points based on their value or complexity, which in turn are used to print the aforementioned Coupons. Each successive Coupon requires more points to be printed.
bro i was gonna call you the nerdest nerd but like your pfp cancels it
and why do our bio's kinda mach match i think its match not mach
i cant spell ik
@pearl nacelle i chose the 30mil depleted uranium bullets for the gau up my ass i aint marrying that car bro
my bad didnt even need to put them up my ass
heat-fused frame
is there a recommended fuel gen layout? I'll have 1600 fuel coming out of 11 packagers side-by-side and don't know how to set up the 32 gens
i normally just slap a few down and push through to Blenders then make a bigger setup. that way you dont need to worry about the package /unpackage steps
i normally just slap a few down and push through to Blenders then make a bigger setup. that way you dont need to worry about the package /unpackage steps
To add on, the plutonium increase overall resource and power cost while the heat reduces both, granted of course you have access to everything
that's what I initially wanted to do but I haven't unlocked blenders yet (T5/T6), so I had to made due with this monstrosity
Consumes a lot, apparently
im worried itll just eat all my fuel tho
Consumes a lot, apparently
next time, it's better to make closed loops with 2 packagers and 1 refinery, rather than looping the whole thing
you can even blueprint it with the right recipes and clock speeds
Drone fuel comparison #math-and-meta message
?
mb
nvm
Edited
oof, and ud have to waste oil on plastic too, or use steel..
i think ill just keep not using drones then. i considered rushing to them and using htem with fuel but its not worth it
'
ok so i did some calculations and there is 31475 uranium per minute on the map using converters
oh perfect exactly what i was looking for
np
u can make 256.32 uranium fuel rods per minute now
oh
ye ngl i just copied that
i,m not that smart goblin after all
this doesn't consider overslooping
(overslooping the fuel rods would be much more profitable anyway)
2
if its 4 you could get 7725 extra from slooping, it would use up all of your sloops
Is that wort power wise?
you can double the whole thing, because you can combine overslooping and overclocking
that was with overclocking. (assuming 4 sloops tho)
no, itd be better to sloop the grid with APAs
2 sloops per converter
28x250% converters and 1x150% converter, so 29x2=58 sloops used
if u use sloops on the earlier converters ud have to use some more sloops on the later ones too
for max efficiency
slooping ores would be wasteful anyway as I said
you get the biggest gains the more expensive the craft of each component is & the less machines there are producing it
yea and slooping power is even worse
if u max out uranium fuel units thats 427 manufacturers, slooping doesnt even make a dent in it. and even if it was only 50 manufacturers, itd still be more lucrative to just sloop the grid
btw, do any of u know some good vertical train intersections?
Well I just saw that an particle accelerator with sloops producing pasta uses 20 GW and now I am genuinely concerned for my power grid
I guess itโs time to burn plutonium
whats a basic starter nuke power set up that deals with the waste?
๐ญ
Iโm going for 50 GW total prod with 4 uranium rods/min and the fertile uranium alt lets the waste be recycled very easily
do u have a tool layout?
ive never touched a nuke reactor so idk what im doing lol
I can make one wait a sec
awesome if its not too much bother i appreciate that
i really dont want to end up with boxes full of waste l0l
u can make that
u will use up all the sam ore but u would need some way to store that Pu waste because u cant make all that into FFR
i did that calc but i wanted zero waste build this time so yeah i would stick to 50 ish rod
It has some aluminium alts and also the all important fertile uranium
holy crap l0l
And add on top 4 uranium fuel units
Total 50GW of uranium power and if burned another 50 from plutonium
is the plutonium sinkable?
thus 100% dealing with waste?
is there an optimal location to build this? lots of different stuff involved
u can convert pu waste to FFR
nd use it
no waste from FFR
And if you want burning plutonium has 1/10th the waste production
u can say dwieh and weiguwiegu and i have no idea what your saying
The ficsonium stuff
iaint never taking the car
PU - plutonium waste
ty
look at my bio what do you chose
That is literally this times 4 to produce for no waste and maximum power
can both happen at the same time ?
hell nah bro
im so confused guys
why
but doable ๐
noice
i just dont wanna bucket full of waste
i mean ig if you are in to it
Your gonna need nukes for endgame the quantum stuff is power hungry as hell
convert it into FFR and use it in reactor
no waste
yea i only got like 40k power atm from turbo
brother whats a FFR
i dont understand abreviations
ficsonium fuel rod
alright thankyou ๐
plutonium waste is proceed into that
guys
you would need some way to store the uranium waste
thought it produces very less energy compared to Pu but there is no waste from it
what do i do with an extra 1 plutonium fuel rod/min
tractor
convert the whole into Pu rods
i got the math wrong, now I have 1 extra
sink it
cant if u use up all the resources
I would not recommend ficsonium since it would be easier just to double the uranium and plutonium numbers from above
is it a good fuel for drones? really?
what i am doing is making 55 rods /min and using sam ore to manufacture FFR so that there is no waste left behind
one plut rod per minute is enough for 50 drones
And also itโs the last milestone in T9
but the drawback is that there will be no resource left in the world
well yea but i was talkig aobut making 256.32 ur fuel rods
yes i was also planning on doing it
then after looking at the amt of waste i scrapped the idea
does the fixonium continue after this?
OMG... this could just fit into the MK2 BP Designer!
yes
its for people who dont wanna deal with waste
ok so i will focus on curious's set up first... then worry about the next phases after
The plutonium makes 20 waste put that into input with 8 ficsonium fuel rod as output
And you will see why I donโt recommend it
yeah cause its gonna be monsterous l0l
rather just claim the basic power and sink those 2 rods lol
At least for this relatively small uranium amount just double the uranium and plutonium and boom 100GW
They are meant for waste recycling
i thought we were maxing uranium ๐
@topaz jetty is there a location youd reccomend building this, cause i wanna make it 100% independant (no trains ect)
I do not think that is possible really
its just 9 resources i can make it happen ;]
And it will be much simpler if the non radioactives are made farther away and then imported
maybe at most transporting nitrogen gas lol
i am torn b/w waste recycle and more power XD
like do i use sam for FFR or increase uranium prod
this schematic seems to have enough calibur of power
like why continue the complexity chain when u can just go set up rocket fuel in a day lol
Independence only means the factory makes just one end product it does not mean it has to be one big factory
You can use SFtools for this too and it has a habit of mixing different production lines and it helps to keep stuff segregated
One byproduct goes here one output gets split there etc.
More confusion
trying to make this work ๐
Chatgpt does some good work for calculations and mapping a build
u need to click on the share button to actually share it, u just sent a link to the website
can u guys see it now ?
why soo much....
for fun
yea thats overkill but i respect it
me and my friend love to push our limit nd torture ourself ๐ฅฒ
will post it once its done
Hmm maybe a #design-and-architecture question?
oh sorry yes
and spoiler alert : we plan to convert that into IF ๐ฅฒ
we dont know how much but we will fig it out
btw is something going to go horribly wrong if i dont exactly match the 200/min waste?
or can i just make a 200- waste goes here hole and trust it
How will you not match it
4 fuel rods in will make 200 waste as math says
wasnt sure if anything else is going to produce waste also
are there any calculators for splitting belts cuz I need to split a 360 belt into 30, 150, and 180
And the only reason this works with 200 is that with fertile uranium the numbers work out nicely
just overflow it through 1 entire linked manifold?
Nope just plants produce waste
Use manifolds, trust me
You do NOT want to try over complicated splitting
Does this still count as within 10m headlift height?
so I thought you meant "don't run everything over 1 belt" and so I made four belts for transporting canisters.
Now I seem to have put too many canisters on the belt and my fuel unpackaging is being throttled by the transportation belts lol
I'm building a dedicated motor factory (probably the first time ever) and I'm not sure how I would go ahead with splitting
225 iron ingots / min into 125 and 100 / min.
(For rotor assembly, which means screws and iron rods, respectfully.)
Edit: Or maybe I could put the constructors for screws and the input for the assemblers (rotors) on the same manifold?)
No and never will
calculations is like the least useful thing you could ask chatgpt to do ๐ญ
i have a 2 lane manifold going, and can all my conveyors go in the same direction or does the inside conveyor have to go in the opposite direction to the outside conveyors?
im new to not making spagetti
And it sucks at that
thinking about building my first steel factory here its very far away from home but i assume hypertubes will fix that in the future, is it a good place for the factory to scale aswell?
it's iron you can get plenty, can't you just use a normal splitter and flood the belt
if not do 3 way split (75 each first output) then 3 way split the middle (25 each 2nd split) and merge 1 to the left
I'll give flooding a go. Much machinery already in place.
I will share my plans with you in a second
For alumina solution + electrode aluminum scrap I should aim for 300s of ingot per module so I can get nice clock number for refineries?
This is my location and my production, just for reference, not saying its good or bad
using mk 3 belts ( 270 * 4 = 1080)
yeah, mk3 belts to make a steel factory, ironic but Id rather build it slowly just to get this set up the way I want it
that's a lot of beam for belts
When I'm in that area I set up a truck to haul coal from there to the valley with the pure iron in it. Works great.
I'm stuck in a hole
Build foundations out?
Right, that works
That's one reason I get ladders super early in the awesome shop.
Do gasses behave the same as liquids in the pipes aside from the unlimited headlift?
Like can you expect 600mยณ/min flow rate from gasses, or are they also as finicky as liquids?
I have thought of that aswell but assume there would be some lag and not much of a constant flow
Never been a problem for me. ๐คทโโ๏ธ
how are you getting the 1080 output? i have mk2 miners
I will say, where the coal actually is is not a great place to build unless you like sky platforms.
hello
i discoverd something awsome
with gliders
if you glide on a slope 89 degrees or less you will fly up and i cal it the karen lift
yup the place is extremely uneven I will have to do uplifted platforms
since it is very annoying to do just like karens
i think the cat because a tigers toung is like sandpaper im pretty sure
good answer
intended, the only input is the power to run the converter
Okay great. I think they should change the description to not mention SAM like that then.
perhaps, though the converter does require sam to build, I think that's what they're referring to
Trueee. I think it has to be clarified better though.
i agree
270 per miner with overclocking
270 because mk3 belts, dont want anymore, cant handle any more
got it so a lot of slugs
not really, I have 200 slugs and I dont have steel yet
just save them and double them with somersloop
its only about 30 shards for the miners
which is 3 purple slugs
have not unlocked amplifiers cause i need steel
I got all the items from crash sites
manually craft a bit if you want, if not then dont worry about too much what Im doing, do what you want to do
ill just kickstart the factory then get some
yeah exactly what I'm going to do, I dont have many mk3 belts so I will build the factory, then use the product to upgrade belts
so at the start it will be "broken"
also, 120*4 is reasonable output too, I just wanted more for some reason
@clear shuttle i think i have picasso beat
I do the diamond for this
fixed after feadback that im stupid
you didn't fix it, you should split 60 to 30, 30, then split to 10, 10 10, then merge it all back to 60
for style points, I like the first one more
actually I just realized its even a 240 on an mk3 lane and I just doubled my factories now I need 6x30, so 180. but I did it somehow like you draw it
fyi you dont need balancers, if you just use a manifold it will eventually fix the ratios naturally due to consumtion and production not matching
based
I have a question, i am using Aluminum Scrap, the Recipe giving an 360 Scrap output. I have 3 of them, and been monitoring them for an hour now, and they are producing perfectly well. All this, in total 1080 Alu-Scrap a min, going to 18 smelters, demanding 60x18=1080.. So, this should be 100% stable. Still, over time, the buffer of Alu Scrap is getting lower and lower.
Ever so slightly and slow, one after the other stack is going away.
How are you belting it?
#satisfactory-memes go thataway.
wheres that channel at, doesnt seem like i can access it
regular manifold, like all my other builds.
Everywhere else i have got things to work.
Using Mrk 6, one in, one out, handeling all the 1080 /min
In the Satisfactory Media section.
oh right

