#math-and-meta
1 messages Β· Page 158 of 1
Yummy sloppy toppy
my fav
All have 500, so they are all full
I don't understand the question then.
Evert 10-12min or so, i have not taken the perfect time, but feels it is the time it takes one 500 stack to go away from storage
Encased is one of my favorites. π
i have 1080 in, and using 1080, how can it not be stable, unless a buggy Mrk6 belt/lift
or the refinery isnt making 360 a min
I assume all 3 refineries are emptying their water completely?
yes. used a lot of hours to make this setup work 100% efficent.. until now i wanted to start using the scrap
only if there was a thing, i could place on a belt or lift, that counted items running on it. There is a mod, yeh i know, but i am a vanilla player on this save.
I would empty the container out, let it run without any buffer at all.
That'll let you see where there might be an inefficiency.
Does anyone remember a Satisfactory tool website from about 2 years ago that allowed you to select and add and adjust individual buildings, one at a time, and it would calculate what the output was and how much power you were using and all that? I have tried for the life of me to find this site again but I can't
Doesn't ring any bells for me, sorry.
Any. There's no "good" or "bad" with recipes
quick question: was train pathing fixed in 1.0? ie. do they repath on signals allowing stackers
Then flip a coin and go next π
no i mean in general lol just reached phase 4 and its very confusing
yepp, the last smelters after short time is not buffering to full stack already
Whatβs the best way to move liquids a long distance or is the best way just pipes
I.. actually think that's normal.
Best way is to not move them long distance
That's the last one right? Take the stack out and see if it dries out.
no
Is there a way to calculate how much time a train takes to go from point A to B and B to A without actually timing urself?
no
gg
for throughput purposes, just use the ingame display and some good old fashoined math
Well I am calculating how much throughput of iron I can have to maximize production of computers per minute
Throughput= items/trips
Is your water backing up sometimes and blocking throughput?
well yes, right now I can have 720 ore per min using 3 mk2 miners on pure nodes which is exactly how much my factory needs
but i also want to calculate how much each round trip takes
If water is too full the machine pauses, even if for a moment it would reduce your output rate of aluminum scrap
as i said just pre fill the buffer and see how many round trips it takes to transfer it over
Not really, you can ignore this if you just add enough trains to saturate throughput, at which point your throughput hits max rate
well yes
too many trains is also not ideal
but i dont want to add more trains, it feels like cheating
id rather have like 1 train carrying all the load at an optimal rate
Only if you have intersections
trains also require power
saturating only works if stackers can be made, they werent a thing before 1.0 due to bugged pathing logic
no clue if this as fixed or not π¦
this setup have been running for 20 hours, so the production is pitch perfect. Been sinking all the time to see if any water problems. Just today, that the problem started, as i wanted to use 1080 scrap a min, it seems it is not making 1080 scrap... or some other strange shit is happening somewhere ...
3 Refinery's, should make 3x360 scrap a min = 1080, and 18 smelters using 1080 a min. so somewhere on the line, something strange is happening
I have a sheet here, though I haven't yet added the new belt tier to it, to calculate max throughput of trains for a given item
The outputs Must NEVER back up or the fluids will back up and stop the system
I just need to calculate actual travel time to be more accurate on my throughput
but i need to build the railway first
It's very possible your water is backing up
Trains can be treated the same as belts for throughput calculations if you just saturate the line enough you always have 1 train idling behind the station ready to load
Which usually only takes about 3 trains or so total to work
Shorter lines can do it in 2, but longer lines usually require 3
i told, i have no water problem. I have a small buffer on every line, seperating with 3 water extractors, making shure only 80 water a min flowing from the watersource, as the first refinery need 200 water, and scrap refinery making 120 water, that makes a perfect 200 water sycle... no machines are stopping, clogging up, or making a mess. Buffer are never higher then 50%
Recycling water is very prone to backing up
im making 180 screws a minute to go to one rotor assembler and one reinforced plate assembler and i cant figure out why the rotor one isnt getting enough screws but the plate one is maxed out
Even if for microseconds
It'll chop off like 1% of your production, enough to ever so slightly drain your buffer as you are witnessing
Anywho for trains it's easy to figure put how many you need
is your belt fast enough
rotors need 100/min screws, reinforced plates dont need that much
i have mk1 belts going to the plates and mk2 going to the rotor
Step 1: 1 train, set it to "wait for full" and "wait for empty" at respective stations
Step 2: send it on a loop, watch for it to come back to the loading station
Step 3: observe if the station fills up before the train gets back, if it does, add another train, repeat til the train gets back before the station is full
Step 4: done
both coming from the same splitter though so idk if thats right
Are these split from the same belt? If they are, how fast is it?
well its going into splitter on mk2 and then coming out on mk2 and mk1
There is your problem. You are trying to transport 180 screws/min on a belt that can only do 120
so i need mk3 ? but then that would be too quick for what these constructors are doing
There is no "too quick", only if you are limited on materials
So either do mk3, or make 2 separate production lines
mk2 belts are a scam, dont ever build them btw
Multiple belts
just go for mk3 or mk4 as fast as possible
Why not?
Reinforced plates are cheap tbh
they are super slow to make and not actually all that cheap
They are also the only way to get full output out of pure nodes in the early game. They are not a scam lol
mk 2 should be used "as necessary"
ok yeah added one constructor with a power shard for 60 screws a minute going just into plate assembler and it works great now lmao
Screws are extremely annoying to work with, since you need a lot of them
ye screws are the worst
that might be why i originally stopped playing, everything started needing screws and it was overwhelming and then i didnt play for like 2 years
If it's your cup of tea, I believe you can entirely eliminate screws with alternate recipes. But it makes other things more annoying ofc
+- keeping some to craft some equipment
ive got like one stack in the hub chest just waiting for usage
is ficsonium fuel extremely weak?
In terms or resources spent per MW doesn't look too exciting
They've said the benefit is that it has no nasty byproduct. So it is meant to be inefficient but not build up radiation
Yeah it isn't the greatest. I guess the way to see it is: you can now use the much better plutonium fuel and still remain wasteless
Last update I built a huge facility around sinking plutonium fuel but obviously that nets no additional power. At least with ficsonium you get another round of power out of it
eh, added complexety is somehow worse, it seems like I'd rather expand uranium over no waste with ficsnoium
hey do any of the planner tools have rocket fuel built in yet? I love greeny's tool but am tired of writing out the logistics of this by hand already π
Slow just means you didn't build enough machines
Rocket fuel should be in Tools
this is the choice with a lot of things in the game, yeah. I chose to be way less efficient with turbofuel just so I could use heavy residue over fuel, because the logistics were such a pain
you don't have turbofuel input maybe
Enabled compacted coal and at least one turbofuel recipe?
wow. I'm dumb. Not the first time I've done this lol. Nice QoL eventually would be to have the 'alts' be consistent across tabs
That is intentionally separate, so you can e.g. compare productions with different recipes
btw greeny, had you though to add "electricty" as product to that calculator?
You can have one tab with your recipes and copy that tab instead of making new ones
In far future maybe. Beta could do that , but it was buggy
To save me loading up the game, could someone send a screenshot of the values for the iron pipe recipe?
Anyone know what the new count is for craftable non-consumables?
!wikisearch steel_pipe
Was 33 pre 1.0
33
Oh I didn't realise it was on the wiki already π
Still have stuff to unlock, so can't count atm.
33
32 in 0.8, 33 in 1.0
Updated storage list:
Plate, RIP, Beam, EIB
Pipe, Rod
CSheet, ASheet, Plastic, Rubber
Frame, HMF, FMF
Wire, QW, Cable
Crystal, Osc
HSC, AIL
Rotor, Motor, Turbo
Comp, RCU, Super
Casing, Cooling
Concrete, Silica
Fluctuator, Trigon, Time Crystal
33 in total
Added 3 new items to the list and removed what?
Power shards technically can't be consumed and are unlimited now, I'd probably include them.
so 33 spheres needed to stock everything you need? nice
Some abbreviations I donβt understand: HSC,AIL and what are super casings
Circuit Boards I think were replaced with Computers on train signals
That is just non-consumables.
Everything you need to build*
Many consumables are worth automating.
High-Speed Connector, AI Limiter, and "Super Casings" are two separate items - Supercomputers and Aluminum Casings
They're on two separate lines, hence two separate items
How many spheres were required for max mam upgrades?
97, I believe, of the 298 available on the map
Yeah, more than ever needed.
So you can store everything, even useless stuff then
Should save 100 of them just to send screws to the cloud.
There's so many to avoid requiring players to get every one off the map to support everything
Does that stop people? No. It certainly didn't stop me.
Somersloops are at a much tighter limit: 106, three used for research, leaving 103 usable. Ten per alien augmenter, and 1/2/4 max capacity for machines (number based on machine type).
Super = supercomputer
Casing is casing
Is it better to increase stack limit or upload speed limit first? I'd lean stack if the amount of produced items/min is below the upload limit anyway
I went with upload. I have "upload, if you can't then store, if you can't then sink" system. So it uploads from storage when I consume more than I produce
Two ways to view this, as there's an argument for both:
Upload speed is more important, because you can quickly pull from bulk storage when using more than you're making (like what Rothag said); you don't need a large supply if you can resupply it quickly
Stack size is more important, because the odds of using anything in massive quantities several times over without any sort of downtime is slim; you can upgrade your speed artificially by just adding more uploaders if you wanted, given how many extra spheres we have
I leaned into upload speed as a priority until I hit 60/min (two upgrades) specifically for concrete, then started alternating from there.
What made you pick upload speed?
i pick stack size twice then 2 upload early game
30 per min for resupplying iron plate etc and 2 stack to put the random junk on crash sites
even if you align your belts with a bunch of merger/splitter I don't think you can take more than 60 per min plate out of the depot doing that
Yeah that's why I did it specifically for concrete
to be fair you want the depot as soon as possible so handcrafting the fluctuator is likely, not much time loss in just getting both level 2s
I'm basically viewing it like this:
Are you willing to go look for more spheres sooner rather than later?
- YES: Upgrade stack size, and build more depots to compensate.
- NO: Upgrade upload speed, and build more production to compensate.
If you go explore just while you're waiting on buffers of resources or want downtime between projects, then probably upgrade evenly.
having to compensate by building more prod seems like a pretty big downside to me, I don't reach the basic upload limit as it is and I'm fully using the raw resources
also sounds a bit conterproductive in a way, you'd need to build more prod of each items for the sake of not having to wait to build more prod
Yeah it depends on how you play Satisfactory really
There is no correct answer to the choices - which I really like - especially since you end up with all of them eventually
fair
Like what I listed up above for yes/no is where my brain sits, but that's just me - it seems it's different for you, and it's good the system accounts for that
π€ I tracked down what I think was the problem with my rubber-plastic loop... but I don't know why it's "doing that"... for some reason in spite of producing precisely the exact amount of resin, the machines that use the resin don't get enough, and fall behind. I can't figure out why this is a case, but I am now producing a whole extra refinery worth of resin to compensate and then sinking the oil by product. Anyone know why producing the exact right amount isn't... working?
assuming the math is correct, first things that come to mind are: faulty belt section, manifold system has yet to be fully loaded
is there a way to split 120 onto 60 unit conveyers?
I can't see them having 120 belts without already having splitters?
kinda im at the space elevator
i have mk2 coveyers but there to expensive atm so im trying to automate the plates
If i need 31.667 foundry's. But i have build 3x11 (33). Each 11 have their own intake. How much do i need to underclock one of foundery's in each row ? Don't really know how to tackle this one
From the miner, you need at least a small section of rip to get the ore out, then you can use a splitter to split the 120 ores into 2 mk1 belts
so i need some mk2 and then splitters into mk1 would work?
yes
gotcha
I would just delete one and have the 32nd one at 66.7%. if you want 33 foundries for the aesthetic, just have the 31st and 32nd at 50% or something, then the last one at .667
Well, never mind, Thanks ChatGTP
Yeah its for aesthetic. But got it, you was close
I wouldn't follow chatgpt solution, no need to underclock 3 when one is enough. Higher risk of error if the true decimal is a bit different
Assuming you have a pure iron node you're wanting to split into two 60 belts, put a splitter right in front of the miner and use just two of the outputs
Yeah but the foundry's are fed by 3 different miners. I kinda have to underclock one in each row
Oh my internet why

i could be overthinking this, but how does it make sense
splitters split evenly so how does one have 75/m and the other 45/m
Chat GPT is an AI that is being trained to give "human like responses" which means it is being trained to be confidently wrong. Lol
A machine will only use as much as is needed, building a buffer of one stack of the item within it. When that happens, the rest will be forced the other way.
Once the consumer on the leg that can only use 45/min is full, the remainder goes down the other leg.
How would i seperate a miner mining 360 into one 270 output and one 90 output?
gotcha so until it's full, it'll be 45/m on both sides
When the buildings on the 45/minute side fill up thier internal buffer, then the rest of that input will go down the 75/minute side
Split into two paths, split those into two paths (total of four), merge three of them
Ok. Thanks
Split the 360 into 2x180
Split one of the 180s into 2x90
Merge one of the 90s into the remaining 180
60 on both side sind you have 120 split in 2. You can accelerate the processus by manually filling the buffer
This also works ofc
No. It willbe 60/min each side until the low consumer side is saturated. Then it will stabalize to the 45/75 split.
oh yeah u right
why not underclock all equally? saves a slight bit of power and also arguably easier to manage
Split it into two and let machines pull how much they need, which in your case will be 270 and 90
Use 1 splitter with 2 belts. They will split 50% each initially. Once the side that can only consume 90/min is saturated, the remainder will go to the 270 side.
so should i listen the calc and keep it like that or should i add another splitter and add merger to balance it out b4 it goes into the machines?
It'll balance
one machine is at 250 and one is 150, so still?
You're effectively just making part of a manifold - if you feed in at least how much the system needs, if not more, it will eventually be correct - just give it time
sounds good, thanks guys
I don't know. I came here for answers π
manifolds blance themselves out, their one big downside is that the balancing time can be really long
You have three sets of 11 you said, with each 11 getting their own supply line, right?
Yeah
How much is on each belt
i'm trying to build this with T4 480/min belts
Okay, so you have three 475 belts? Or do you have 480/480/465, or some other split?
Something like that yeah
tried to max it out as close as i could to my belt max
Anything pas this screen is allright. This position in my buildline gets me a bit confused.
First ten foundries at 100% clock and set the eleventh to 25/min output, this supports every 475 belt
I was going to give each miner one row 11 foundrys. And figure out how to split, later on. Now i'm stuck haha
My internet is in pain rn
Does this help
Allright, that does indeed
Okay cool
Thanks man
okay quick question. Are the mk.2 Pipelines still bugged?
cause i got my flowrate figured out and Limiters set up.
so i got 12 Coal Generators and 5 Water Pumps. 5x120 should be 600 and more than enough.
they were never bugged, it was user error
oh?
show an overhead shot of your set up
look out tower, ladders, foudnations and ramps
but at a glance yo uhave groups of 3 extractors to mk1 pipes,
3x water extractors do 360, mk1 pipes can only do 300
yeah i know.
you've also got buffers thrown in which can easily mess things up
ahhh so remove the buffers ?
that'll be part of the solution but I can't see most of the layout
Buffers are generally not useful, from my understanding
Very few use cases (trains can be one, for example)
But just from point A to point B without some intermediate steps just don't use them
also if you can show a more overhead shot of these areas if removing the buffers just on their own doesn't fix it
I take it you're only intending 300 water per mk1 pipe then?
yeah. I have a mk2 pipe, that is connected to the right red circle that you made
eh wtf
lay out is important though, and it'll be very hard to trouble shoot w/o the shots
yeah gimme a second. Need to do multiple angles.
back then, didn't they had trouble at max capacity? I remember hearing something like that long ago
nah, it had to do with flooding and often loopign the pipe manifold
the only real bug was a actual fluid loss thing where when you loaded your save it would delete a small amount of fluid from every buffer
I am not sure, if the headlift pupms are the issue or not. I removed the fluid buffers. On the third picture you can see, that I split the mk2 line
ok so what you should do to test is turn off 1 gen on each manifold, let all the pipes and gens flood, then turn them back on
good trouble shooting step
its just the mk2 pipeline. Mk1 is fine
lemme colour the mk2 pipeline in a good colour
sure, but flooding a system is a very good test
so purge the whole system and then flood it again?
no need to purge, just turn off 1 gen on each problem manifold so you're overfeeding
btw why fluids so unstable?
I have precise fuel production but for some reason there's always 1 or 2 generators keep running out of fuel
what am I doing wrong
you generally need to loop input manifolds for fluid steps
not every situation needs them but the way people build it's generally a good idea to incorperate it into designs unless you really look at how to set up systems that don't need them
thanks, ill try it
I didnt do that.
I never knew that you need to loop input into those....
you don't always need to but it's so very common
See the pipeline manual in the pins very helpful
guys I am struggling to find a guide on best yeld turbofuel, anyone can help me ?
for example, if you were just feeding like 3 machines from 1 pipe and 1 junction? prob don't need a loop
trying to mix blenders and get the most out of the turbo
this is just one example
What does the loop bring?
Thats what I really wanna know. Is there a reason, why you loop it?
this is the max max?
@ripe abyss
ok so in a long manifold a machine can suck up fluid from the middle right?
fluid ahead in hte line might decide the space behind is more empty and flow backwards
causing a stutter. Which can just keep happening
a flooded loop gives fluid another path
this looks fine to me now.
without sam ore. I just plugged it up
in general also avoid buffers and valves. If a system works with them, it'll work w/o them. They can just cause complications
Yeah now it is stable. And I have a build, that I can run now.
7.5 oil to 10 turbofuel seems low as ratio ... donno
I see, thanks then. I will make it a habit of incorporating it in my fluids setups
depends which efficiency you want to go for
for max max m3 per minute on turbofuel
oil efficiency? oil > HOR > diluted fuel > base TF
reducing coal cost and importing? you want Blended Fuel
This looks super fine now.
thanks
nice. Coal generator fluid systems are the most flexible of fluid systems. They'll tolerate a lot more nonsense than just about any other fluid system in the game
@long jungle overhead shots of your fluid system?
how much fual a min does a fuel powered generator use ?
depending on the ful
yea fuel the normal yellow one
!wikisearch fuel
how do you merge 4 outputs into 1 input?
2 mergers?
any good way to flow control 480/480/480/160 to 400/400/400/400 with mk4 belts
options
- put the numbers you need on the belt in the first place
- the easiest - just process each belt as is and merger the output as needed
- google balancers
Yeah they are. I can now double the output with compacted coal and thats the plan for today. We are currently redesigning the fluid system and adding some Fuel Generators too.
its due to 3 pure nodes and 1 normal so i cant do 4 400 but 3 480 with 1 160
The issue that I have at the moment is, that I dont know what to do with the excess materials created at the moment.
ok so use each belt as is or google balancers
there were 2 other options after the first
yeah ill do balancers, its to spilt up into 4 sets of 10 foundry
We are currently doing planning for phase 8 completion.
so i am kinda runing into something where i was thinking i can mine alot with 1 minor but my belts can only push 120 is their any way around this?
it's extremely easy to merge output after smelters w/o doing a balancer
get better belts
belts will be your limiter the whole game
hm true i get 80 outflow after each 10 foudries i can connect them into fourth set with 160, thanks
thats what i was thinking i was like why in the world can i make 600 ore per minut but i cant move more than 120
and remember you have the ability to clock machines. The ultimate tool to manage belt throughput
well yo ucould use multiple belts?
it's miners that are really stuck on belt limit
after miners you can use many many belts
yeah like i said i have 3 pure and 1 normal node in this location, i cant clock normal one to 400
not related to math or anything but your the only one i trust asking questions rn cause everone is unkown in this server. but do you know why this happens #screenshots message
no but with smelters after
how does that speed it up even though that first belt can only do 120
yeah ill get 5 set of 480, just that need to do 1600 inputs with mk4 belts
doing solid steel recipe
it looks like something was built off level so it's a bit off.
You have to listen to the UI sounds for a 'click' to know if a belt or lift is properly connected
iron part is balanced with 32 refineries doing 400 with 4 belts, just that coal nodes need balancing
but like shouldnt it just lock onto the merger? this never happened before
thise are just belts
Liek I said, you've likely built something not quite on the right level somehow.. like 0.5m off, which might still be able to work if you hear the click
try this tool, it's much better and doesn't give you very bad layout designs https://www.satisfactorytools.com/1.0/production
pls do yourself a favor and do not use the SCIM planner layouts
i use this one bc the scim planner shows where to put everything
1st - the layouts are just terrible
2nd - you won't learn much because it jsut tells you things
3rd - what you do learn will be based off very bad plans
yeah I highly recommend not. But I'm going to bed, so gl
oh shi yea i see it, how did i even build 0.5m off wtflip
has anyone built a "fluid logic" system for an overabundance of a particular fluid?
what kind of fluids, you can alway bottle it up and sink it if its clogging up your production
or use it in wet concrete refinery if its water, oil products just change it to rubber or plastic or something to sink it, or change it to fuel to power generatorsz
just regular fuel, i suppose i could always just burn the packaged fuel into the ticket machine (cause currently i have no use for fuel other than my jetpack, which i imagine will change eventually)
https://satisfactory-calculator.com/en/planners/production/index/json/{"Desc_LiquidTurboFuel_C"%3A"600"%2C"Desc_RocketFuel_C"%3A"3600"%2C"altRecipes"%3A["Recipe_Alternate_TurboHeavyFuel_C"%2C"Recipe_Alternate_RocketFuel_Nitro_C"%2C"Recipe_Alternate_HeavyOilResidue_C"%2C"Recipe_Alternate_DilutedFuel_C"]}
planned out a rocket fuel and turbo fuel power plant, chose to limit it based on the sulfur and nitrogen node availability in the north dune desert but this should run 943 fuel gens and make 235,750MW
whats harm in putting down few fuel generators to cover that remainder? use unpackager with overflow
true, yeah, okay, thats a more elegant solution than burning it
how did you end up with unwanted fuel
any1 know what the blue lines represent?
well my storage container will eventually fill with packaged fuel (and also into my inventory with the mercer spheres)
then im not burning enough fuel to not overload the system
dude just do biofuel fuel for jetpack
well burning the fuel for power will net you power, that's true
use the fuel for generation instead, fuel is bad for jetpack
π
otherwise the simple solution is to just use an overflow splitter and sink excess
yeah basic fuel is pretty bad compared to the other options
Hi guys, has anyone already worked on creating a scheme for the production of Power Shard?
make one yourself muhahahahha
why wait for someone else to make something whrn u can do it yourself
https://www.satisfactorytools.com/1.0/production will create any scheme you want
I've been trying to do this for an hour and a half now, but nothing good has come of it.
keep trying
dont get scared of complexity
finally to tier 9, and yessss so much MOAR STUFF
do you have a priority Splitter in place to make sure the DMT is not "starved" ?
still, the ratios look really difficult
priority splitter doesn't exist, just merge the dm crystals from the crystalization and matter trap into a smart splitter with overflow into sink
Would be nice if power shards became sinkable after unlocking fabrication
if you have a rocket* plant you can turn it into packaged ionized fuel and sink that
this is way easier than I thought
Agreed
any expert on Blueprints here? I have a BP that I cannot paste again in the BP designer (I would like to move it a bit to have more space on one end)?
Is there a way to split things evenly 5 ways out of a storage container?
Just because a few of my theory layouts produce shards as byproducts... which is fine, but not being able to get rid of them would eventually bite you in the butt
if you just want to make shards for personal use 2.369 / min fits into one time crystal converter
This is very little for power shards especially 60
then shove a sloop in the quantum encoder* making shards
1:5 balancer. Unless it's for 5 production machines, then a manifold will do the job just fine
That is a lot of sloops considering there are 12 of them
you don't really need any mass production of shards outside personal use and alien power matrix
the max augmenters you can have is 10 which is 50 alien power matrix/m or 150 shards/m
so absolute maximum people can go off of is this, extra for personal use and overflow into making packaged ionized fuel and sunk
Satisfactory calc is bugging out ... Is the best way to make rocket fuel this way :
Crude Oil --> Heavy Oil Residue --> Diluted Fuel --> Nitro Rocket Fuel ?
bbut 60 converters is still big
nitro for simplicity, turbofuel for resource efficiency
guess to reuse the compacted coal coming out
nitro takes about twice as much sulfur as using turbofuel
do you go diluted fuel or directly from heavy oil residue to turbo heavy fuel
SCIM doesn't pick the "best" way
SFTools do optimise your production for raw resources
sftools ?
Yeah
what's the internal logic? I often need to really goad it into picking the one with the fewest logistical steps
SCIM or SFTools?
yours
can someone tell me what im doing wrong here? the path signals are saying the signal loops into its self
nvm
don't place signals in the middle of junctions
remove this
what does that 1 mean?
its for another entrance
it didnt work
alt scroll
Weighted raw resources (e.g. if iron is three times as common as copper, then using 1 copper = using 3 iron)
basically one line can enter 2 stations
I guess I should remove tier 9 alts heh
?
turbo blend, it will completely remove coal from the chain and uses the least amount of sulfur for a negligible increase of oil
you have 10 hotbars, alt scroll to change between them
short question about rocketfuel: when i produce 600 Rocketfuel, i can run 143 Generators = 35750 GW right?
600/4.16666666666 = 144 (exactly)
well the recipe sftools is giving me eats 142.5 sulfur/min for 600 rocket fuel
that seems pretty good
from the 400 I had π
yea 400 with nitro rocket fuel, thats the recipe i want to use^^
Rocket Fuel triples the amount of power you can make out of Turbofuel
try rebuilding this track
Just my garbage time rocket fuel would power so many generators it is ridiculous.... man
Yeah
yeah it's the one I outlined on top using diluted fuel & nitro rocket fuel
500 rocket fuel is enough for 120 generators or 20 GW
i fixed i had 2 path signals in one line instead of one
need to find a good spot with oil, sulfur and nitrogen
its a trade off, resource efficiency over simplicity
I used the oil well in southern jungle
oof that's far, I'll take a look
there's also blue crater
Honestly I started in northern forest thinking that's easiest but given the changes I built very little there in the end. Would have been better off somewhere else
so many far away things. Can't wait for teleport
same started in northern forest
Ah I started in dune desert
144 fuel gens that seems fun
But I am about to start automating Power shards so I'll just overclock them
1,500 rocket fuel
of course
Turning all of that rocket fuel into ionized would cost me 93.75 power shards/minute
All that, for 38.8% more power
lol
144 is what can run on 600 rocket fuel π
260 for me
260 ?
converting all of that into rocket fuel should be 468 fuel generators
1950 / 4.16667
187.2 if you stick 3 shards in each of them
how do i properly load balance these
manifold
yeah it'll self balance
i only have mk4 belts tho would that still work
sometimes you have to build something jank temporarily and go back to clean it up when you have better belts
you could have 2 belts incoming with a splitter between both
just bear that in mind when you build
Where is that from?
my notes in Obsidian
oh damn, synthetic power shards only need oil/coal and quartz with the right Alt recipies
well that looks like a beautiful spot to make some rocket fuel
hijacking the alt recipe topic, is there a "good" list on what recipes you should focus and which are trash
blue crater also pretty sick for fuel production, should have everything you need
is it intended that you have no scroll wheel on hard drive scans when you have too many ?
i dont think they expected us to hoard them like that
yeah
why would you hoard so many π
btw do rerolls work after you unlock a milestone ?
cause idk which recipes i need so far and i went on a mercer gathering tour
like scan, complete milestone, reroll
wdym
wouldn't you have duplicates ?
yeah but if you don't pick one, it stays locked
thats why if you reroll after milestone i bet you will get new recipes
you mean if you can get recipes for the new unlocked milestone?
the game will stop you from scanning new hard drives if you ran out of recipes to unlock/show
i got alt recipe for turbofuel without having the default unlocked
but idk if its technically still in the same milestone or not
nvm
insane brain lag ignore me
I think it generally goes by "If you can eliminate an intermediary product, utilize a resource instead of one you don't have a lot of or make a more efficient process it's good"
So for example the Turbo Heavy Fuel is a generally good Alternate recipe because it replaces the intermediary step of creating fuel with instead utilizing Heavy Oil Residue, which is a byproduct of a lot of other processes, even fuel creation, and can just leach off of that.
You don't necessarily need any of them
They're variants on how to play the game, how to approach the "puzzle" of making some product(s)
yeah
i dont need them yet thtas why i hord them and once i get to a certain part i choose
ic ic, ty
will try to keep that in mind when making my decisions
is there any SINK List for 1.0, where i can see how much Points i get for SAM?
Not sure this is worth the headache or I should just make something small for bit of rubber and plactic to get me far enough to unlock blender π
!wikisearch awesome+sink
The AWESOME Sink is a special building that produces Β 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.
tip: use multiples of 81 when working with recycled plastic/rubber
6 * 81 = 486 is the closest but that's over the mk4 limit, so 5.5 * 81 = 445.5
missing a packager no?
right there
diluted fuel not diluted packaged fuel
why are those two formulas different?
yea its a bit more work
from a quick glance, looks like the first is for n that is a multiple of 3, the second is for n that's the group index (in the first column)
Ill just do basic plastic and rubber factory... and then do purely fuel processing
and then once I need more than lets say 200 and 200 will probably make soem insanity π
pave over blue crater and create unlimited power
Is there some tried and tested combination of alts etc to make it less ... big ? π
The satisfactory tools isn t considering the alternate recipe I chose, is there a way to solve this bug?
you could disable the base recipe
need to disable the base if the tool thinks the original recipe with your unlocked stuff is better
why multiples of 81?
you won't get ugly repeating decimals
disable the unwanted recipe
it's not a bug, it automatically chooses the more resource-efficient option
This is just making me want to leave out diluted fuel... for the time being while I only have packager π
is there a trick to get wall mounts for electricity on buildings or does it only work on certain buildings
480 raw Quartz and 442 coal -> 10 power shards/minute
You selecting a recipe means "I have this available", not "always use this"
So I should disable the base one?
Tools pick recipes to use lowest amount of resources
Yes, you can disable base recipe if ypu want to force an alt
Ok, thanks

You can also adjust which resources you actually have, so it's forced to work with what you have
What do you mean?
In the "Items, input" tab, you can tell it what resources you have available, or any parts incoe you have. That way, if you don't have oil nearby, it's won't use any oil recipes.
Oh, sure
this is fine
The heartbeats aren t normal
do people who use vanilla daisy chains make blueprints for each building or is ther another trick?
is this okay? https://i.imgur.com/xDOpC1V.png
I-
Huh?
max overclocked quantum encodder silly things
Fantastic
I probably should but for some reason haven't if that somehow answers your question
i realised i can just make one beam which i drag accros the whole factory (of the same building and do that quickly
what is the best way to calculate splitter and merger for inputs and outputs?
I used to use this (https://icemoonmagic.github.io/Satisfactory-Splitter-Calculator/) website but after a short time I think that it doesn't give you the best solutions sometimes, that save lots of space
MY HEAD
Are you trying to perfectly balance or do you not care if belts fill up a bit
trying to perfectly balance
--S--S--S--S--S
| | | | |
Yea but it won't work in my scenario where my inputs and outputs are like these
It will
oh yea you're right. Only problem is that i will have to wait till my splitters reach last one machine
Yeah, but it's just a few minutes usually and during those it still works, just at reduced speed
is satisfactory map offline rn? cant acces site
I'm looking for alt recipes, are these good? https://www.satisfactorytools.com/1.0/production?share=tIZ5EFEfjUdxUizU9h6B
guys, which alt recipes are the best to produce HMF? I'm mostly looking at reducing the complexity
@wind spade your calculator, when selecting all alt recipes, what does it go for when selecting them? does it make it easier or goes for the most power eficiency?
i made an aluminum factory and i used a loop for the byproduct water to go back into the system so its 180 byproduct water plus another 360 from extractors. i use valves to prevent backflow and limit the rate. what happens now is that the water fills somehow and the byproduct water stops flowing back to the system making everything crash. any tips? i added a buffer in case that fixs it
Wow is that node still not fixed? 
The one in the south west above the grasslands, between the beach and the falls?
Least raw resources used
Good depends on your preferences
I'm trying to go for simplest recipes I'm on tier 9 and a bit overwhelmed by how big and all the crossing arrows this tier plans are
One message removed from a suspended account.
One message removed from a suspended account.
D:
being a noob, my preferences is I WANT IT EZ
but dk enough to even recognice what's easy
#screenshots message
Would this work? My plan is to lay down 2 pipes which feed the next refineries for the aluminium scrap production.
Since MK2 is limtied to 600mΒ³/min and I produce a total of 1200mΒ³/m I was hoping that the fluids would balance themselve out
Solid Steel is a must. Encased Pipe. Steeled Modular frame, Heavy Encase Frame. Wet concrete etc. It makes it more complicated, but saves on resources allowing you go the extra mile for HMF production. I probably missed a few.
so wait, is that 600m/s of alumina input or output in there?
5x Sloppy Alumina is 5x 240mΒ³output per minute
then that single output pipe wouldn't work
My Idea is to basically put a junktion in the middle and hope that I can grab 600mΒ³from that junktion
It's 2. The main "bus" pipe and the one that siphons from it
What's wrong with it?
so i started up my first big build outside of making small factorys everywhere lol, and i was wondering is it better to run from smelter straight into constructor or merge them back together and send them through a line of constructures?
oh so both are going to the left?
might not work. but adding Valves set to 120 m^3 each at the red arrows then having a pipe go from the blue circled junction will
Sorry, I'm dumb that's the input
I wanted that to be the output tho
Depends on ratios
Would that setup work if it was the output
if you want input then do this, red lines being the input
for output do this
But shouldn't it also work as input setup? If each pipe would contain 600mΒ³ water? (I know that's too much anyway)
might clog up
That was my planned input
But I f'd up on the inputs lol
I need to make a switch
Thing is, I somehow need to manage to get these 1200 solution to the next refineries to create the scrap
this setup will work
it works when making coal plants early game
how so I did make it expandable and currently runing mk2 miner into mk3 belts so only runing at 270 ore per minute out of the belts so runing 18 smelters off 2 minor ( will prob split tracks again for each minor to expand later on aswell)
Anyone have a chart of the best alt recipes?
I'm using this, but I have no idea
https://www.reddit.com/r/SatisfactoryGame/comments/1fekus9/alternate_recipe_ranking_10_optimizing_for/
There are no "best" recipes
Ik yall are better then me. How would I get this thing running if I want to put it up near the miners?
Highly recommend to NOT follow any analysis blindly
what is the transfer rate of the fastest belts?
yeah like i turned alot of my recipe into the ones that use iron but thats not nessecarly the best ones its just how i wanted to run my factory.
like i use iron for wire but if you use the yello stuff you get a ton more
There's no best
there's bad ones?
so just depends on how your set up is and what works for you
maybe there used to be bad ones but they have done a lot of work to make basically all of them tradeoffs
(except oil recipes, oil alts go hard and are op. But they do take a bunch of space)
Last really bad one was in U2
I really dont know what to aim for when choosing one recipe over another
There are enough hard drives to get all of them. Early game, taking recipes that make things less complex can be nice
(screwless heavy frames, my beloved)
I mean even if I unlock all of them I won't know which one to use
Some take more space, some take more materials, some take more power, some take different materials. It's up to the location you pick, how much building you wanna do, etc
I'm really liking packaged fuel so I'll try to get the mixed fuel for the blender and might combine it with heavy oil residue
Based on product, location and preferences
or maybe I should try to unlock nuclear asap, what happens with the nuclear residue?
Heavy oil residue and diluted fuel is very sexy
The couple big recipes that truly are a big deal are the turbo fuel loops to substantially boost oil efficiency.
- Recycled rubber
- Recycled Plastic
- Turbofuel
Abd there's a fourth needed, can't remember it's name, but the set of 4 let's you create an incredibly efficient pseudo closed loop for producing anything the uses fuel, plastic, or rubber
Diluted fuel, that's the other one iirc
I think you need heavy oil residue too then, that's not a base recipe eigt
That's right, iirc
I agree the oil alts are probably the most synergistic, and thus have the most impact. Generally
The recipes effectively let you setup a zero waste oil system to produce whatever you want as the output
Do you want faster productions later down the manifold if its shared with slower production? (i.e. 5 constructors making rods, 2 constructors making plates, both with a manifolded iron ingot input)
As long as your total consumption off the manifold is <= input, it's all good
my manifold setup isnt stablizing and im not sure why, i have 120 ingots in as required by all 7 cosntructors manifolded correctly : /
Always works, no matter the input
some recipes take a long time to stabilize
Well if you try and pull more than input then your last constructors on the manifold will "starve" cuz your demand > supply
turbo heavy fuel?
if i force the blockage where appropriate can i speed up the stablization?
That sounds right
But that's not because of the manifold
For sure, applies the same to splitting
yeah if you handfill the constructors with ingots
I just don't worry about it, by the time I've made progress on the next step of my factory, the manifolds have started to balance on the prior step
I try and avoid manifolding on power though, I prefer even balancer splitting input to power cuz if I have to power cycle it starts up smoother and I have way less of a ramp up time
IE I avoid manifolding coal into coal plants, etc
but in that case cant you just priority power switch the whole power plant so it never goes offline
What I like to do is setup a sink at the end of a step, and let it run as I go
why recylced rubber and plastic? seems to consume fuel
Yeah but if you brown out and have to power cycle to bootstrap, a manifold takes awhile to re-stabilize, whereas a balanced splitter re-stabilizes very fast
Most plastic/rubber per oil
if my power goes down im deleting the save
You can do a cool feedback loop with em
thanks
Where you pipe the extra of one into the other and vise versa
huh, interesting. So heavy encased frame is just like, objectively, 100% absolute a upgrade
No
Since silica/quartz is kinda scarce, what's the best use for it? Is it a waste for aluminum Ingots? I thought about just producing them raw via pure aluminum ingots. I could use silica tho. But I'm not sure if it would be a waste
i'm not seeing how it's worse, though?
I forget exactly what the loop looks like but you can see it on planner if you request plastic or rubber and have all recipes enabled, it'll make the loop for you
You're following a subjective opinionated ranking
dk it's quite plain upgrade
This is nice, yeah
It uses different resources
I will say anything that eliminates screws is β€οΈ
Purely cuz screws require such a huge footprint to produce for any recipe
heavy encased frame has a higher production rate, requires less of all 3 ingredients, and that extra concrete it needs? Is less than the 5 extra beams you would need
Keep in mind chat, greeny functions like a chat bot 
You have to feed the right input prompts to get a proper discussion.
going with the default recipe would require 5 more encased beams, which would require at least 25 concrete
how is this recipe not just a straight upgrade?
IIRC the downside to heavy encased frame is power(?)
it produces faster, though
i was under the assumption they did not have any "strictly better" upgrades so i would be surprised if it was
greeny's "best" is not your "best" and it's important for everyone to start recognizing that I think
default is 5 less encased beams
heavy encased makes 3.
one person here values cutting out screws
another values minimal resource consumption
etc
oh whoops, wrong person
Yeah tradeoff to HEF is removing screws which is β€οΈ
Doesn't use screws, if you want to use sxrews, you want to use default
Screws tradeoff "less power but like 3x bigger footprint cuz you need a morbillion constructors" lol
3 heavy frames (default): 15 frames, 60 steel pipes, 15 beams, 360 screws
3 heavy frames (encased): 8 frames, 48 steel pipes, 10 beams, 22 concrete
note, making those 5 extra encased beams? Would cost a minimum of 25 concrete.
You need less than 1 per hmf manu
8 frames for 3 encased
oh my bad
the point stands though, its a objective upgrade. I don't see any criteria by which it's worse. If you just want to use up screws for no reason you can use a awesome sink
I hate screws cuz their max throughput on trains is garbage with respect to how much you need per recipe
I mostly evaluate stuff in "what % of a stack is needed per"
If it uses different resources, it can't be "objective"
Also if you get the encased industrial pipe and steeled frame recipes you cut down even further
I know we are viewing in a vacuum but still
Cuz if something uses like 1/4 stack per recipe, it's throughput on trains sucks
it does not use different resources, it just nixes one of the ingredients.
Then you're looking at recipe paths, not just A vs B recipe
yes, i am also looking at the encased beam recipe. I don't think this is unreasonable
is anybody using blueprints? can't seem to find good ones
Also numbers on HEF are super weird
its less "a recipe path" and more "take some of the ingredient from the immediate precursor and just feed it to the recipe itself"
I'm thinking about my approach to making another attempt at sky cityblock build
Blueprints will speed it up a tonne
i blueprint all sorts of repetetive stuff
But I need to go back to the drawing board on designing the intersections for my city blocks trains
weird how?
There's some blueprints on the SCIM that you can download iirc
Or, do I consider using trucks or something instead, as they have higher max throughput than trains
2.8125/min
45 / 16
oh yeah, me too, like smelters on a line, but I mean like full factories
Why would ypu transport screws anyway? Transport rods and make the screws as needed
no full factories isnt a great deal tbh
... okay, yes, i suppose if a vital recipe criteria is that you need round numbers everywhere then you are free to pay ~20% more resources for the default recipe
I value it based on how I like to setup my factory, it's personal and subjective though, I acknowledge that
look, you can always make up a criteria by which some alt recipe is worse. I can say that alt recipes are all worse because my critera is default recipes are the best. I can say this alt recipe is worse because my criteria is i want to spend as many resources as possible.
yeah but there doesn't seem to have many for 1.0, the only one I found for super computer is one which requires to edit gamefile
whenever someone says "this alt recipe is the best" it's implicit that they're using sane criteria that 99% of players would use, such as resource input, speed, power used, build changes, etc
all recipes are bad because they make you do stuff

My endgame setup I wanna try again is a giant floating cityblock sky setup, with city "blocks" and a grid of train intersections, and every "block" has 1 factory that handles making only 1 thing per step
by sane criteria this is a upgrade.
most alt recipes are a sidegrade, this one is not.
My last attempt I didn't plan out my train stations we'll enough, my intersections didn't have enough room for the on/off ramps for each station
By ignoring properties you don't care about, you make it not objective
nothing is objective, we made concepts up. bam philosophy ended
woe is all, we live in a universe of subjective pointlessness. Anyway lets go build a factory
You can apply and agree on an axiom to make it objective
Without that, it's subjective
Multiplying HEF by multiples of 4 gives much nicer numbers
HFF my beloved
It is good because fast
at the end of the day i don't know what situation you would look a newbie in the face and say "use HMF instead of HEF"
noobies are terribly afraid of decimals and will cry if met with one
||/j||
So not that I'm saying heavy encased frames are better, but it uses fewer machines on all but manufacturers (equal count) and lower amounts of every resource involved
So, uh
if someone asks if HEF is better, the answer is yes. I am not going to assume they're a moon person who is optimizing for not running a belt a foundation over from their heavy encased beam factory
Other than the odd numbers, HEF is better in every way
I had a message written up and then tried to put # in front of one line as a header of sorts and automod didn't like that
cries in overclocking
When you think about the funky numbers for the recipe... its perfect for a system that pulls off excess materials for a sink/storage system.
they will now cry even harder
Yall don't underclock machines to perfectly hit ratios and reduce power spikes?
i overclock everything
I do because green lights cool
fuck my power plants wait why is my breaker tripping
I underclock cuz it just requires building 1 additional machine on my manifold and zero power shards
However power spikes are a non-issue as later in the game you will never have consistant power consumption
HEF is a sour-sweet deal for noobies
plus: no screws, yippie
minus: spooky decimal numbers
honestly power spikes are a non issue as soon as you build some battery buffers
I laugh at this thinking now, at least the shard part since we have sloops 
or power storages, i mean
It still makes it easier to estimate power consumption if its more stable
fair
Meanwhile Tier 9:
I hit ~1000 power shards in storage because I explore too much
the real resource we paid for Tier 9 is a flat power graph
Assuming all default recipes except for the HMF recipes to make three per minute,
Heavy Modular Frame uses
270 Coal, 720 Iron, 270 Limestone
and requires
15 Smelter, 52 Constructor, 16 Assembler, 6 Foundry, 2 Manufacturer
Heavy Encased Frame uses
174 Coal (-96), 366 Iron (-354), 246 Limestone (-24)
and requires
7 Smelter (-8), 24 Constructor (-28), 9 Assembler (-7), 4 Foundry (-2), 2 Manufacturer (=)
source: the calculator of the individual who says the default recipe is better
They all have their unique signature power usage patterns
Anyway I'm going back to working on aluminum
I would like to play this game by just creating factories for whatever I want and somehow having a report of current production/consumption and maybe some way to track distribution with trains too, there's some mod which might help me do this?
usually I just play these games by doing a main belt where I can see what I need to produce more of but not sure if I should do that here
how do i do this to make a certain amount go to there n another to somewhere else?
Manifold
HEF uses about 30% less resources when you weight them to their availability around the map
how bro
HEF just uses less resources period, you don't even have to weigh it
If you split into two belts that are close enough it'll balance out to be enough later
!wikisearch manifold
Manifold across the machines and clock them to use the precise amount
Hence why I went through the effort of getting numbers
all 3 main ingredients of HEF are lesser per-output, it uses no screws, and while it does add concrete cost, you can just pipe over the concrete that would've gone into another 5 encased beams.
Accelerator: Sawtooth wave
Converter: Triangle wave / sine-ish
Encoder: square noise
It doesn't add concrete it's still a net negative on limestone compared to default lol
I missread your point in that message π
imo HEF should use more concrete
Or another thing for this, start by using a smart splitter and have one output be overflow.
that's what i mean, the recipe itself uses concrete but you would spend more concrete making those beams
so its a net saving
ah yeah
It's like 8 limestone per frame when you compare so it's not a lot but still
In that above graph I would have 4x smelters all clocked to be 3.75/4, and then 4 Foundries clocked to be 3.278/4
And manifold all 8 in a line
The iron being cut almost in half and iron being cut by over a third are the more significant parts
er, iron and coal, respectively
I'm tired
I haven't ran the numbers, but there might be an interesting point to be made about that accounting for the (new) alt recipe that allows to ||make Steel beams with steel and concrete|| which increases the output of Beams by x1.5 for the same steel ingots (albeit with a quite high consumption of ||concrete||).
So, using the steel beams recipe for HMFs may lead to using less steel with the right alts 
It cuts out steel usage doesn't it? It's like 24 ingots -> 9 beams
sorry to say, but alt recipes being a sidegrade is axiomatic, so by definition it's a sidegrade not a upgrade even if it uses less resources, power, and buildings.
(/s)
Also hello long time no see friend
Compared to 24->6 with the normal recipe, yes
oh yeah true
Seriously considering not using trains purely to make all the math way simpler
But yeah we were looking in a vacuum for the HMF vs HEF
Trains blocking input makes the math so much more difficult @-@;
Even more complicated with fluids
honestly i haven't used trains even once in my save and i am tempted to stick with that. Running long belts is way less trouble than i thought it would be
I want to have city blocks I transport materials between as supply/demand, each block handles only 1 task
I love fluid trains
Trains are easier to route on a complicated network, but the math on their true throughput is a headache cuz they block input
And the fact fluids have a "ramp" time
There's formulae on the wiki for calculating train throughput
I have a whole Google sheet for it
Eh, I just assume each freight station can move 1.5x what my fastest belt can move. I know they can do more, but with that much I have enough leeway not to care about needing to time trains
The urge to set up a massive global rail network but never actually do anything with it is really high for me
i just think it would be really funny to make a megabase which uses belts exclusively
Trains move less than the same belts
i even have a idea in my head for how i could organize belt transport from all the ore nodes
Though 1 train moves more than 1 belt
I assume 1560 is actually total belt input speed
But if you have 8 belts into a train, it moves less than 8 belts would
Given, well, you know
It's also functional of item stack size for trains
Just add more carriages
Doesn't change max throughput
instead of building a whole factory from ore to final product I would like to play this game by just creating big factories for whatever I need and somehow having a report of current production/consumption, maybe some way to track distribution with trains too,
there's any mod which might help me do this? usually I just play these games by doing a main belt where I can see what I need to produce more of but I don't think a main belt would work here
The problem stems from the fact trains block input while loading/unloading
Well yeah, that's limited by your belts.
i think this might be outdated, 1560 sounds like the prior fastest belt speed multiplied by two
And item stack size
That's why I think of them as x1.5 instead of x2 ^^
Iirc one can go up to ~x1.8 or x1.9, but then the timing of the trains becomes quite important
Precisely why I was noting it should be substituted by what I said
Higher item stack size has higher max throughput on trains
oh my bad
Since you could in theory do mixed belts, for some gods-forsaken reason, and that'd work too
Why would you? Idk, people do weird shit
If you want to not get gaps in production though, you have to actually math the true throughput of the train station, so I have a whole Google sheet for it
I have mixed belts all over
My previous world had literally everything ran through trains, including a maxed out nuclear setup, and not once did I do any sort of math on my trains and everything ran fine.
If you were moving literal thousands of an item(s) a minute through a single train then maybe you would have to do some maths then but otherwise it's fairly easy to guess what you need
My reaction, at the cusp of T4 using only trucks often moving 270x2 (max belt tier aviable): 
I've started using trucks for the first time ever and I am loving them
For example, with mk6 belts, max throughput per belt into stations is, for each stack size:
50 -> 706.55/min
100 -> 889.35/min
200 -> 1021.55/min
500 -> 1121.62/min
Trains are still my favourite though π
mk7?
Sorry mk6
The driving tends to annoy me quite some...
But aside from that, the throughput is quite damn nice
Again, just add more stations.
if you just buffer outputs and dont put more than a full belt in, its fine?
Or run multiple trains on the same loop
That's with mandatory buffers
Aand the mention of MK6 belts is my que to leave (spoiler territory for me)
The problem is true max throughput is functional of item stack size
Higher stack size results in higher uptime on the belts (more items per wagon)
Stations have 2 inputs so you can still run a full belt provided you have a buffer
sorry i meant two full belts
what am i not understanding about fluids because the gens further back isnt getting any fuel. do i just need to wait for it to fill up more or what?
how long has this been running
IE for extreme case, stack size of 1, can only do up to 34.43 items/min per belt into a train
only a few mins rn
and how much turbofuell does it make
(Which is 68.86 per wagon)
300
You gotta wait like at least a few hours before this is all filled then lol
300/7.5=40 gens right?
ye thats fine
That's the one I was looking for
Basically you end up having to do complicated math for each train stations "true" throughput after subtracting loading downtime, and since it's functional of stack size you have to memorize it for each stack size, assuming you use max belt tier everywhere
This is actually false in practice
How so?
It's a simplified formula and close
Round trip includes the load/unload time, no?
Like I said the true max values are what I outlined above for the common stack sizes
Bigger stack size -> higher max throughput
Yes
Lower stack size -> lower max throughput
And this formula returns the # of stacks per minute
Trains are quite complicated in practice, at the tradeoff of no fuel needed nor recording a route needed
If you want to complicate them then they can get super complicated
If they simply just removed trains blocking input during load/unload the math would become way way easier
But I go back to this
But the blocking input stuff really complicates the math
stack size only really comes into play for train-car throughput
station throughput is usually where the bottleneck is
you could also turn it off for a few minutes so that the generators aren't using fuel
Thats why I likw to put ISC's on the input and output of train stations to help lessen throughput interruption
... although im not actually sure how to do that, you'd have to trip the breaker. Just cutting the line wouldn't do it
Trains have a max size overall and unless you wanna figure out how to make trains 20 cars long, you'll find there are indeed true upper limits of what a station can throughput
The particle accelerator eat power
Your train calculations don't need to be perfect. All you need is a rough idea of what you need to move and then slightly overbuild the size of your train to ensure that nothing clogs. Simple.
hongry
i cant be botherd since i have to turn of each one manually. to much work
How do you math the minimum cars needed? :p
.
#Carriages = (Throughput (Stacks /min) . Round Trip Time (minutes))/Storage Capacity (in stacks)
if you could disconnect them from the main power grid and trip the breaker on the generator's side that would also work, but i don't know a convenient way to do that
Let's say you have 800 items/min coming in, stack size of 50.
How many cars do you need to satisfy that throughput
My setup has always been simple. If im sending lets say 1200 iron ore by train id devide it into two groups of 600 a min train cars with buffers
Yummy
how many train cars can you fit on one engine
i ran out of resources before i found out
depends on the slope, right?
Slope dependent yeah
I think safe limit is 1:4 ratio
i fit 50+ on this train i think
As that example, mk6 belts cap at 1021.55/min per belt, or 2043.11/car, on items with stack size of 200
was bored
But I always put a tariling loco as well
If you track is flat you will probably never hit the limit but your train will accelerate incredibly slowly
it accelerates at a decent rate actually
So 1 car will be enough to handle 1200 ore/min iirc, or does ore stack to 500? It's 200 right?
I think so
Ore is 100?
Ore is 100
At 100 let's see
Screws, wire, etc is 500
I don't see the point in this maths though
Just over complicating things for no reason
Stack size of 100 caps at 889.35/min per belt, or, 1778.69/min per car
Thats why I said my approach has always been simply to split the load onto two cars
Math vs "try and see"
So 1 car still can handle 1200 ore/min
Not even a try and see, just do the simple formula above and then add an additional car or 2
I've always figured out trains by, is the outputting station backing up? If so, add another cargo terminal and lengthen the train.
Honestly if you want to get THAT granular your forgetting half the equation. Travel and load/unload time
Mate...
It's Satisfactory lol
If the outputting station is empty or holding steady- you have enough freight cars.
That includes that
Math vs Science. π
Travel time doesn't matter
Travel time is solved by just adding more trains. (Not more cars but more seperate trains as needed)
The numbers I'm supplying are due to the load/unload time
Simple counter to that. Buffer the inputs and outputs
This, ultimately it is only the I/O capacity of the system that matters once everything is up and running. I/O can be increased by more cars/station, or more trains to shorten the frequency. Regardless it is still I/O at the end of the day.
Max throughput per belt is fixed exact static number based on only 2 things
- Item stack size
- Belt tier
And that's it
Well it does because you will never reach these max throughput numbers that you are calculating
Assuming top tier belt always to maximize throughput, then all the remains as a variable is purely item stack size
You can, just build enough trains
Usually 2-3 trains for a short run, 3-4 for a long one, is plenty, maybe 5 for a super long run
Depends on item stack size
Bigger stack size needs less trains, small stack size needs more trains
thats the front and back
Well, track length/number of cars/number of trains still matters. If the train is too short, or takes too long to do the loop, then yes. The train on the rail is just a modifiable belt really.
Exactly. At the end of the day it always come down to just adding more trains or cars. There is no point in wasting your time working out the exact throughput of each station.
Also assuming a proper loop. If you do a reversing train on 1 line then it's all just fucked.
Don't do that imo :c
Some of us like to plan it in advance :p
It's nice having the confidence of "I need exactly this train size for this route, no bigger, no smaller" precisely
You can find that out with this equation I posted above though
"I'm outputting x items per min at y stack size, I need precisely 4 cars for that"
Once I get to mk6 belts myself my plan is to get a max 12,300 a min alum ingot factory running again
Usually you will get some decimal - 10.32 cars for example - and you just build 11
Not at all
If the formula doesn't include stack size, its already wrong
The formula gives you stacks/min or you can convert the units into items/min, it's up to you.
I've done reversing lines only where I wanted to move one thing, not connected to anything else, not sharing any track etc, and I wanted to move it more than about 1km, worked fine.
Ask yourself, how many cars are needed to handle the bandwidth for 1000 items/min if it's say, a stack size of 25.
Assuming mk6 belts.
It's what I have done ever since trains were added and I have never ran into a throughput problem
Can you plan ahead of time exactly needed cars?
I dont really know wich alts are better and wich worse, IDK wich one to pick, I dont want to use silica, but I dont want to use iron too so... and rescan is one for game or one per hard drive?
If you have a trip time then you can, yes.
Doesn't matter
You can build multiple trains on the route
Trip time cancels out
Hi fellow Min-Maxers, I guess a lot of you went deep on Satisfactory
Only variables that matters is item stack size and belt tier
Platforms cease to take in items while loading, so adding more trains affects the number of items being loaded in between the first train's round trips, don't forget.
If some player with deep knowladge would have a few minutes and help me weth feedback on this
https://questions.satisfactorygame.com/post/66eef2a6772a987f4a8c6013
You always should set to, "wait for full" "wait for empty" to make this constant
not sure how acurate I am or if the game has more coordinate systems in general (or if they have different names)
It was all guesswork on my part
Could this not cause trains clogging up on your line?
The foal is your loading station should have a train waiting to load before the station finishes filling, then you'll always be at max throughput
It shouldn't
That's awful and not meant to be used for lines with multiple trains, but rather, bidi rail systems.
You've made too many trains then
Nope, it's the way you maximize throughput
If you dont use "wait for full" your throughput becomes way worse
Way way worse
Like upwards to a 40% penalty or worse
It stops loading when it is full, and does its animation while continuing to not load. Throughput is lowered, and to achieve the same total item throughput requires that you use more platforms.
If you want to maximize throughput, it's 1 train per loading station, and the buffers are split between enough platforms to completely empty the storages.
You're goal is to hit the rock bottom minimum time that the belts are stopped
Iβm glad someone here has the same philosophy I do
If you don't use "wait for full" you'll always be pausing belts above the bare minimum, which means less throughput
It's not philosophy. It's just a consequence of the platforms ceasing to take in items while loading.
"Wait for full" ensures belts pause for the absolute minimum time
If you have buffers and they are empty, you did not lose any throughput.
any idea how to fix this? it says block has conflicting entry signal types
If that happens you've over-engineered your train size
You need to make sure all the signals entering the block are the same type
Not necessarily. What if they are only empty for 1 second as the train pulls in to dock?
You could've optimized and had a smaller train
well one of them is a path signal
you cannot mix signal entrances
ill redo it
Then it's actually perfect. =p Unlike any system using wait fil full.
How'd you achieve that on purpose, mathematically
As opposed to via trial and error
is there a more up to date version of https://satisfactory-calculator.com?
Some folks did a deep dive on what the actual throughput numbers are for platforms when calculating trip time, and at what point you need to split. It's a curve with a few specific intersections that have dropoffs to throughput.
It's in the history for this channel. Let me see if I can search it up.
Trip time shouldn't matter if you engineer the stations well
Trip time is the number 1 factor in throughput (other than the belts)
It shouldn't be
It matters because the platforms stop taking in items while the loading animation plays, so each belt brings in fewer total items if you have a shorter trip.
no but theres https://www.satisfactorytools.com/1.0/production
for production math
It's not hard to grok.
Mk5 belts max throughout doesn't change no matter how long the belt is.
Whether it's going 1ft or 1 mile, a mk5 belt is the same max throughout.
that thing sucks
huh? why