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Easy Curves, Merging and Essential Build Tips For Satisfactory 1 0
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Today we're breaking down the solutions to some of the most common problems in Satisfactory, including easy curves, merging and other essential tips.
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Here's a whole video full of build tips, including the newer methods
its actually a pure node, i just check, but its all alone
when i need a perfect circle, i still do it the hard way, but for just building curves for roads, since they don't need to be as fine-angled, i just use road barriers on the corners to angle the next foundation 30 degrees
I just blueprinted a few 3-foundation long curves
They're modular so I can stack them as needed
And delete individual foundations as needed to get sharper curves if I want
Easier than building it out myself lol
Anyway sorry to rain on your parade @jagged shoal, but I was just trying to save you the trouble of reinventing the wheel
I also blueprinted it but I haven't really looked at anything online because I like figuring it out myself I should have figured this is all old news lol
look I am an engineer so I actually program conveyors for a living so getting to invent stuff on my own is kinda half the fun lol
All good lol, I did a lot of this myself too then I looked at some videos and saw some inspiration
I was playing around with beams earlier and that other trick in the video is one I will keep in my back pocket
Bitz has a cool clip on how you can use beams to merge two disconnected grids
It's very useful for building organically and off-grid
Now the world grid is something I don't entirely get is there a key to toggle snapping to it?
Default is Ctrl
Aim at the ground with a foundation and it'll snap
Now, it's hard to control the exact vertical snapping
So if you build far apart and then try to bring two paths together they might be off by a meter or 2
Yeah it doesn't like that
hmmmm. problem is when I do lots of weird curves for my train tracks between stuff
curves and the world grid don't play well together. gotta pick one
and since the grid sucks butt it's not a hard choice
Try this clip
This is one of the reasons the grid is balls , cause you can just do this https://www.youtube.com/watch?v=uX_2i8T3Dbw
Have foundations you are try to merge from 2 separate grids, but can't seem to get it perfect? Well, in this video I'm going to show you how to merge foundations from any grid, cleanly. And it's super easy to boot! Also, you can use this technique to improve the look of your factories with angled walls between any foundations! So, in this vid...
Yeah that's probably the same method lol
You don't even need to connect different factories with foundations so it's always baffling to me
It's mostly roadways
eh, roads are ugly. generally too wide to look good. Natural paths are quite nice
You leave my railway alone!
Just started tier 5/6. Is this a decent factory for stators, wiring, motors?
skinny ๐
seems fine? it's really entirely up to you and your goals
you could do Iron Wire and not need copper?
If anyone's curious, we got @sinful oasis all sorted. Turns out you need 3 pipes to move 1260 water, not 2 pipes. Added an exhaust pipe and it helped clean it up!
I can't believe it was that simple
Mk2 pipes do in fact have a capacity of 600
there's... a lot of numbers in this game I lose track of some of them sometimes lol
Personally I wouldn't bother with making automated wiring in a basic parts factory, but that's more of a playstyle thing, all my project parts until phase 4 at least are temporary factories. I also don't think you need that many stators, they're not used in many things. You need a lot more motors than stators generally.
Especially with most things being belts and hitting 1200.
I don't have this recipe yet.
awesome thanks for the advice, that makes a lot of sense.
This is what I did this game
Needs a couple of alts though
yeah I only have cast screws and solid steel ingots rn
rate mine:
desirepath/10
For automated wiring I just set up an assembler or two and a few containers to feed it, and hoofed in all the ingredients
I call that the 'mystery box' method
Throw some stuff in a box, fancy stuff comes out the other end
It has its merits
i call that 'box factory'
quite often newly unlocked parts start getting made by one until i set up proper automation
Did someone figure out if you are even able to covert all the Plutonium waste Produced by a max nuclear Power build ?
From what I've been reading, the answer is no, but I'm not sure yet
yeah? it's complex but it works just fine
you sure you can even Produce that much singularity cells?
No I think the question whether or not there are enough resources on the map, theoretically, to actually convert all the waste from a max plutonium build into ficsonium
oh the plut waste, haven't bothered looking
yeah uranium waste ist not the problem
So far the hive minds seems to be suggesting that it's more efficient to just mine, or transmute something into, more uranium than it is to close the loop
i think it was 30 Plutonium rods per minute at the end
are you converting other resources to uranium or something?
Pretty sure you run out of SAM trying to convert all of it to Ficsonium.
Or maybe not. ๐ Now I can't remember.
i think I am out of anything else first
300 singularity cells per minute
= 30 pasta
600 dark matter crystal
theoratically half with somersloops
think I run out of Sam for the dark matter
You can make DMCs without ongoing SAM, there's positive feedback loops you can use that just require an initial infusion.
okay then its maybe possible with good use of somersloops
can you explain what loop you are referring to
So, like, power shards require 2 DMCs and produce 12 DMR. You can make 4 DMCs with 10 DMR.
Superposition Oscillator is 6 shards into 25 DMR, and 25 DMR can make 10 DMCs.
So each time you run one, you can wind up with more DMR/DMCs than you started with.
ah okay but i still need to input the rest of the stuff okay
Yeah, but the rest don't require SAM. ๐
So it's a way to reduce SAM in a factory.
Like everything else, it's a balancing act.
Dark Matter Trap is comparatively expensive as far as DMCs go.
0 diamonds is 10:1, 1 diamond is 5:1, 2 diamonds is 5:2.
sure tools then. scim is balls
I have an unused 600 uranium node, the intrusive thoughts are telling me to turn it into plutonium for drones for a truly nuclear society
you need to manually enter the uranium waste, issue is maximizing plutonium rod output requires uranium so need to balance out uranium usage for both plut and uran
5:6
uranium used to make uranium fuel rods and converting it
with all the Alt recipies
yeah as I said you will get 30.53 Plutonium rods per minute (60 with sloops)
Website says you cannot turn it all into ficsoniom
because you run out of oil and Sam
I found another undocumented cave location, contains 1 purple slug, and 1 summersloop. Has 3 tripple blue spitters, and two regular spiders. the first section is accessible while the back section where the summersloop is needs a nobelisk. there's also another way up in there but it's a bit tricky. Involves holding crouch while jet packing up through the hidden passage.
the entrance is at the player marker location, gonna get a second pic rq of the entrance
right at the crosshairs
this was also the last one I needed for the summer sloop steam achievement
What makes it undocumented?
what do i do with 1470 waste water
32.667 coal generators
god i love polluting the environment
from aluminium? use it in the bauxite production
im too tired to figure out how to get it back into the thing i have spaghetti pipes
im making a second grid so extra power will be useful
the uranium peak isnt that far.. i could just.. make more nuclear..
it's not listed on
https://satisfactory-calculator.com/en/interactive-map#4.5;155755;-140272|realisticLayer|caves
there's also some caves over here that are not on the map either
don't go into one at the bottom of that crater unless you can deal with the nuclear hog in there. there's another cave about half way up that needs a noblisk to open also and extends to the other side
that one is safe-ish. just a large spider
pakage it and sink it ...
put it back in the loop...
pure ingots....
wet conrete...
sooooo much
Yep I just got done in by a surprise nuke hog
free real estate for my 108/min plutonium waste
Sorry about my proper slow response, for some reason, Aeronautical engineering unlocked it even though its listed elsewhere.
yeah, i figured that out, its kind of annoying though in that it krimps your ability to make mk3 miners early
Had me stumped for a time, after hunting through reddit I finally found out why and got around it.
i was actually happy that it wasn't intentionally blocked all the way until teir 9, which is something i could see as a 'no you actually have to build a factory to do this'
Has scim always been covered in ads and popup watch my vids.. or is that new?
Wondering if my ad blocker has been doing wonders for years now.
Ads on scim, oh wait, ublock origin.
if anyone knows the site maintainer, mention that the ads displayed are bordering on abusive
i've gotten a few of those 'your pc is infected' popups on there
Dont have a blocker on tablet had was told i had to watch a video just to keep using the site. Lmao
I use two blockers on chrome
https://chromewebstore.google.com/detail/ublock-origin/cjpalhdlnbpafiamejdnhcphjbkeiagm
https://chromewebstore.google.com/detail/adblock-plus-free-ad-bloc/cfhdojbkjhnklbpkdaibdccddilifddb
using both in tandem seems to solve a lot of issues with instrusive ads
Hows the 1.0 refit going? Or did you decide to start over?
I started a new save as a priority, I'll go back and fix my old world as a side project.
New still underground?
Not yet, the basics only need temp surface installations, and the underworld was primarilly logiistics.
Noticed the new kill boarder has my nuc plant cut off now.. not looking forward to trying to fix that
Are the numbers at satisfactory-calculator ever wrong?
No clue. Never use its planner, too chaotic
terrible planner
What do y'all use?
Tools
the numbers listed there for smelters look very strange... 3.7 smelters to process 120 copper doesn't seem right unless there's some overclocking going on
It's the same in the other calc as well, and my bottleneck is unrelated to the copper. It's the steel pipes.
why is it a bottleneck
yeah, well, something that may help is that mk3 belts have 270 capacity instead of 240, you're leaving 30 iron and coal on the table
Hard to say. I've currently flooded the system with pipe so I'm seeing if it could stabilize.
Is there is potential issue feeding a manifold into 2 assemblers and then a storage container? Like if it overfeeds the storage container could the assemblers get constrained? That would also explain the issue I'm facing.
You're barely utilizing your coal, and maybe 75% of your iron.
There's definitely room for more steel pipes if that's your problem. Need more iron to spare? Switch to steel rotors.
if you don't use a smart splitter? yes it won't balance out until storage is done
ms paint
even if it's last in the manifold?
well yeah
I know I can increase the steel pipes, but I shouldn't have too according to calcs. I think there's something else I'm misunderstanding.
you need a smart splitter set to overflow
why? Don't manifolds try to fill the first exit first?
yeah but if the last split is going machine and storage then it'll split half to machine and half to storage. If that half isn't enough for hte machine the machine will starve
Smart splitter on the end of the manifold is always a reasonable failsafe in case you end up stealing from it later
I haven't unlocked smart splitters yet
I also recommend one at the start of the manifold that puts Any Undefined aside, so you don't have to delete a whole manifold when you inevitably screw up
I'm confused on if the exit is machine, machine, storage then storage must be filled first.
I'm just gonna loop storage to the start of the manifold lol
do not loop belt manifolds
just stick a smart splitter at the end
Just know that if storage isn't full, your machines will be starved. That can cause cascading effects later on. Usually people dedicate a line to storage specifically so that this doesn't happen. Especially important if you end up building say, nuclear, way down the line.
I know. I'll replace it with smart splitters when I get them.
Dedicate a line to storage
Like keeping the entire line separate of the manifold?
Looping the manifold to the beginning will not change the amount going into the machine vs storage. You will split the belt three ways, put a third in each, and loop the last third back. That third gets split into three ninths, and so on. In the end it approaches the original 50/50 split you started with.
This is touching a bit on load balancing, which is a different way to do logistics. Blending load balancing and manifolds doesn't happen terribly often outside of sushi belts.
looping the manifold to the beginning will not change the amount going into the machine
I guess it's just too late for me because it seems to have clearly changed. Both my assemblers are fully saturated versus not before the loop.
gl with your satisfactory life
It's hard to tell what you're specifically talking about without screenshots
I've already said I'll change it, this is a temporary bandage while I go get smart splitters.
Smart splitters are manifold's best friend.
With the power of mixing load balancing and manifolds, maybe you too, can become a sushi chef
this section of rails is giving me trouble. the P with the x is giving a conflicting entry signal types error
isn't it supposed to be "Path before splits, Block after merges"?
Think of it as Path into any intersection, Block leaving it
For the bidirectional one you also need a Path to ensure you don't trap a train in it
Path both directions.
oops. the left lane is supposed to be going down lol. it's right-hand traffic
oh, my bad
is there a possibility to just "nuke everything off the map"?
like lets say you reached mk3 miner and mk6 belts and you wanna redo everything with said items but that means having to nuke stuff
or on other milestones like mk2 miner and mk4 belts
i know there is mass deletion up to 50 items
Actually the path signals here don't really add any benefit, I would simply change them all to block signals
No, path signals are good for the main line. If two trains are approaching the intersection from opposite directions, they will be able to pass each other through the intersection simultaneously, preventing unnecessary slow downs
ohh yea I see it now
It would also allow a train traveling north to go at the same time as a south traveling train turning west.
So paths are very good here
yeah, if one direction on the line is low-traffic then block signals can be acceptable here
but path signals scale better on any decently-trafficed intersection
the downside to path signals is that they force trains to slow down in the preceding block, but the upside is they allow multiple trains to go through the block at once
hence reducing total numbers of stops if theres lots of traffic
if theres very little traffic then its possible for blocks to be better than paths even on weird intersections like this
wait, I'm an idiot. the train going down will never go to the left
but i'd "default" to paths if you dont know what youre doing
ideally youd get rid of the intersection entirely and have the slipline go over/under the other line
The layout doesn't change. Put some blocks parallel to the paths facing the appropriate direction :)
but if you have to have the intersection this signalling is fine, just place block signals to end the block
You mean to the left of the page but the train will never turn right?
Generally the "confilicting entry signal types" is because there's another way into the block preceded by a path signal that you're missing somewhere - or the game bugged out and connected tracks that shouldn't be connects, which happens. Deleting and rebuilding the tracks can help there.
no space. the gap between tracks is only 1 foundation. and I wanna get this project over with already, it's taken so much time, lemme move on lol
ye lol
ok this is giving no erros. idk how safe it is for the trains
Redesigning intersections can always happen later, don't worry :) see how this works out with the path signals and you should be fine.
Also, path signals always default to the red x until a train actually approaches.
This is because path signals actually reserve a specific path through a block and checks if it intersects with another reserved path. If not, it flips green.
that turn switch I wanna hide it what is it for anyway
Yeah, you basically didn't "close" the block created by the path signals. It was probably complaining about multiple entries to the block on the top right, going up
yea but earlier it was the yellow warning
That looks functional to me. Put a test train on autopilot through and see if it works ^^
havent played factorio in months but my brain is still somehow in factorio train signaling mode
Both games have rather similar signaling tbh
HI guys. So, you need to use a storage container buffer with trains. What about drones? Do they need a buffer too?
It just comes down to how the pathfinding works really
Satisfactory path signals are a bit more complex compared to Factorio... that saves a ton of signals in intersections
the main limitation of satisfactory relative to factorio is that trains are "dumb" and always take the shortest path
(though stations count for a bit of extra length)
no, they don't pause when loading unloading
factorio trains can also be very dumb...
yeah but in a different way
e.g. factorio paths get deprioritized if they have a nearby train on them
so slip paths/passing lanes/etc can actually get used
in satisfactory, a train will always pick the shortest path ignoring everything else
(again, except they count stations a bit more than regular rail)
hmm, can you blueprint water extractors somehow?
200 shy of a TW
Factorio had train signals longer than Satisfactory, so we can hope for upgrades in a DLC or v2.0 ๐
I wish
๐ค what if i put the blueprint creator underwater
yeah, the train stuff that currently exists is "sufficient" but it would be nice to have a couple more fancy features
i just like playing around with trains
and satisfactory's world is so well-crafted that it feels like a perfect sandbox for a nice train system
factorio trains will never be as satisfying just because theyre moving around a flat grey map
getting somewhere
or maybe a thin layer of foundations just above/at the water
just deep enough to let it let you place one maybe, i know ppl have placed em on foundies underwater
Behold. MJ per ore mined equation.
Example: a Miner Mk. 2 on a Normal node at 100% clock speed spends 7.5 MJ mining a single ore.
i tried it, and you also cannot place the water extractor first and then put the blueprint designer over it
it also has a hitbox that can't overlap one of a bp, really annoying
well, maybe there's a glitch out there that'll let you overlap buildings
its been so long since i played this game lol, just got my first hard drive but im not sure what recipe to take.
5 ingot for 20 screws or 10 plates and 20 coper wire for 3 reinforced plates.
i feel like the reinforced plate is better but thats just because im not using half my copper for anything yet
like i bp'd a simple concrete dock to place an extractor in, and couldn't place an extractor down
If you're not sure, wait, save it in your hard drive library. You don't have to choose immediately anymore.
how do i do this
Making a hard drive stash increases your chances of finding alt recipes you want. Picking puts the other one back in the pool, so only pick when you're confident you're going to use it.
I guess that's what mods are for
they're both good, cast screw works really well with base rotor and stitched plate is quite an upgrade to the base rip recipe, especially since you're not using wire for much yet
You set the clock speed to 33.3333%. You can unlock this by researching Power Slugs in the MAM.
its just a Refinery at 1/3 output speed, rounded to 4 digits...
1/3 * 100% = 33.3333333333.....
you know, titan forest got a heckuva lot more trecherous
Sure did. More lizard doggie though.
i haven't seen the doggos, spend too much time in the air ๐
there's always been a doggo pool there though
in any event, i kind of wish they had went a little lighter on the cliff hogs and nuke hogs
My titan forest is about to get very loud.
its not that i find them hard, it's just that it takes forever to kill packs of them
cool junction
Need to fix it up a bit and get more computies for signals. Problem is I have no coal or oil power in this save yet.
would be nice to have a weapon that actually feels like it does dmg
I hope the tree collision boxes are better now then they used to be, i had some trouble building that close to the titan trees in the past ๐
They are much better.
if i have a mk3 miner pumping out 1200 a minute but only got mk5 belts
They even tucked goodies away in the treetops
is there any way to make it so it doesnt get backed up
Guess you're underclocking to 780 ยฏโ \โ _โ (โ ใโ )โ _โ /โ ยฏ
i feel like theres a way just dont remember how
you mean not overclocking too much ^^
mk6 belts sound cool... and EXPENSIVE
Of course you can still build things in preparation for being 1200 later.
You'll just have to underclock things to 65% for the time being, most likely
will i perminantly lose access to the other recipe or is there enough hard drives to unlock everything eventually?
yes... design for two input belts, each with 600/min and then you can upgrade easily later... just with a short MK6 and a splitter
there are more than enough HDs for everything
surprisingly, not all that expensive
Or if you were fully over clocking your production machines too, 162.5% works
MK6 just a time-crystal each... thats LOTS of coal
Only works if you have another node available though.
norway
(no way)
you could easily run your factory with 2x 390 until you get the MK6
i hooked it up to a pure oil node with the alt recipe that uses oil directly, its been way more than enough for all my building needs so far
its a fairly large amount of resources, sure, but the production chain is so short that you can basically just plug it into a single pure node and you're golden
Do.. do you mean 600 until mk 6 or 390 until mk 5?
MK5 is 780... if you design your factory for 2x600, one or both of the belts will be short of items... easiest way is to evenly split the 780/min (you can get with a MK5) until you get the MK6
you could also just design your factory for 600/min input... and double it when you get the MK6
also not sure if this is the place to ask this, but im currently using a program called DIA to make flow charts and track resource usage. im using the satisfactory tools pinned to help plan production then adding the production to the chart. i like the chart i have better than just keeping everything in the pinned tool because i can see how much extra of everything i have on hand.
i was wondering if anyone knows of a similar softwar that would allow me to set up like this but have some way of automaticaly deducting values from the parent in the tree so i didnt have to do it manually every time.
I just pretend that:
- mk 1 - 24/min
- mk 2 - 48/min
- mk 3 - 108/min
- mk 4 - 192/min
- mk 5 - 312/min
- mk 6 - 480/min
And build everything at 100% clock speed. Then whenever I want more, I can overclock everything the same amount and it just works.
I just care about my frame rate more than a 85% power tax

Which is so easily offset by the sloopies now
To be fair I am doing a goofy run of the game where I don't underclock. I always build at ratios. And load balancing only.
It's been rather satisfying having belts that constantly move and don't start-stop, actually.
Only real place this goofs me is with steel screws before mk 5 belts.
framerate is overrated
as long as it is double-digit per second
yeah 10 frames is the optimal
My little "gaming" laptop hates you all
just look at let's game it out, he plays it fine
Can't open anyone's saves 
I played SF for more than a year without a dedicated GPU (AMD APU 4650G)... that was... hard
im using intel intergrated graphics
also
all recipes can be unlocked, there's a few more hd's on the map than there are recipes
i'm actually starting to follow this sort of mindset - not quite how you're going about it, but building for 480 knowing that that can turn into 1200
Yeah that's basically what I do. When dealing with fluids, I'll put no more than 120 in a mk 1 and 240 in a mk 2 as well. So when I overclock everything, I don't need to replace anything.
It's just how I future proof things without building hundreds of machines.
fluids i generally just build to their ultimate size
I accept a small power tax for the convenience

Which the total power tax for over clocking to 250% is only about 86%
-# it's technically 2.5^log_2(2.5) - 2.5, an irrational and ugly number
yeah, a lot of older players kind of have burn-in from OC'ing being more expensive than it is now
Didn't a full overclocked machine cobsume less than 1.5x what 2.5 machines would? 
And with alien power augmenters being a thing now it's not difficult to offset now
btw the augmenters and rocket fuel, yeah
I'm doing one where I don't use more than 1 input slot for solids on each machine (eg: feed a manufacturer/Assembler/Foundry via one input)
the augmenters are more a mid-game thing
i'm using them as a crutch atm to avoid building fuel and working off 12gw of coal and some geotherm
5 apa's supplementing that is pretty bonkers
like that's just my intro coal plant and 4-5 geotherm gennies
time to consume my life for the next month
Comparing situation a (fully overclocked to 250% constructor) to situation b (three constructors at 83.3333%). You use 42% more power for the same output, but in far less space. The cost is 4 additional MW, which would be like having another constructor @ 100% basically.
An example with cleaner numbers is situation a with two 250% constructors, vs situation b with five 100% constructors. The power tax is down to 34%, or 6.8 MW. It's really not that bad to overclock things and save space, as long as you're willing to pay a lot of little taxes that add up.
Blueprints are your friend ๐
i dont have any blueprints for this
but you can make one... trim down the build to something very small... e.g. 1 Aluminium Scrap, 2 Aluminium Solution, 4 Aluminium Ingot (and the necessary constructors for the Silica) and try to BP this... if this works, you only have to set and hookup the BP 50-51 times
three Refineries and 4 Foundries could fit into a MK3 Blueprint
if you look at the numbers for the three main components of the build, its 51 times the same thing...
so instead of designing a HUGE factory, design something that solves 1/51 of the problem
if you get this into a 6x6 foundation grid (48m high), you can BP it later and then scaling up will be much easier
if you don't want you don't need to... but it could save a LOT of time
that helps visualize it alot better thank you
i couldnt visualize what you meant
wait
if it is requiring water from the scrap then doesnt that mean the system wont start up very well?
power consumption of an overlocked machine is ~44% more compared to the same amount of machines clocked evenly to produce the same output
ex 3 smelters at 83.33% clock producing 25 ingots each is 3.1MW each (9.3MW)
1 smelter at 250% producing 75 ingots is 13.4MW
it just takes time to spin up if you use teh waste water
ah alright
my prefered method is to make some of the refineries just run on waste water. It's the most stable option
examples
it will start up slower and then finally get up to speed
idk how to build this blueprint
but the small diagramm gives you an idea how much resources each "block" needs and what it outputs
most likely you will need the MK3... you could try to build it within 6x6 foundations... if you manage it, you can later BP it with the MK3
build the refinery blueprint for alum? I mean you probably can if you overclock the crap out of it
mk3 aint till tier 9 aint it
easier to do by hand though
or underclock to get down to less Refineries
the top left diagramm should work with 3 Refineries...
one set to 100%, one set to 66% and one set to 33%
So less than half more! :D
||What's the best alt recipe for making diamonds?||
diamonds are expensive... so its more a question what resources you have plenty... and how many diamonds you need.
if its just for belts, you could easily grab a pure coal node and turn all of it into diamonds
don't forget SF is 3D, you can put in a multiple floors into a BP
it looks like you're merging fresh and waste water?
yuh
that's the exact opposite of the diagrams shared
merging fresh and waste water is dangerous at best...
just a slow start up aint it?
because the fresh water will fill up the buffers and then the waste water has nowhere to go
I need like 1120 diamonds / min
well if im using the exact amount of water im producing and dont start the water extractors until everything is set up
no that's not the issue, fluid is bi directional
then buffers would allow time for everything to kick on
my pipes should be under half full when it starts up intially
OHHHHHHHHHHHHH
i see
yknow what
i think im gonna do this no blueprint
because this is hurting my head
if you use coal, you just need 22400 coal/min ๐
a little bit more than half the coal of the whole map
haha, yeah I also did some calculations. Making the ionized fuel for actual generators, May cost me more power than it will gain for me
๐
yep...
the production complex will be the easy part of this project ๐
last i heard
rocket fuel was more resource efficient
and better power wise
because ionized is so power hungry
Yep
I will just package some rocket fuel to turn into ionized, for jetpack & completionist purposes
shards being renewable and energy being dirt cheap there's really no reason not to overclock
BP creation is a puzzle game... finding a good configuration with limited space can be hard
even harder if you need to split into multipe BPs that work together
took me less than an hour to setup 900 rocket fuel in blue crater for 54GW including piping and belts
using nitro recipe
would've been faster if I had the mk3 blueprint to put down more piped/wired gens per click
only actual time consuming power production is nuclear
you can get 500+ GW out of blue crater with rocket fuel
too many fuel gens just do nuclear
I did, just saying it would've taken dramatically less time to maximize rocket fuel in blue crater than setup nuclear
and yes everything is overclocked
I don't see how that's at all a counter argument to 'too many fucking fuel gens'
if you overclock every fuel gen to maximize blue crater then it is still like 280+ instead of 2k+
that the overwhelming amount of fuel gens would've still taken less time
for the same amount of power
power is cheapo
maximizing blue crater is enough power to never have to worry about it again
especially with rocket fuel
cheap and easy, no reason not OC everything
and I think you can put 4 Fuel Generators into a MK3 BP... so setting 300 Fuel generators is "just" 75 Blueprints ๐
dont think bluecrater has 6k sulfur
I mean atleast not counting the one going towards swamp
it is maximizing the crude oil output of blue crater
not limited on any other resources
are we including the resources between crater and swamp or just crater
the biggest bottleneck for absolutely going ham for power in crater is sulfur and nitrogen
oh wow, rocket fuel really takes quite a lot of nitrogen doesn't it?
i think swamp too
specifically crater only resources is 2100 sulfur and 1500 nitrogen
the piece of the map someone showed me while we were doing this was pretty chunky
2550 crude oil
even if we add the resources in the connection between swamp and crater it adds to 3300 sulfur
for anyone mystified by aluminum, this is a design that works pretty well:
crater also isn't the only place prime for rocket fuel
ignore the blop of radioactivity
thats where our plastic and rubber refineries are
gold coast is pretty prime as well
i planning to build this aluminum factory over the ocean
just working on unlocking stuff for it
I've yet to come with any need for hyper massive rubber/plastic tbh even considering ratioed space parts and using rubber/plastic where I can. Oil nodes far west can already output 1800 rubber/plastic
like thats more than enough
yeah we aren't exploiting that entire area
maybe if I use rubber concrete or something
just part of it
spire coast is more like diamond coast
what i like to do with oil, once you understand how to modify the basic 300->900 design is instead of doing 300->900, do 300->what i need for another factory, then burn the rest of the fuel
i usually build mine at the north west corner on the ocean. train in bauxite.
im training in everything
i'm doing my first small alum build at the nodes in titan forest and moving coal from blue crater in a tractor for the time being
im droning everything
i'm looking forward to playing with rocket fuel in them and seeing if i can move 600 ore/min with 2 drones
we currently dont have ANY aluminum production
everything aluminum on the server was bought with tickets
doable
server constantly runs so i set up everything to run into sinks for a long time
in u8 with batteries, it was on the hairy edge
depends on distance
I have one at 2.3km distance and drones on both ends (recieve and supply ports), its transfering 6.02 stacks/min
tbh, with how the sulfur nodes in dangle spires moved location, i think it probably is possible to get sulfur or compacted coal to the gold coast oil with 2 drones now
its just one port on the node and one port at base
beyond 3km is like 2.x stacks /minute
if memory serves me correctly, i was topping out at like 220/min
Any failsaves I should implement here? Cuz I know recycling water in Aluminium Circuits can cause issues
I can also send the link to the schematic
build it in modules that process 600 bauxite
So the Sloppy alumina at the top?
yknow i just realized that my world doesnt even produce heavy modular frames and im working on aluminum
And what kind of failsafe would I build? Like a pipe overflow into wet concrete? and a priority switch for all the outputs?
Some heavy piping mechanics
just build it right and never let it pause
could always package and sink it if you dont want to go down another chain for another resource
Haha, I KNOW im gonna miss a belt somewhere
can you sink packaged water?
ye
cool
i.e. toss an overflow sink after scrap and after ingots
alright
if you need to deal with wastewater some other way than recycling it, use coal generators
Fair, I do have petroleum coke byproduct
wet concrete isn't a bad idea either, but limestone isn't always near bauxite
if you are trainning everything in then it doesnt hurt to also bring in limestone
So like this
coal however is always nearby, and there's coke if you're using electro
you'd have to math out the coke & water if you do that, probably easier just to tap coal
Thanks, I'd like to try it like this but I will keep a coal belt on standby if it all goes to shit
You can have foundry's fit in a 2-wide foundation
i honestly have NO CLUE how im gonna make this
Not home rn but I can send you the bp when im home
Jeebus, big plans
yup
If you use elevators on the splitters and have the belts loop back with a merger in the middle it can be a little compacter
lemme sketch it out for you
i need to figure out how many foundries a mk5 belt can support
Can't you mirror your layout and have 8 fit?
only 13
yeah i plan too
just i need 205 so i'll have to be careful
This makes sense?
nope
And then you have three layers, bottom one splitter, middle one mergers, top one splitters
elevate them down on the top ones
and merge through the middle
You could also make a separate building and use floors
i need a blueprint using 13 foundries with one input
think so yeah
i dont think i can fit that into my mk2 blueprint thingo
im very limited by this thing
side view will look like this
I always add an extra machine and over underclock them if it turns into an odd number
problem is space
i could design it like that but have to go back and hook the output back in manually
still alot less work than hooking everything individually tbh
yeah
just have a set of refineries that only run off waste water, unbreakable
that extra material would clog the conveyor
mk5 conveyors can only support 13 foundries
thats 780 being pumped into the conveyor already
I meant 14 and then underclock them
ah
so its still 780 but it doesn't look like you have teeth missing on one side
If X is the total amount of items needed for project assembly, what does most of you decide to have as your X%/min to finish for the later phases? I have no real clue what is actually too much or too little in the end. I am afraid I aim too high and overbuild. Is 1/100 of total needed reasonable? Then each thing would tick for 1/100 of X/min for 100 minutes?
most of my prints are adjust to either 600 or 1200 belts
8 fully overclocked solid steel outputs 1200
a very nice number
whatever you're willing to wait for
one machine outputting xyz at 100% eff is more than enough in most scenarios
@nova steppe like this?
if you want an end end build, ratio it based on the amount of parts needed
Yeah, that's what I'm thinking, I aim mainly to finish the quest for my first goal, then I'll see if I go bigger base for some end game goal
if you're hyperminmaxing tickets, turn everything into ballistic missile
Yeah, well see where we go with that, that might be a very concrete item for end game goal. Good tip!
No, you put a splitter at each input, one input gets base height and the other one 3 high (standard elevator height). Then through the middle you run a merger. I cant really help you rn other then explaining it but thas about how it works
I want to do some megabase shenanigans but knowing myself I know I'll start to think about that before even finishing my first goal and not doing anything at all ๐
holdon i might have a better sketch for oyu
if you hear the snap sfx yes
uh
if you want to make sure just delete the conveyer and place it again
you can do something like this
damn mk6's look so juicy
when i get mk6 i might be forced to build in aperture science colours
im struggling
you can do the same logic with smelters/constructors
i did it
being able to pick the color is clutch
I wish we could swap skins for mk belts, mk6 is a bit too futuristic looking that I had to swap color palletes
how do you get rid of blueprints
i had to rename these
idk what i would need to underclock 14 foundries to in order to get an output of 780\
How much does one make?
60 per minute
wouldnt it be easier to just use 13, because that makes 780 without changes
Or clock two to 50% if you want 14
13 makes things more difficult
also i decided to do 41 rows of 5 in groups of 10 with the last 5 being without a second set
i have decided that i need more power, 218GW sounds about right
I miss one of my old worlds, I had a nice tileable and stackable foundry setup using frames and I cant find the old save.
the factory speaks to me
im gonna kms the geothermal gen is in the way of my refineries
geothermal isnt important right?
I mean it's a free power that can't crash, can be useful
is sloppy alumina better than normal alumina??
depends what do you mean by "better" ๐
idk
If you one or two augmenters, geo can be a nice touch of power when you are setting up new factories.
OHHHH sloppy alumina doesnt make silica
What have I done to myself? Planned a rocket fuel plant. Gonna make 2000/min at end. Gonna need 192 fuel reactors at 250%.
Its best to combine sloppy with electrode scrap and pure aluminum ingot. Thus removing silica from the entire system.
the default liquid alumina produces silica; default aluminium ingot consumes silica, but more than alumina makes, so you must supply silica somehow.
sloppy alumina makes no silica, and pure aluminium ingot needs no silica; the amount of aluminium ingots you get is lower, but you cut out silica completely.
another way of looking at it, you can use the default recipes to boost your aluminium production at the cost of adding silica
My plan is to get enough sloops to boost aluminum scrap priduction via electrode scrap. Seems to make most sense to do it there instead of pure aluminum stage. For my plans anyway
should probably save your sloops
sloops are highly limited, use them to boost end products like cooling devices
for other things
i am building a maximized aluminum facility, inputting 12.3k bauxite
using them to make more aluminium scrap is a waste
outputting 12.3k ignots
are you trying to become airbus
Yup done that before
Ah your doing straight up default
My old U8 aluminum foundry layout. The smelters were on two floors
No alt recipes?
yup
But current goal is to get power up to snuff. 2k rocket furl using 900 oil, 600 sulfur, and 600 nitro will do the job nicely
im making 10,800 rf ๐ i think
foundries galore
Glhf with managing the byproduct water ๐ซก
part of this system will be only running off of waste water
Fine concrete and or coal power is glory for that
I ended up just using VIP junctions for mine after rebuilding it a good 3 or so times, hasnโt backed up again so far but Iโm still paranoid that it will eventually xd
i just aint sure how to build backwards from the foundries because the math is going to be awful
each set of foundries needs 900 scrap per minute
split into 20.5 groups
I think I have a similar foundry setup as you actually
Except theyโre max overclocked so i only need 5 or so per group and I donโt have as many groups
so i made a truck deliver both plastic and rubber to my main base area and i was expecting to encounter problems doing 2 resources in one truck, but i make sure that the unload station is always unloaded ASAP and any overfill goes to a sink. so far it's been working fine and i automated modular engines with it. should i be worried it's going to break still?
i would check the loading station. As long as that one doesnt back up and its handling the full throughput, it should be fine.
I reckon if you use one output for plastic and one for rubber, and your truck station can handle the throughput, you should be ok
ah yes i may have neglected the loading station. i'll take another look at that part
it's a starter factory only making 133 plastic/rubber so no throughput problems
in the satisfactorytools, is there a way to make the site calculate overclocking?
I donโt think ST supports it but some other sites might
3 refineries underlocked to 83.3333% worked for a group of ten foundries
Well it already shows the total percentage
I still find ST to have the most intuitive UI out of them all so I just manually do the math for overclocking
5x constructors = 5x100% = 2x250%
It doesn't do the math for you because it can't know what you want
Not like it's difficult anyway
Is it a program to make those blueprints? If yes name pls
most recipes are a tradeoff... e.g. "more resource efficient" vs. "less buildings/power consumtion"...
or allow you to switch between different input resource
you make the BPs directly in the game...
My most common use of alts are the pure ingot ones
Less input for more output just for the cost of some water is hella good imo
you build the "Blueprint designer" and then just build inside of it...
there are three version, giving you increasing area to build in
But the pure recipes needs a lot of Refineries... which is bad if you want to Blueprint a factory (as an example) because there might not be enough space left in the limited space ๐
I can see that not being ideal for some ppl but I donโt mind building stuff by hand
The only exception being water extractors, I use a blueprint for those because I despise aligning them
well, one refinery can do 2.1666 times as much iron per minute as one smelter
It varies per ore a bit I think, for the copper processing setup I have going rn the amount of refineries needed was only slightly less than the amount of smelters I would have used without it
But for iron it seemed to be noticeably less
Not blueprints, but you can plan out a lil factory it's called SaLT
this aluminum project is going to be insane once it is done
What stage is this? Or it comes with 1.0
Iโll try that too thanks
how did you BP water extractors
you get the MK1 BP designer (4x4 foundation size) with the Steel... your get the MK2 with Oil tech... and the MK3 with Tier 9
with copper u only need 1.25 less buildvings
tier 9, the very end
1.0 isnt a stage
I found them online, no clue how those people BPโd them though
ah, if its online probably save edited
Yeah I meant the update
Yeah thatโd make sense
its new in the 1.0 update.
Iโve never actually opened a BP file before, I wonder if itโs just plaintext or not
both the mk2 and the mk3
bps have been out for a while, update 7-8 I think
1.0 just has mk2 and mk3 bp designers
Yeah ok thatโs why, thanks
Much easier with this
I made a sketch on paper in my last worldโฆ
yeah havenโt play for long xd, wanted to restart at the 1.0 update
Hello Iโm planning a aluminium factory which should produce aluminium sheet and casings, this factory should be the only factory producing these 2 items. Can someone tell me how many of these items I have to produce to have enough for personale usage and later tp produce other items+ are there any alternate recipes I can use to make it easier
would this here be better?
noone can tell you how much you should produce, you could produce 0.01 of each item per minute and you'd still eventually beat the game.
the only way to plan for the future is to know what you want to do in the future, otherwise id recommend just building as much as you need right now.
Ok I was never this far in the game so I didnโt know how much aluminium I will need for future items thatโs why I asked
yep. thats why its generally recommended for new players to produce as much as they need of one item
if you need more in the future build more
Okok
Worth noting mk5 belts use the sheets. Casings are used for buildings.
(both are used for production chains, but that shouldn't be a factor here)
Like would 1000 of each item per minute be enough so I wonโt have to worry about it again ?
lol
most items are only needed in amounts of 5-15 per minute
for personal use, yes that'd definitely do it. overkill, but yes
Okok
for early-game and often-uised items, you can do up to 30
use up a full bauxite node at turn it into 75% sheets 25% casings or something like that
personally I weight it towards sheets because belts are more ubiquitous than buildings, but up to you really
i wouldn't get a second bauxite node if its just for personal use
Like a saw these new Items like Heat sink and fused modular frames so thatโs why I thought about building so big
No not only personal
Overall
yeah, but for those you'd build the aluminium bits into that factory, not siphon from elsewhere
personally I'd not build in advance. If you need things later, build things later
i've always assumed there is good reason that greeny's tool (SFtools) defaults to 10/min ๐
Okok then Iโm gonna build small
id just turn 1 bauxite node (600/min) into ingots and then overflow split into sheets and casings but theres many different ways of handling it
well, it's a decent number that doesn't show too little or too much, but honestly it was just a randomly picked number. Back in time I didn't know how much you'd need for production
oh really? hah ๐
i've heard you say the 5-15 items/min before and i've always found 10/min to be reasonable for most things, like middlegame to endgame
but i guess it is also... 10 ๐
I guess a nice coincidence ๐
for some items 10/min can be already a bit much ๐
10 warp drives per min gogo
yeah i haven't got to tier 9 yet lol
and in previous playthroughs i never exactly got deep into tiers 7/8 ๐
10 director systems per min ๐
opinions on caterium computer and caterium circuitboard?
I think I prefer silicon circuit board.
If I were building them near oil and caterium, though, I'd probably use those.
Funny enough, I don't think I have computers in my SuperComputer factory.
So, I mean, that's an option too.
wdym?
Quartz Purification made getting silica a lot nicer
also leached copper instead of pure made it better as well
you dont use them or u dont produce them there?
I don't produce them there.
yea i dont plan to either
OC SupCom buddies! Woo!
๐คฎ
noo i htink ill use the normal recipe
The normal recipe uses computers. ๐
yes, i know
Oh, I produce everything from ore to end in my factories.
ah so u dont use them at all
Yeah, sorry. I wasn't sure what you meant by that. I forgot some people do "logistics" things. ๐คฃ
will this train station design work out? (imagine a bunch of them stacked next to each other)
My imagination says "maybe".
Yeah, should work fine.
That's more or less how I build all of my stations, except I put both lines on one side instead of splitting them.
is there a way to balance belt, to get rid of power-on/off my sink. It's ugly on my power usage
im worried that if i have it set to wait until full that it might cause a traffic jam if a second train comes to pick up from the same staiton ๐ค
Do more math, make sure your inputs and outputs match.
Yes, it will do that.
no i think flabuk means that the sink turns on/off beacuse items come infrequently
My answer still works for that, to be fair.
use a second grid for sinks/gysers/particle accelerators
i had the same issue with my rotor factory, so i used a sink that was already getting cable
i got a belt with 62.5/m
i think using a lower tier belt helps spread it out
When your second grid becomes bigger than your first grid, is it really still a second grid?
yes.
Seems sus.
i use mk2 belt (62.5/m on it)
I did something similar once... its an interesting idea, but I am not sure it was worth the effort
soo dont set it to wait until full ๐ค
you could priority merge with limestone or something so its always active
u have it set up like this, right?
i think i ll do it
I don't have two stations that close together, and it's two separate rails.
im already doing the thing that uses the least effort that i could come up with. what could i do to use less effort? id love to hear it
Has anyone looked at instant scrap since 1.0? Still as inefficient as it was?
But yeah, that's the gist of how I do stations.
Define "inefficient" please.
The high sulfur usage
and it gives most aluminum scrap per bauxite how is it not efficient
I normally just try to stack train stations side be side... much easier to route them together... and if you take 5 foundations for them there is also space enough for an large container for each station directly attached.
The only thing they changed about it is water consumption/production
idk hard to say
batteries are gone
but leached recipes are in
๐คท
It's tied for most, actually.
when I need A LOT of train station (my old main depot in my U4 playthrough), I three levels of train stations stacked on top of each other... it was just crazy
Err... batteries are gone?
also it doesnt give silica so its worse xd
yeah sloppy electrode = instant but anyways
Only one recipe in the game uses them, and drones have better fuels now.
as in you dont need them for drones anymore
thats not an option. also i want them spread out beacuse my factory is designed like that.
Ooh ok
you could put two U-turns side by side with a bit more space
Yea my default for alum is sloppy, electrode, pure so was mostly curious
wdym?
i dont think i have the space for that
Honestly, you could just skip every other station and put a siderail behind it if you want to be able to hold extra trains on this line.
theres currently two rows of machines. imagine theres 18, each one needs one fluid freight platofrm
it neds five foundations in between the stations I think... you can maybe get away with 4 stations, but that would look strange
i cant compress it any further
what i could do is put the train station somewhere totally different and run pipes from there, but thatd be more effort than just building it like this
you could rotate the stations by 90ยฐ and put them parallel to the factory buildings
like, one row of machines, one rof of trains, one row of machines?
I like that your refineries have lil hats on them.
like this maybe
care old af screenshot
or you could put the factory ON TOP of its train station ๐
thats two rows of machines, the red line is the world border. if i move the machines more to the west i collide with the world border. if i move them north i collide with the world border. if i splice in train stations between the rows then i collide with the dune desert mountains to the east
This'll run into the same issue, though.
u said u have a lower effort solution and that solution is to tear everything down and rebuild it to make it twice as tall and have the trains below the slices
(not sure if I like train stations on top of factory, but it could also work)
Oh, I just realized the stations are pointing the other way around.
i dont see how thats less effort than just putting the stations next to the slices
I once had a "train spiral" station design... two stations behind each other similar to your design with a train spiral on each side, so you could stack as many as you want on top of each other... totally crazy design ^^
maybe a bit less with BP designers... you can put a one-track train spiral into a MK3 BP
sounds blueprintable
i dont have the space for that...
you can do it in m2 also
i have half a foundation of space to the south and 0 foundations of space towards any other side...
I think minimal full circle radius for trains is 5.5 foundations... realistically 6 foundations
except i havent unlocked mk3 and i built a train spiral 
7 foundation circles for the win!
I have built a couple of train spirals by hand before SF blueprints were a thing
Each track being exactly 1/8th of the circle makes for great 4-way intersections.
dual-track spiral in 8x8
@uncut walrus see #math-and-meta message for alt recipe choices
also, ramps >>>> spirals
yes, ramps are definitely larger than spirals ๐
more throughput, more speed, more realism
Interesting argument, but have you considered: choo choo go spinny on the merry go round
I agree on point three, not sure about the other two
okay but it looks cool
or the other way around and let the fluid flow down to the factory
I personally hate looks of train spirals
fair enough
very unrealistic
its a sci-fantasy game so personally i couldnt care less about realism but i mean play how you wanna play that is the hwole point i tihnk
Build your rails as you like. Very personal preference.
hello, is it better to build a dedicated and separate factory for HMF instead of integrating it into my existing factories?
imo yes
Independency is a gameplay strategy where factories do not depend on each other, removing the need to manage connections between them and when one factory breaks, others are not affected. Instead of importing many raw resources from afar and handling the distribution of intermediate products, each product is made "from scratch." Factories become...
Doesn't this say that no factory should depend on another?
Which is, like, exactly the opposite of what he asked?
they asked whether it's better to build a separate factory for HMF instead of integrating it, I assumed they mean "integrating it into existing MF/etc. factory"
dedicated and separate is independent right?
yeah this is what i meant, i want to make adaptive control unit for phase 3
Oh, I assumed they meant instead of building a new HMF factory for their FMFs or whatever. That's fair.
See, no, they meant what I thought. ๐
my opinion:
- every factory that needs item X should make that item itself
- every factory should make it's items from raw ores
my opinion
nope, put it on the main bus ๐
a compromise could be to build small BPs for "MF" production, so you can reuse the BP at other factories...
so you have independent modules to large factories...
"main bus"... ohoh... ๐
eww busses
bus is life bus is love
until the train arrives
you just pull pipes, EIBs etc. from the bus and build a manufacturer
ez
which assumes you already prebuilt EIBs and pipes before, so you built same amount of machines and just made more complex and convoluted logistics for no reason ๐คท
even with the new MK6 belt this doesn't work that well in SF...
no you have them buffered because you unlock them earlier
hell, even in Factorio the main bus is often later replaced by LOTS of trains
hmm for example, i have 4 factories in close proximity and im only making enough to complete phase 3, eventually when i do need HMF for other stuff do i just start making that factory in another location?
you know people here assume that the factory should run 24/7
mein bus in sf is better than in factorio since it 3d so your bus is way more compact
buffers run out... Satisfactory is about throughput
space elevator doesnt need throughput?
factorio is practically 3D as well with undergrounds
ive seen soooooo many people having a buffer of space elevator parts, that they calculated the amount they need for the next phase
it has two layers... not that much 3D
you cant stack 10 belts on top of each other in factorio
technically up to 4 layers
maybe even 7... because belts of same color can cross over
(not counting crossing underground belts, which is even more)
that's what I meant by 4
still not really 3D ^^
no but you don't need 3D for a bus
however you need a proper game that makes bus work ๐
it just means its easier to have a line for everything
factorio bus works well because belts are mostly MUCH faster than machine input/output... which in not the case for Satisfactory, especially in early game
yes it sucks for early
its INSANE with 780/1200
blue belts in factorio are 3x as fast as yellows
mk6s is 20x as fast as mk1
late game belts in SF are waaaay faster than in factorio
factorio bus works because it has variable input and output
you have neither in SF
late game recipes in SF just chew through inputs though
i mean even early game recipes
"this thing needs how many Screws?" ๐
late game belts in SF are waaaay faster than in factorio
1200/min = 20/s, that's not even tier 2 belt in Factorio
well machines make way less aswell
not that proportionally less
green circuits are 120/min from 1 assembler
screws are 260/min from one constructor
blues wich is very low throughput is 10/min
compared to frames/RIPs/etc.
650 if you're really trying. ๐
most endgame items are <3/min
lets not talk about Biomass creation... we really need a MK7 belt for it ๐
you need 480 manufactureres to fill a mk6 belt of computers
but ye the only multiple lanes on my bus i needed was 3x copper ingot and 2x steel pipes
everything else was enough with 1
this is mk2 blueprint builder. You can stack this on top of itself and then connect the tracks and it works. No need for mk3 ๐
this looks to steep... are you sure trains can get this up?
quite sure i used that bp all over my sulfur loop. I dont know if it would work for the standard 1:4 engine for sure though. My trains are 12 freight 4 engines
Well, 2m ramp can do 5, and 4m ramp could do 2, but 4m ramp is also impossible for a rail.
how fast is it?
So somewhere between 2 and 5 makes sense.
not very
wonder if less steep is better then with the train going faster
Less steep is always better for trains.
am i allowed to say the thing i always say?
Well, actually, down hill at maximum steepness is best for trains.
That just usually comes with the uphill one.
so what youre saying is conveyor lift up and train down?
simply conveyer all the way
jup and then just deconstruct the trains
Yesss. Unfortunately, regenerative brakes aren't strong enough to net you power. ๐ฆ
once theyre down theyre down
does weight by the amount of items inside change train behaviour?
this is the smartest thing ive ever done๐
It does, yes.
wait, so filling it up at the top, emptying at bottom and conveyer it to the top, while moving train up iwht low weight still isnt worth, right?
Absolutely not, nope. Each engine can produce at most 8 surplus MW of power.
Each station alone consumes 50 MW.
Each platform another 50.
Yeah, pretty sure regenerative brakes are just a fuck you to people that love straight lines. ๐คฃ
(No offense straight line lovers.)
I wonder if you could restart a factory with a REALLY long line down ๐
what happens to drones en route if I delete the destination
I would say "try it"
Hopefully they have a sad and return back to their home.
it deletes every drone coming to it
leaves a crate in the air
Ah, that's good at least.
I need to move my drone fueler like a bit to the left and I can't do that without destroying my entire drone network
Build one nearby out of the way, redirect all of them to that one, wait until they've all cycled, then delete the old one and do it again.
I just realized there is no scrollbar I actually have to search the port name which implies I memorized them which I dont
Godspeed, friend.
oh wait no deleting the drone port only deletes the drone that has it as its home
every other drone just flies back
eh?
Ah, okay, that makes more sense.
Floating point errors are hard.
how many trains per minute can one normal roundabout handle roughly?
Visual Comparison of different styles of 4-Way train junctions with multiple Signaling methods
This Video Compares the performance of five 4-Way train junctions
Roundabout, Double Roundabout, Cross Intersection, Roundabout w/Slip Lanes, Reverse Roundabout w/Slip Lanes, Turbine Interchange, and Stack Interchange.
The train schedules are ...
oh nvm i mathed it wrong, it can handle it
yea every 30 seconds a train should be easy
at phase 4 part 3, these new parts are getting so complicated its almost impossible for me to have a single mega factory for even a single part. Thinking about using Drones to fly in the main materials. What would be the easiest to acquire fuel for the drones?
rocket fuel
How you guys calculate fuels. It seems like I'm using the same tool, but I can't get any results when I peak any fuel. Are you using satisfactorytools or something else?
about to make a mistake...
this is the footprint for 1800 rocketfuel/min, enough to power ~300 drones
though you do need to sacrifice a bauxite node to make 900 alu , 900 bauxite
I am worried to ask what you plan with all these Motors/Rotors/Stators...
put them in an uploader of course.... 240/min matches the uploader speed so obviously i need to mkae exactly that many
there must be a way to blueprint the stacked interchange nicely, right? right?
using normal storage containers is enough for trains, right? i odnt have enough space for the big ones
hmm... the turbine intersection IS rotational symmetric... so... maybe?
12.000 alu solution gives a bit of alu scrap and 7 thousand water? where is the error? what happened here
Okay, I can see using more than 240 concrete/min. How the hell are you using 240 rotors, stators or motors per minute while building?
game counts fluids in liters
it's 12/7 as stated over the icon
well sometimes you gotta be just dumb and ask before you're dumb and dont ask i suppose.. thanks greeny^^
motors?
Ehm.. I have to build 1260 Fuel Generators atm.. YEP
Funny enough, I had more trouble with rubber doing that than motors.
Kept running out. ๐ญ
gonna do that area with fuel gens.. as 3 floors.. ๐