#math-and-meta
1 messages · Page 209 of 1
Which end? Or just at the end itself like all the way down?
Whatever works for the build.
You have inspired me to build a stacked factory like this with all machines in that build
The feed should be fine anywhere on the pipe, as long as you have your loop.
and I wanna say you will need it doing the machines split like this
I did buy plastic in advance for mk2 piping.
So this works out.
Its just praying its enough for the entire thing before that split and such if I need to come back, which is likely.
Although I do want power from this place at least once lol.
600 fuel is how many gens fed?
it would look nice if it was like that but the differences in resources were horizontal, that way it could be separated in wings.
The left wing is ingot production, the right right wing being construction after etc
or even just stuff the smelter towers in the corners of the factory turing them into part of the design
Yeah could be cool lol. Just tons of stacked machines…. Imagine manufacturers would be a challenge
I refuse to stack those.
No. Never. CEASE.
I'll stack a manifold with constructors/smelters.
Now the main problem I'm wondering.
Does the location of the pipewall matter?
Like where the pipes shoot up from the ground?
Floating junctions would work with pumps maybe
If I’m following what you’re throwing down
I mean like a full on pipe wall that I've never made before. I have no idea what a floating junction is though lol.
Like just pipes out of the wall for looks?
I mean, I could use pipe holes up the wall?
Use road barrier , snap wall into road barrier, zoop up, can attach pipe junction to it. So we could do this to refineries 😅
What wall lol
I think you need to glass the stack , no walls hiding this amazement in technology
I swear it was easier to do this with lifts to my base in the sky lol.
You have 2 options, no shards = 30
Shard to the max = 12 gens
I assure you I have plenty of shards.
The menu shows the burn rate, take the fuel amount and its divided by that
I'm holding...77 of them?
i got some water pipes, 525m^3, 420m^3 and 210m^3. i need to spread a pipe with 315 over them so i can get 600m^3 * 2 and 270m^3, how do i do this
Thats only 36 needed shards! You are good 
Does this mean I can take the shards out of my coal plant once this place runs? LMAO.
Oh right. I should probaly go turn off the entire factory at main base so my grid can take it.
I don't think its going to love the new addition stress lol.
Still though. How do I get the pipes to come up and work with machines without issue of distribution?
Junction entries into the loop?
can someone help with this please, its urgent and i need it for my aluminum, my plut fuel rod thing doesnt have heat sinks because of it
i think this'll work
I assume a lot of things 
I can't automate these yet.
YET.
You actually looked for them lol.
Oh and this
I don't necessarily do so. My fixation mode says ignore it if I have to give excess effort. lol.
I have a fair bit in my backlog 
I'm hunting hard drives and I see a slug somewhere funky? How fun or much effort do I gotta give for it? Too much, back later. If minimal a side stop lol.
I'm gonna assume also, you can't just do one pipe up and it'll distribute oil well?
You can, just have to make sure its done right. aka loop and fill.
if the pipes need to be FULL full, you can turn on each residue refinery one at a time.
This is the top, I assume the bottom has to merge all 3 into this?
What is the pipe? Oil or Heavy?
Oh I think you flipped the refineries back from what I was thinking 
I am ever so slowly making sense of how to set this place up. Slowly. Also yes, those are output internal pipe incomplete. Input is that elevated one lol.
@wind spade i noticed a discrepency between tools and scim i think. scim says theres 15 impures, 50 normals and 29 pure concrete nodes. that adds up to 69300. tools says theres 69900 concrete. am i missing something or is either tools or scim wrong?
I was going to build my 12 gens. I ran out of motors.
Back to the machine for more later.
This is what I had in mind, one oil pipe in the middle and heavy oil is on the outside.
Saves some pipe madness
I can flip it.
The way I was thinking, you can still have the elevated input, just less weirdness on the whole.
If it saves me pipe madness, I'll take it.
pretty similar to what i do... with OC'ing this does 300 crude->800 fuel for recycling loops
note that you can keep the hor pipes on the side unconnected and just do the hor processing with 2 separate groups
Reclycling loops exist? Once its set up. I'll ask lol.
Thats the rubber/plastic loop
you don't even need to loop the recycling plastic/rubber
it works fine without a loop
i call it 'the recycling loop', but it actually doesn't really loop, just feeds back some stuff into the system to make more stuff
This...Sounds like something I want to learn.
Or should.
is there a reason why everyone is building the loops? They can make ratios quite a headache if you only want Rubber or only Plastic...
the basic premise is that the recycled rubber & plastic recipes make the product 1:1 out of fuuel
yes, I know... but you don't know to loop it to make it work... I have a standardized factory that makes 90 Oil into 270 Plastic (or Rubber) without any looping
The sooner I have less headaches and math understanding.
Well. Words hard. Must be brain broken by math.
tbh it dosent really matter for the loop, since its all based on overflow, the numbers "just work"
Smart splitters do overflow, so I might use them for that in this case?
I shouldn't have those if I stick with the math though.
Smart splitters just speed up what the game would do normally with splitters
mine doesn't really loop, just kind of overflows excess rubber into making plastic which feeds the stuff making rubber
same tbh?
This all sounds like something I want to learn.
i think it just makes the build more compact
However. Right now I have a checklist of things to do to actually get out of phase 3 and its a whole factory work. Assembler lanes, manufacturer lanes, etc.
Can't wait to lose my mind lol.
let me break down the "no looping" alternative...
- take 90 Oil to make 120 HOR and 60 Polymer Resin
- turn 120 HOR into 240 Fuel (with DPF or DF)
- turn the 60 Polymer resin into 30 Rubber
- Use two Refineries and the recycling Recipes to turn 30 Rubber into 30 Rubber and 30 Plastic
- take the 30 stuff you do NOT want and double it three times with 7 Refineries... making another 240 of the stuff you want
no feedback loop, no smart splitter, just a linear setup...
This is my "loop" plastic input side the leftmost belt is the product overflow
if you have the space, sure, but i don't want to use more refineries than i need
I don't think you are more compact with the looping (at least if you don't overclock)...
all refineries except the two which turn 30 Rubber into 30 Rubber and 30 Plastic run at 100%
I didnt overclock at all for mine, basic loop and only doing one node of 300/min tho
probably would be a lot cleaner if I did, but it wouldnt be a starter setup, would be pretty power hungry instead 
sorely in need of some decoration, but i still have another 1800 worth of rubber to build, lol
yeah, it's 10x10, i'll just wait for the xl bp mod again, lol
Same but flat and no overclocking 
I think my 90=>270 factory is a series of 4 MK2 Blueprints... then you just replicate them side by side
(no, its 5 because of some annoyance in the DPF loops)
yeah, for me i'm just wacking the rubber needs out of the way and building out 3600/min
i need a ton of concrete and rubber never goes to waste
plus i'm also trying not to pave over entire biomes for a single build 🙂
…I realize either my base needs more elevation, or I’m outright going to need to expand further lol.
Curse my modular design fixation leading to a line factory lol.
very common in this game to undershoot your space estimates
After proper measurements, space should’ve been 100x100. It’s not.
especially for Oil tech...
I have…at least 8 lanes that are 5x5.
especially when building anything more than foundations, i'd say!
what really kills me is trains
I might just outright move everything simple down into the underbelly, assemblers upstairs and then down the line manufacturer lanes.
I have manifold blueprints I made anyway, I kinda want to employ them.
I think Refineries are often the ONLY factories larger than their train stations unless you scale up A LOT ^^
something that helps a lot is give your structures floors an extra 4 or 8 meters of height, it's rather useful for routing belts around on the ceiling
Oh the first part would work for an assembler lane easily.
It’s beyond that it becomes an issue.
idk, oscillator and hmf builds get pretty chonky
That’s where I’m at.
hsc's too
fricking hate those things
so much so i've become a pretty good shot with normal rifle ammo 😄
I’m just thinking I may have to outright build 3 floors instead of 2 and make them quite large despite their size already.
Then make their ceiling taller.
or high... I made a BP that has 2 Manufacturers for Oscillators... and stacked it 8 times afterwards ^^
that's kind of what you have to do
I mean, aesthetically it’d look nice with some elevation changes so it would work out.
kind of what i've got going on here which is still WIP
I’m not stacking manufacturers ever lol.
My brain just says screw it. Build longer platforms.
It’s the math I worry on for my machines though.
stack Steel makers... (3 Pure Iron Refineries and 4 Solid Steel Foundries)... its fun!
I have a manifold attempt line of 4 on one side, 5 in another.
It’s compact but feeds from the top and I can adjust stuff as need be.
Hello all, sorry to interrupt. How much fuel does a fuel gen burn at 250% w/ turbo fuel? I think I am either missing something on Satisfactory Calculator or they don't specify.
I think the max I used is a 8-belt elevated highway (between my 5x5 factory blocks)... I made a BP for a 12 belt highway, but it just looks bad
wiki says 7.5 m3/min at 100%... so multiply that by 2.5
I like to build my blueprints in an easy to adjust fashion input wise if it goes longer then the base allowance in the BP mk2.
Okay I though that, but wanted to make sure. Appreciate it. I think this project got my brain go brrr
the MK2 BP designer is just awesome... I just wished we would get the MK3 at Tier 7/8
Man 
I was doing some messed up math to minimise foundries for compact steel if I use it for my rocket fuel's byproduct.
normally 104 machines needed for it all 
42 if I overclock to max, but if I want to underclock my overclock to get nice machine numbers... 40 get set to 247.5% 
Some stuff outright is locked behind way too late for you to really use it.
I still run around instead of a hypertube or jetpack.
The Hoverpack is worth the wait, but Jetpack with Liquid Biofuel is still really good
Both have their uses
Hoverpack is better for building... because you can hover in place 😄
Hover pack is my immediate want.
However to even start building the space elevator parts it tear down the lanes of stuff I have overproducing.
is there a way to disengage the hoverpack besides removing it or slowly landing on the ground?
I didn’t underproduce, I overproduced iron ingots to feed more then…6 foundries?
Then a screw lane.
https://satisfactory.wiki.gg/wiki/Hoverpack "double-tap Crouch C to exit hover mode"
And whatever else is in the iron lane.
Nice, just a little finicky before knowing that.
I’m going into steel hard so I suspect I’m gonna need that iron a lot more now.
solid steel ingots, steel screws, iron pipes…Maybe it’s good I made 50 smelters lol.
This. The entire blueprint maker line is always a tier or phase late.
beware of Iron Pipes... its a "trap"
the MK2 comes right in time when you get Refineries
Iron Pipes is good IF you are locked into an area with zero coal and dont want to ship out iron or coal in
still, it gets out of hand quite fast... I built my Motor-Factory with it and it eats Iron like crazy
I shipped in coal from a far node in the red forest and the pure crater.
Originally one was for my coal plants before I moved it.
scrapping coal powerplants after you get Fuel Power is a common theme in SF
Like a great example of a situation!
you want to make this SAM node make fluctuators BUT dont want to send in that copper or coal.
Iron Pipe and Iron Wire saves the day.
The coal now just serves as my steel/powder supplies.
FICSIT sees a pioneer and is like “put them in a situation”
guys need help
I am perfectly fine and not traumatized by power fuses breaking.
how to distribute this? I'm making 80/min electromagnetic control rod
…26 constructs, one at 66%, I’d assume?
I figure overclocking is an option to lesson the machines though.
I have plenty of power shards thanks to somersloop
1600/2 will be 800 but mk.5 is 780
split it into modules and keep them small
i would probably split it into 4 groups of 7, with 400 quickwire on each belt
maybe even make a BP out of each module... so you just can extend easily
yeah I understand the pain too 
4 AI Assemblers and 6 Quickwire Constructors should easily fit into a BP...
I’ll do ALL the machine math. Belts here’s my best take it or leave it.
thanks
…Screw it we go higher into the sky lol. 3rd floor.
my case usually when lets say, producing 500 ingots and 3 portions of it making 3 different items, I just use a splitter to separate for each material rather than load balancing & manually put some ingots myself for overflow

relatable for the 'past me'
I am already nearly breaking elevation from the cliffs in my spawn the 2nd one.
I do a 3rd floor. FLOATING RECTANGLE!
Time for the wall to be full of lifts lol.
god conveyor lift floor hole helps a lot
Overflow goes into extra machines.
Manifold of iron is full, go into the steel lol.
Somehow ran out of pipes for refinery. WELP.
for inputs into the machines, I usually use the lowest tier possible matching with the required per minutes. If its 30/min per machine I will use mk.1 belts, if its 80/min per machine then I will use mk.2 belts
I'd rather overproduce with the belts then under.
I'm already suffering bad here with 100 motors and someone asked me why I need to produce 100 every few minutes.
Now I'm eating motors for the refinery stuff.
the turbofuel is going in generators, the packaged turbofuel is going to be drone fuel later on
I can take the plastic and package up more fuel if needed, I'm not experienced with fueling drones with not batteries yet
The recycled recipie are so fun, especially making a loop to turn them into each other
sir why i cant use calculator for packaged turbo fuel ? like error
¯_(ツ)_/¯
the calculator isn't without issue
sometimes it adds this on for no apparent reason
How much turbo fuel do you want to make? Did you turn off any recipes that were essential to this?
I would suggest checking the recipies and inputs are correct
sometimes it does wierd things
or can u share to me ,how to use that tool properly ? let say im gonna make turbo fuel 50/min
oh you need the compacted coal alt recipe
for some reason the site sometimes likes to use the converter for me when it just has the appropriate raw inputs anyway
so you may want to disable the reanimated sam recipe
yeah nw
10 usually won't calculate at all much.
Needs to be triple digits or close before it somewhat I notice starts adding big stuff like 24 constructors or something.
can u share me whats on ur checklist to make 100/min fuel
yes 10 only for testing tools
There is a tool on steam that I think is easier to use
Honestly, this is starting to become something I can learn and am, slowly.
Its just dissecting whats on screen without an overload.
sorry i mean 100/min turbofuel
What do you use gill?
I mean, if you want to share it I can give it a look lol.
yeah
it was jsut what I showed you
My brain works from step 1 to step whatever.
I selected compacted coal and unchecked reanimated sam because for some reason that was necessary
when you open a new tab it should reset everything to defaults
oh u got me,yea j was confusing why there is a sam ,so ijust uncheck sam
fyi. the planner for the game at sp.runesun.com does much of what that new one on steam does without the time consuming clicking connections between everything
that new one is pretty slick with the graphs and stuff but you can't really do anything quickly with it
Thank you 🙂
I'm slowly making sense of this.
Slowly. I do need however a full on 1122 MW to run this so I have to go back to main base and pull switches lol.
Out of 1500 oil, I've used...675 for heavy residue into fuel for 12 gens to power at overclock.
So this boost my power quite a bit to work with.
You can turn it on in stages or modules
I have a prime switch and station switches for lanes.
I planned ahead for that one lol.
As for not having enough motors...
Might be the spite or annoyance, but "You dont need to produce 100 motors this fast."
Me running of them and having to constantly run back to my base to finish my refinery. NOTE TO SELF. Overproduction is fantastic.
...I need 15 refineries for the fuel. How do I get 5 of them spaced like a sort of dead end shape?
Two on each side and one on the end, and then a walkway in the middle could work
And a logistics floor underneath
Refineries are super long though, you're better off spending 2 shards to make a double manifold
And underclock the last two at 50%. That's a good solution
If you just make 6
Either put down 16 with 2 at 50% clock or 14 with 2 at 150% clock
Underclocking is preferable if you have space for them but it's marginal power gain at that size
I would go for the 16 setup, not because of space but because 4 refineries occupy 5 foundations horizontally so 16 has better alignment
Have not added a logistics floor yet to a 8m floor for logistical stuff.
Still need do that to route the stuff for plastic/rubber but I want my routes for power covered, but turning this place on will be a slow process while pipes fill.
Then monitor if it stays on.
I trust the math involved for this, yes. However, I eye my stuff like a hawk to ensure it stays working. Want this done right the first time.
you can select recipes in Tools as well
i have 1 group of refineries backing up its turbofuel , could my "pipe balancer" be the issue ? im running out of ideas what could be the problem XD
I don't think pumps like this do much at all in terms of problem solving
problem is you are balancing pipes
Oh. Oh hell naw
keep it simple with pipes and only use pumps when you need more headlift
My power just surged and I have no idea when last auto save was.
There is much panic and potential internal screaming.
luckily there is an "easy" way to bootstrap your power network in 1.0... biofuel. You can get a LOT of biofuel with a few constructors and you can belt-feed it now. Perfect to restart one of your powerplants
Why is this drop pod tripping on exactly enough power?
You need a slight over production for drop pods
120/120.
Build one more. Game says power it more.
Drop pods are weird like that. Especially the 400 ones lol.
or just overclock the generator
Isn’t a biomass gen only 75 at max?
Ok, still tripped though
Keep adding more until it works
run out of fuel?
I got up to 195/120 and it didn't work.
What are you trying to do?
It will work eventually just keep adding more power
normally even having barely enough should work...
Each of the 4 biofuel have 50 fuel. When I connect the drop pod at no matter the energy, it trips. Tested up to 195 power
That looks so weird the line is stable so you shouldnt run out of fuel in any of those burners
There must be some bug with them. I had one that needed 60 MW but I actually had to have 120 MW
Or the power requirements in the UI are incorrect for some reason
Testing with 255 power: successful
Crisis averted. I have some ideas how to solve this but unsure if this works.
Yeah… seems to be roughly double the power that you need to actually get into them.
Is the Compacted Steel Ingot recipe on the wiki off by a factor of 10? If not, was the in game recipe accidentally cut by a factor of 10? It's the lowest ingot output per machine of any ingot type by far, and isn't meaningfully more efficient than Solid Steel Ingots; you get 33% more steel per iron ore, but A) you trade one sulfur for one coal, when sulfur is 4x as scarce and B) you can find ways to make the ingots for solid steel more efficiently, to the point that you can swing the steel per iron ingot ratio in favor of Solid Steel Ingots
The next lowest ingots/min recipe is like, 37/min or something; 10/min is bizarre
I need to underclock one of these meanwhile.
There are c coal byproduct recipes so that one is a good use of resource, let me check numbers
I suppose, but a bunch of those c coal byproduct recipes have c coal itself up the tree
And even if you can get the coal efficiently, the fact that compacted steel is 10/min and the next lowest in 45/min is weird
seems like it's correct
I was looking at it and it seems like it used to be like, 37/min or something
With appropriate input increase as well
Compacted Steel Ingot is the best steel ingot recipe as it is. It is used exclusively for steel ingots in the optimal solution for maximizing awesome points.
it got reduced speed with increased ratio
10 seems really low
The compacted coal it requires is readily supplied as the byproduct from Rocket Fuel production
Oh it does have highest steel/iron in a vacuum, but yeah the space isnt nice
actual coal on the other hand is too valuable to be used for steel, because it can now be used to make diamonds instead
there's more than enough coal
But sulphur isn’t?
What are people using quartz for
Isn't turbo diamond or even oil based diamond nicer?
Maybe quartz side computer but mostly radio control unit
What else would you use a sizeable amount of coal for other than steel if you are tier 5 or later
So the power surge threw off my math, but I remember some of it.
Wouldn't pink diamonds be easier
23.5 refiners on residue, turns that into fuel for 600 into 12 gens maxed out.
Coal/steel recipes are kinda nice to lower space needed for hmf, maybe aluminum in t7, diamonds in t9
you're not using extra sulfur for compacted steel. The compacted coal comes from rocket fuel. Rocket Fuel always produces compacted coal as byproduct. You need to produce a lot of rocket fuel to efficiently cover your power needs beyond what Uranium power can provide, and turning that byproduct compacted coal into compacted steel is the best use for it and enough steel to cover your needs there
However I needed...15/16 if I remember your guys input on some settings adjusted for fuel.
What if you aren’t doing rocket fuel
Are people really running into shortages of steel
One of you said make 14, overclock 2 to 150 and it should balance out right?
With my iron smeltery not really.
There is 42k coal on the map. There’s more than enough to make loads of steel and other stuff
Compacted coal exists to help optimize screw production. But you will eventually run out of sulfur and byproduct compacted coal and need to switch to coke steel ingot and solid steel ingot on your way to a maximum screws build. Obviously the most important thing in the game.
Yeah if you put 14 then 150% 2 of those, 16 with 2 50% would look better imo
Sulfur is only used to make MW go up
not really, no. In the optimum you're putting 52320 coal/min into turbo diamonds and 1222 into Nitro Rocket Fuel. That's 11242 /min more than you can mine map-wide, the rest must be covered from resource conversion (10755 from limestone and 487 from iron)
why would I do nitro fuel when I can do nuclear
Thats 8 per side, but its doable I think.
8 per side takes exactly 10 foundations so if you are an align freak that's the way
and why would I make so many diamonds
People spend a lot of time on their rocket fuel plant
I am floating in the air. LOL.
As usual overclock saves space
because uranium power doesn't quite cover total power demand by itself, the rest comes from rocket fuel. a mix of the default recipe and nitro to make the numbers work and fully utilize the map resources. I mean, you know how linear programming works, that's just the optimal solution
what is "total power demand"?
that depends on how much you build
there's no "optimal" solution for Satisfactory
maximizing awesome points /min under the condition that power consumption is covered by power production
optimal with regard to that goal formulation
Going with 7 and overclock.
Just build what brings you joy
so what? if you utilize exactly half of every resource, or some other fraction, it works out to the exact same recipes used, just scaled down
yeah, but then you have extra and don't have to convert
I want the old equation back up but power surge got rid of that information.
it's just a good proxy to judge long term / end game efficiency of production chains in general. the longer you play the closer your play scenario will approximate this end state
I just remember it barely.
if you scale optimal production to half, you have half of the map available, so you can use different recipes
What do you mean
The tabs closed.
I am running off memory right now.
Does this assume you don't want to store plutonium?
I meant scaling down the resources considered available, and then maximizing again. that will yield the exact same recipes used at exact same ratios, just the total numbers scaled down.
The equation that got me 12 gens wit 600 fuel, 23.5 refineries on heavy oil residue, that feed into the 14 refineries making fuel.
max map resources are pointless to use in any sort of real-game optimisation
It was something like 670 fuel out of 1500 available.
If you have to convert for 20% of supply of X, when you scale down total production to 80% you dont have to convert and math gets different
I see
yes. if you didn't enforce zero net item production/consumption you would just consider a stacked container full of high end products a valid solution even though it definitely produces nowhere near that fast
You should look at local scarcity not global scarcity when it comes to resources
Yeah, my tab is gone and yaaaaay. I need to calculate how much of the run off material I was making in each refinery from residue for plastic rubber.
hence the point, if you use 50% map resources or 10% map resources it works out to the same take-aways
Bleh, brain is not happy with the loss of that information but I'm glad it pocketed it.
I have most of my notes in a good sheet thankfully
For building you dont need more than 40 per min of each, from 240 resin pm
if you use 100% map resources, you have to take suboptimal recipes due to resource limitations
if you use less, you don't need to change recipes and can overuse resources
that would be true if transportation was costly. alas, belts are free
global availability only makes sense when 0 nodes are tapped
if you use 10% map resources you have the same limitations you can't overuse resources because you restricted yourself to 10%.
It takes time to set up
why would I restrict myself to 10%
It's not free
yes. We aren't discussing speed runs here, are we?
People have lives
just an example, because you don't want to assume 100% resource usage because that's too much
use any % of your resource limitations, you get the same recipes used
as long as it's the same % for all
A percentage amount is sort of weird. I tend to stick to a starting biome plus the edges of adjacent biomes. That might give you proportionately more or less of some resources.
if you don't use the same % for all, you are distorting the game's given scarcities for resources
Yes.
okay sure but at the end of the day these kind of self-restrictions, either way, are kind of arbitrary
Because that's the nature of how the map is laid out
99.99% of people will never run into scarcity
The only time I have is because I have tapped out of the iron node
under what other criterion would you want to discuss and compare alts then though? If you just assume all resources are available at unlimited rates, there is no point to comparing any of them
I mean yeah sure production rate per footprint is cool and all, but wouldn't you agree it's kind of interesting to look at how much you can squeeze out of a finite supply?
my point is that if I'm using 10% of resources, it's not 10% of each resource. I can use 50% of coal and 1% of all other resources, if it averages to 10%
Where are you building and what do you have access to
not when people won't realistically hit it
At least 70% of my usage of alt recipes is bc they in one way or another fit my calculations better (aka the output is to an easier ratio to the required amount without powerslugging everything)
Circuit boards are a great example
then you are distorting rarities of the resources though. The recipes are balanced with the relative rarities of the resources in mind that they actually have in the game world
we can imagine a world where there is 10x as much caterium as iron but what's the point
I don't care, as long as I don't hit the cap, it doesn't matter
yes you can set yourself arbitrarily limited constraints of any kind. but the only constraints the game objectively gives you are how much nodes (of each quality, of each resource) there are in total. everything else is just personal imagination, not a good grounds for discussion.
Annnd I'm out of plastic for Mk2 pipes.
Well. I can go calculate the...Run off whatever it was from oil residue for plastic and such.
either we are talking theoretical max, in which case yes, there are limitations, but that's hardly an argument for practical use of resources
or we're talking practical limits in which case I'm repeating again "noone will ever hit those"
That's hardly a constraint though, if you look at the SCIM map. There's plenty of everything and if you somehow manage to completely max out a specific ore, you've built so much you're pretty much done with the game anyway
Theoretically there's a limit, but it's so far up that it's a difficult bar to reach without specifically setting out to reach it
470 of the resin. How should I split it plastic vs rubber?
Rubber is cheaper
all into rubber
Save tiny a bit for fabric
I have no production of plastic...
This is literally my first and only source of both. I bought some just for Mk2 pipes from the shop.
Plastic it is you can change it later
I mean, at the end of the day, take my info for what it's worth and not more. I just provided the info on the relative viability of the steel recipes in regard to this theoretical map-wide maximization scenario. My point being that compacted steel isn't a useless recipe if it is - for that purpose - the best.
then make it?
That is what this is. I just don't know a good ratio.
ratio is "what you need"
there's no generic ratio
if you don't know how much you need, don't make it yet
Guess I'm dividing 470 into half roughly for both.
no reason to make something in advance
Unless the awesome shop is the thing you want to be the source of my plastic and rubber lol.
Then this needs to happen and be planned out now.
Last time I made an oil plant I had 4 refineries working on rubber, 4 on plastic, and 8 on fuel, and I used all sideproducts to make more of each. There are probably optimisers quaking in their boots just reading that, but it was convenient for me and fit my needs. Don't need to care abt anything else
make small amount for storage of each
I could probably get away with that.
I got 240 plastic off 470. The rest can be rubber if math is perfect from residual.
honestly my "first" setup this save was just a industrial storage crate and a bit for each... then I made my recycle setup 
Well I do have enough rubber hopefully to build those 12 gens lol.
I just need to see if I spaced out too far or need another junction design here.
Thats 14 refiners, 2 on 150%. NOW. I'm almost ready to turn on pumps and test lol.
This is also kinda my first time beyond setting up one gen, because a friend back in early access was also new and could only at best power 2 gens. Powering 12 on my own effort and building will be an achievement.
what sort of logic circuits can be hacked together in SF?
I'm thinking some things could be done with belt logic
Well its not completely great math, but its not bad either.
360 resin into plastic, the rest turns into rubber.
I might have to adjust a machine to underperform or leave it as lagging behind.
Not much really, you can do belt filter and overflow and remote block belt (sacrificing speed)
Can math the rates so you get even number from plastic rubber fabric, but resin don't get much use
Well I could overclock the rubber.
It'd maybe balance out the remaining number.
Whats the ratio for a water extractor to refinery?
combined plastic/rubber factories have (well known ^^) disadvantages
better keep both production lines separate
Thats the plan.
I'm just gonna be safe over sorry and put 4 extractors of water and sorta balance them between the refineries.
Brains been on overtime today.
are you building DPF or DF ?
DPF?
Diluted packaged fuel
No.
so question, I do have a single conveyer with 270 iron rods on it, I need to split it into a 150 one for Rotors and a 120 for other lines, how do I do the math for it with such weird numbers ?
This is power, plastic and rubber.
The easiest way is prb to let the belts and machines fill up before letting the machines get to work, this way they'll only be able to take what they need to fill up and automatically split it for you. Another way is (if you have them) programmable splitters, you can set up a ratio with amounts of "any" going in every necessary direction
And load test with sinks. To see what breaks 😄
so I do a manafold into my assemblers and don't end it by the last machine, but continue the line down to where I want it ?
That's possible, but not necessary. The idea is just to let all the belts and the machines they lead to (that are processing your rods) fill up completely, and then turn everything on. That way the entire system manages its own numbers itself
You can do it with a giant manifold for everything, but you can also split the rods to two separate factory lines before turning them into manifolds for both lines
Oh nuclear.
I load balance the spice. Everything else is manifolded
No, Iron rods for (amongst others) rotors
Sorry read rods as fuel rods 😄
Makes sense
But the type of rods was already clear in convo (at least between Sa3D and me) so I didn't specify it. I get your confusion tho 😂
Eeeeh. The last rubber bit is 480 resin consumed when I have 470.
Underclocking it to consume just that amount I guess.
Perfect. 75. My head hurts from being strained to think on math this much, but its 470.
does anyone know which recipe that uses water uses the least amount of water per minute
i literally have .000252 extra m^3 of water
I believe the least amount of water per minute on any recipe is 10m^3/m for Biochemical Sculptors in T9
But honestly that overproduction is so incredibly tiny you might as well just ignore it or underclock ever so slightly so your production is in perfect ratio
Plastic. Residual plastic uses 20 m^3/m
You can see if you can underclock the water extractor by so little that it rounds out though. You can clock to a target production rate
its a byproduct from aluminum merging into a pipe with water extractors going in
i can probably just slap an industrial tank and ignore it
i wish there was a fluid awesome sink
It's a bit difficult to stress test fluids though 🤔
smart valves would be awesome
Any known solutions for NONE liquid in pipe issue?
First of all; Wrong channel 😉
Second of all: Do you have enough pumps for the water to reach your pipes (assuming you have headlift?)
sry, thouhgt this one is related to meta)) https://discordapp.com/channels/370472939054956546/553550313533997057/1295686623740301315
AS it looks like a reoccuring issue in game pipe system
I've not noticed any issues with my pipes, so it's a qualified guess to assume user error 😉
Inspect the pumps and machines along the way. They show their head lift and max head lift. If one is above the max, just add another pump 🙂
If you dont have an answer and are not aware of the bug - refrain from answering at all
I guess you didnt even research the screenshot i mentioned
You mean the screenshot that shows a full pipe with no flow going through it? I did.
I'm still going to assume there is no bug given I have yet to encounter one with pipes myself, but if you want to be rude to people who try to help then perhaps you might be in bad luck for the future 🙂 Have a good day
I mean a full pipe that has a liquid type of "NONE" in it. If you "try to help" look at the problem before assuming someone who is asking is stupid
Well. Where do I shove pumps around here aside the obvious point of lift up into the main factory?
I need HMF's but I can solve that easy.
how do you guys go around planning factories
im setting up a 2/min factory for one of the phase 3 elevator mission rn and some buildings need 4-8 buildings which is fine i have blueprints for those but sometimes i have 1.67 buildings do you just use the blueprints and scale it down to 1,67/4 or 1,67/8 so you could upscale it later down the road or how do people do this
A calculator I am slowly grasping how to use.
What do I want to produce and how many, input item usually end item. Shows me the math I need on machine amount, how much they need to produce, etc.
Then its just deciphering how I want to distribute said process at my factory.
Speaking of, is it ever bad to be overproducing items?
Depend of what you want to do. Want to have 100% efficient factories ? Then yes overproducing is bad. Otherwise if I see that I need 1.89 constructors to do some stuff you can bet I'll just put 2 of them and let them run at 100%
So basically the obsession of the blue line in the power grid?
Or the blue symbol on machines?
the moment you use train you lose the power grid blue line
I thought you talked about producing more of an item than needed no ? You were talking about overclocking ?
I overproduced big time on some items, but I downscaled on others because "math." and was told I didn't need to produce so many motors.
for producing you can split out belts from old factory but on tier 5-6 you kinda want a separate factory because HMF/computers takes way too much stuff to comfortably fork from existing place
I am now learning, yes, yes I very much do need to because I've been dashing back and forth with motors to build this refinery.
Challenge accepted.
The worst that can happen is that you assembler won't be running if your belt/containers/depot are full
Isn't that just an awesome sink or send it to a train to pick up and carry off?
Yes you can also redirect the overproduction somewhere else if you want but then..is it still overproduction ?
I mean I'm using a prime split belt point to know if I am or not.
If stuff is going into overflow, I am.
If not. Means something has to upgrade or downscale or math is gonna need to happen now I guess.
Right now though its just outright preparing to test where I need mk 2 pumps on the refinery and turning it on after the oil has made its way up.
If you feel like you need to put absolutely everything in the same power grid, that is 😉
true I can just power a train line with 2 random fuel gen and forget about it as long as I never delete a random cable line
I prefer to just have 2 separate grid, where one is the "backup" for the other (so it makes much less power) and also powering all vehicles, sinks and such
I just have switches now if I want something on or off at bases.
So I'll need pumps at major lift spots, but anywhere else I need pumps exactly?
Like in a long pipe line, every so often throw one up?
I use single grid with train as grid connector so I can fully shut down supply lines, no fancy block signals though
nah pump give head lift it's different, you don't need pump for a 500m level pipe, just put pump if pipe is not filled
then check the blue indicator and see where it ends you can place another pump
I definitely have to invest heavily in Priority Power Switches now that my Highspeed Connector factory is online
For the way up its 40 high at least, so I am throwing pumps there.
You need pumps only to have the fluid reach higher in the pipeline following the pump (to any branch).
You can check wether you've reached max headlift by using the headlift "ring helper" that appear on pipes with pumps on them when you try adding another pump or by checking out the headlift in the pump once it's going and fluid has reached the highest point in the pipework
Right now I just want to see if every machine runs smoothly or I messed up somewhere.
(So no, you don't need pumps to move fluid horizontally)
I usually do it at the way up since the headlift is...50 for Mk2's and I'm juuust near that height?
I really like how when making oil first, you can set up oil power, and then with the polymer you get do rubber, fabric and plastic for storage
I still mathematically I remember, only used 760oil out of 1500.
So I really COULD use some of it into other production, but right now I just want more power to work with and to know despite how slow I am, I can make this work.
My faith in my own work in this game is always low though.
Annnnd I see a problem. Pipes going up and rapidly declining in the produced....What is this? heavy oil residue?
Nevermind. Its working. I think.
isn't this a standard 4-way intersection?
I think a "flatter" perspective could help, so its easier to see which tracks are raised
overhang intersiction no signals
Thank you calculator.
It's too tight so the tracks are clipping and path signals won't work, even leading to crashes
how much higher is the upper layer compared to the lower one?
well thats something to fix
thats what I worry too
However the design could be implemented if you just make it bigger
It's only wrong because there isn't enough spacing
if you go much bigger, you can also go with the turbine Interchange...
atm starting over with a bigger grid
1 foundation gap sideways, 2.5 foundation gap vertically at all times (including slopes and curves)
No less at any point anywhere in the junction
Just beware this might be a lot of trial and error
But I'm fairly confident it is possible to make it work
aw what i thought of is nothing new?
u can get away with less than 1 foundation of horizontal seperation
2 half?
10 meters?
4+4+2?
Sounds right to me.
be interesting to see how that works
but it looks hideously dense and I imagine trains would clip through so much of it
Yes
Trying to make factory blueprints. Going for a modular build style so I can expand easily. Problem: Is it better to have general purpose BP's like furnace stacks, constructor arrays, ect and configure them later or is it better to make a one-click design and have it produce advance materials just by inputting raw ore?
will be interesting if this style of intersection will be less or more dense than the Turbine Intersection
We can't really answer that for you.
both
One thing to be wary of: belts and splitters and mergers are directional.
nnng too much trouble, need a different configuration
I personally have a BP for each machine, with pipes and machine lifts and power poles pre placed.
you can go into the bp to cofig them save and stamp down 10 of them
I also have a BP that's two preconfigured blenders making fuel and rocket fuel pre-belted and piped so I just need to hook up sulfur, coal, nitrogen, water and HOR.
It's a personal gripe of mine to keep things organize, so I tend to make less BP then necessary.
So I mostly have these non-configured constructors, assemblers, or any production buildings and have to do them manually and deal with the ratios later.
Hence why, is it better to just have one-click blueprints instead and only worry about not spagettifying the belts?
Sounds like it? It really does come down to how you work.
That's how I did my biggest factory. I have platform blueprints I made that I set down to figure out spacing, and then my producer blueprints snap to the center of those.
Then I figure out how to connect everything.
Yeh, I like it when BPs just snap together just like puzzle pieces.
no more
naice
@deft lichen
it should be all connected me thinks
could probably make it smaller
fits just fine
real tight
too big for blueprints :(
Hrm.
So fuel gens run, but some refineries are yellow.
Ah. Liquids not going into the pipe system.
is there a way to make drones wait for a full payload?
i was told this is a good HMF alternate, do i just pick it?
it's the best resource to HMF recipe but logistically it is a pain in the ass
you will need to overclock your manufactureres to 184.3957% or something lol
it is indeed good
recycled plastic is also good though
so kinda depends
if you wanna make heavy modular frames right now, I would pick it
but if you are looking at plastic/rubber the right one is the pick I think
pick that ig
do you have "supporting" anternates for that already?
encased is alright as well but it takes more raw doesn't it
like cast screw, steel screw, any alternates for modular frames, encased industrial pipe?
yeah and you probably need the recipes for oil/plastic rubber fuel loop too
yeah theoretically heavy flexible frame is the best, but as you know already. logistics are annoying
you can do 1 constructor: 1 manufacturer
i have encased pipe as an option
1 constructor does 600, manufacturer can take in 600
thats a good choice actually i dont use a lot of pipes
Recycled plastic is now good. HFF is later good.
in fact actually if u dont have mk5 you can just stuff in two ports of screws
and sushi belt one of them
Well.
Phase 4/5 later.
From...4000MW to 10,000MW. Thank you fuel gens.
when you have the big boi belts
Recycled Plastic is important in Phase 3.
whats the point of recycled plastic w/o diluted
So is making the train that is supposed to bring it to me lol.
I mean. The point is to have it for when you can? I don't understand the question. 😛
This bridge is made for trains, not people.
I also feel like HFF probably isn't as valuable without recycled rubber.
true ig
i also have recycled rubber
Also worth mentioing, a lot of people don't bother with HFF. HEF is more than good enough.
time for mods maybe
doesn't 10k+ screws moving along belts look so nice though...
i gotta remake my whole steel making process
ferb, i know what we are doing today
i also have 250 power shard so i can basically supercharge anything
overclock everythin!!
@torn plaza
recycled plastic and rubber are insane if you want to maximize one of them.
HFF is kinda meh because of screws
you people really hate screws here
It's inertia. 🤣
because screws have very low density on conveyers
(not like i use them)
Meanwhile: wire and quickwire.
Screws are a logistical issue most people don't feel like dealing with xD
You have no idea how merciless they get without alt recipes.
If you don't mind the math and logistics, though, a lot of recipes with screws are quite alright
Hey look at that precious, precious iron. You could spare it, buuuut. Machine says I NEED SCREWS.
ok i have 960 coal/m
not sure if wire and quickwire can be totally eliminated from production chains, while screws can 
you can do screws 1:1
I love my bolted frames and bolted plates alts, for example
Quickwire wire is a thing.
1 constructor makes 600, manufacturer takes up to 935
some alts have 13 in factor with screws
which fits perfectly with steel screws, outputs 52 at once
is compacted steel worth?
yes imo
I use solid personally.
you can, buuuuuuuuut... why would you do that?
but sulfur is nowhere near this place goddamnit
doesn't HFF take less raw ingredients
i have like 2 nodes in a 2km radius
ah right I confused it with solid 🤦♂️
there is definitely a reason calculator uses it
maybe it does, but I don't use it anyway 🤷♂️
don't listen to this guy
I'm mathed out. Flow of pipes not transferring enough fuel to overclock all 12 fuel gens.
who is he even amirite
Might need to split off some oil since I can spare it, and integrate it into the system.
is it norml that i need to use pumps even for a 1m lift on pipes?
compared to other recipes - not really imo. considering CSS have nerfed its speed in 1.0, solid steel would still be your best bet
Because that's how you deal with screws?
"The first way to deal with danger is to try to remove it" - ©️
i dont think this configuration works
if the tracks are directly overhead it works
Screws are not dangerous tho
Speaking of. I’m going to assume my piping itself needs more paths to share to transport more liquids, some of the refiners full aren’t getting enough liquid to constantly run.
So that’s a possible makeover lol.
are screws very dangerous
of course they are! they make you obsessed with them and make your brain into thinking you always lack screws /jk
can you load modded blue prints in unmodded games?
If they don't use any mod buildables, yeah.
yes
screws 🥺 🙏
Use some alt recipes lol
how do i rotate tracks in the blue print zone?
Solid steel, encased industrial beam, heavy encased frame
You can also choose to use some alts for RIP/MF
HMF 20/pm in progress, did make all the concrete, coal, steel ingots, iron ingots, plates, reinforce plates, wire, using 2 belts because i have mk5 only yet split in 390 and 428 + 642 and 585, coal is spare (900-820= 80) which im gonna sink for now but can be picked up by a drone for later use (Rocketfuel???) and iron 292 spare
theres a mk3... damn alright. I'm still working my way through phase 2
yep, one of those many inconveniences of bp designer. the solution is to place a foundation and rotate it a wee bit until the rail points the right direction
seems good, working with the concrete pipe recipe rn
its too smol when i need 10x10 or 13x13 for the overpass rail intersection
How big/small is it?
how much is mk1 again
3? I think, mk2 is 5
4x4? then mk2 is 5x5 and 3 6x6
i dont have solid steel :(, but im definetly using encased beam
yeah encased beam cuts down 30 coal and iron
usign this rn, i changed coal+iron to 820 instead of the 817
and i dont have to bother with weird decimals
Thats probably it. I'm curious to see if it'll fit a previous modded blueprint I have for a 2L U-Turn
yeah but divide by 10
whats the modded bp designer? this?
doubt it though as I think that required 10x10
Get that ASAP
All steel ingot alt recipes are better than the default each in their own way
im gonna slam down now 41 constructors for pipes xd
just look at this absolute unit
sexy
yep thats defo gonna require a mode
no signals needed even
I had a different one but it doent matter which one you use
fkking loving this game when you finish a big part of production feels so good this is 2400 limestone
still have to make it pretty tho xd
I get why the vanilla blueprint designers are small but damn I really wish it was easier to blueprint tracks
link?
other than my straight line or bridge ones
would be cool to have a Train Track Designer, ngl
broken atm
You're definitely still gonna want signals. Any time rails are combining you want them.
Yeah see if they added something like this that would balance the need for a larger designer. Not sure how they would differentiate a track to a road though
sadly
"broken" as in not 1.0 supported or literally broken?
well theoretically it wouldnt harm to use it for any foundation based stuff right?
just outdated
this looks horrible, why would you eveer use this?
Hard to say as thats what most of my roads are
since its super hard now to make proper turns and junktions, also if the tracks could be placed and auto snap i would have a wet dream
but it takes time to build some complex intersections
and 6x6 just isnt nearly enough
...its a U-turn my guy
eh, this just works for pretty much everything
I know... why would you need an U-Turn? why is the train not going the correct way in the first place?
but im thinking if you rose a few track you would need less signals
well i mean, every thing to do with foundations woulndt harm to place it in a bigger desinger IMO as long as you cant place machines belting etc
some people like to drive trains
As in in terms of lanes? They always stay on the right no matter what, its for situations where a train needs to needs to take a certain exit on the left lane
as in terms of direction
yeh but once you figured it out i wouldnt mind to copy paste it right? i mean part of this game is to make your own rules anyways
for example, rather than have my plastic/rubber train travel halfway across the world to get back to storage, it can simply turn around
you wouldnt have to have a junction at every station as well
why do the top one when you can do the bottom one
Beacuse its the same thing except it also incorporates the left lane as well as being a blueprint?
think of it like a mini round about
it's not the same, the first one adds traffic in both direction and makes the journey unnecessary longer
roundabouts suck
in game or irl?
ingame
you have to do the bottom one at every staion
The second one isnt much different. Both lanes would still have to come to a stop
you can do the top one less frequently
if thats your problem, then build the red thing as overpass
hell with the use of path signals on the round about not every train would have to come to a stop
the mods biggest designer is 64x64x64 and its not big enough
I am not sure there are train roundabouts in real live 😉
they exist
build it and use SCIM to turn it into a BP
Funnily enough I believe there are
yes, but if they are they are gigantic in size...
thats true
thats because trains are planned on a schedule which makes sense, they have designated stations and not flex routes like taxis.... thats why you plan your train to go station a -> b -> c -> a always in that order... why would they need to do random turn, the turn should be designed for that train, excluding IRL length of HUGE cargo trains
idk how big but 500m radius minimum
not sure I would consider a circle with a diameter of a kilometer a roundabout ^^
also cant lie, although your idea is simple, doubt it would work well in situations like this if I needed a turn around
might be more common to call them loops
greenie is here to tell you in a condescending way why whatever you are doing sucks.
P.S. I havent set up signals yet at this station
just ignore them
this wont fit at currewnt placement of the station, you just have to think a little bigger and place them 1`or 2 foundations further from the actual main track
Oops, we should just use trucks
Oh yeah ill probably end up doing something similar to that once I get the full thing set up, maybe a few things different here and there depending on other station locations
you should have posted the turn table
seems it would
was this patched with 1.0? I remember not being able to place a switch directly on a train station...
the closest cornor is 2.5 foundation in the above picture i think
I normally move my train stations even further apart from the track so that I can have a single t-junction to go from the normal rail into the "train station area"...
Nope you cant place them u need one piece of track
the blue turn is same curvature
sme?
smallest?
Yeh your right but you need a piece of track before the station
no way to rotate this?
just begin in the middle of the platform and go to the side
or think in diagonals
seeing all these MK3 designers... sigh I really need to get back to space elevator parts
mine is actually modded
the 8x8 gave it away 😉
still, MK3 would be nice... MK2 is good enough for most factory blocks, but sometimes its a little bit too small
as ada said:
steel
i go get more iron
steel, aluminum later on, power generation and some late game items use coal
no need to use everything right now
yeah for early game use those coal to reduce space needed for iron components like encased industrial beam/heavy modular frame
ehh if ur really lazy u can actually sub out all steel parts for aluminum alt :D
use more coal >:(
okaay geez dont scream at me
SORRY I WILL SPEAK QUIETLY NEXT TIME
dude my pet hamster is sleeping
i lied i dont have a hamster
they grew legs im scared
ok i have dealt with the problem
8x8 not big enough for tracks~
Trying to wrap my head around train logistics. Is it just a bad idea to use both outputs on a station for two different production lines because of the gap when the train's docking? Saw someone say it's best to have two lines into an industrial storage and then just one line out from there.
the outputting (from station) belt will necessarily have periodic dry spells
so if you can't afford that then yeah, you should use buffer
It would depend on the exact input/output numbers. The point of the storage buffer with 2 belts in and 1 belt out is to be able to 'catch up' from the ~27 seconds you lose from the docking time where output from the freight station stops. If you're not using most of your belt throughput then it may not be an issue in your setup to use both outputs from a container
Yes, it is all about the "headroom" you have on your belts. Say your train delivers 900 items/min, and so you unload using 2 MK4 belts (960 items/min total). That gives you a headroom of 60 items/min. However, when the train is stopped at the station, there is ~27s of time lost that your belts are not unloading those 900 items/min. This equates to ~405 loss of items that needs to be handled. Since the headroom is 60 items/min, you need 6.75min until the next train arrives in order to "catch up" from those 405 items
If instead you only had the train deliver 480 items, using 2 MK4 belts would provide 480 headroom, meaning you would only need the same 27s that it takes to unload for your head room to catch up
I typically go with about half a belt of headroom, since that will require about a minute and a half between trains for the belts to catch up, which I think is a good balance
I think that makes sense. So if I had two MK5 belts at at 1560 a minute, docking would be a loss of roughly 702ppm...
So if you have MK 4 belts, a single train car likely can easily handle 720 items/min
Lemme double check the math real quick
But probably yeah
It depends on how many items the train itself is delivering that creates the loss. If you are feeding 1560ppm into the train, then yeah ~702 loss
But if you are only feeding in 1000ppm to the train, the loss is only 450 items. Loss depends on the input rate of the items to the train, not the belt speed
Like, I have a setup where I have three trains picking up different ore across the dunes to a central refinery by the coast for pure ingots/wet concrete. I have three cargo carts for iron and two for copper and limestone. I'm wondering what would be the capacity for that kind of setup and how big I should make the refinery to futureproof it.
Since essentially the loss comes from not being able to unload the items that were input into the train somewhere else
Somewhat depends on your current belt speed and how many items each of those are doing. Like what is the ppm of each resource in total?
can someone confirm the nitro rocket fuel alt recipe actually exists ? 😭
But essentially, with MK 5 belts, I would say 1 car for every 1170ppm
So if you have 2000 iron and 500 copper, 3 cars would be needed (2 for iron, 1 for copper)
so right now for iron I have 1800 coming in across three cars split evenly at one depot. I can add some more depots for more when I need it.
Because it will also be easier to keep items in cars separate
Do you have MK 5 belts or MK 4?
MK5
Yeah, you should be more than fine, because that is only 600 per car
You might be able to get away with 2 cars since you have MK 5 belts, but you also must consider freight car capacity
one quirk is that as the belts get faster, your freight platform throughput goes up, but if you take advantage of that, you may start hitting the ceiling on freight car capacity
Often that can be mitigated by having multiple trains, but each train causes 27s of loss that you have to catch up on. With 1/2 belt of headroom like I mentioned earlier, you need a minute and a half of time (on average) between trains to handle the loss
which way do i place path signals?
Satisfactory is right-hand drive.
So signals only matter if they're on the right hand side of the train.
Well I'm planning on adding more depots to pickup iron from. So like right now I can have a refinery to process 1800 iron per minute. I'm wondering big much I could expand this before it caps out
What if you are European (I'm not, just being pretentious)? 😂
right hand traffic / left hand drive
yeah that really throws me off! Trains logistics keep throwing me off because it's doesn't seem like a set number or threshold
- freight car throughput = car capacity / route time
- freight platform throughput = belt or pipe capacity * percentage of time platform is unlocked
whichever is less, that's your max throughput
Remember you can always just add a new station and a new train specificially for that station too
Does VIP piping still exist in 1.0, are there any changes from beta?
I'm saving this. Thanks!
is there is a little arrow on the track does this mean the train drives towards me in this case?
@sinful oasis I personally like doing 1 or less belt per wagon for trains. So a 1 loco, 1 wagon train would unload into an industrial storage container using 2 belts, then output from that into 1 belt. As long as the two stations are close enough the train system "magic teleports" the items between the station belts acting like a long distance belt.
Updated Pipeline Junction to be consistent in size
😂
That's a good point. Maybe just plan for slightly less than double what I have now and open a new station if I need more?
Yeah probably, especially if you only have MK II miners right now, since then you can more easily upgrade directly to MK III
I have MK3, but I need to a fused frame and turbo motor factory first before I can make a lot
I guess I'm risky because I use 1.5 belts per wagon
wait how do you do 1.5 belts per wagon?
Yeah I think I've spent about 80 hours in game between starting my turbomotor factory and still not having finished my turbomotor factory.
You only use up 1.5*belt throughput on that belt via machines
Or rather input 1.5*belt throughput into the train
I've been meaning to make a HMF factory for a while but I keep getting distracted with other stuff like my massive diluted turbofuel powerplant or this whole refinery nonsense lol
I.E. with MK 5 belts, I input ~1170ppm into a single station, usually determined by whatever creates the items
oh duh, gotcha!
HMF is somewhat up next for me! But I am realizing that my steel plant is a little unbalanced for HMF, since I have 156.67 encased beams/min but only 100 pipes/min
Pipes are unfortunately my limiting factor
But that still gives me ~3.7 HMF/min
oh yeah, I'm planning on like 14 HMF/m which needs about 575 pipes, but with solid steel it'll just need like 575 iron ingots and coal wow that's weird it works out that way...
but do i place path signals at the entrance or exit?
once I get this refinery up this should be really easy to get working I think, especially since the refinery could supply up to 3300 iron ingot/min
Yeah, I should probably downclock my encased beam production to gain back some pipes for HMF
Thankfully my design should (or at least with very minor changes) support simply downclocking the encased beam production and that directly gives me pipes back, since I am using the encased pipe alt
Also gotta deal with the excess concrete though
molded pipes?
Yeah, I am using both molded pipes and encased pipes
oh gotcha!
Yeah, I am using a lot of concrete
OR I could just make iron pipes or something, or just deal with 3ish HMF/min
.7's not a bad loss to make logistics easier
tbf, I find concrete one of the more difficult resources to run out of in the game. There's just so much of it, even with all the alt recipes.
That's why I figured I'd use it here. It seems mostly useful for steel anyways so
did i set the 1 to 5 up correctly?
yes
is there any use for fluid cars on trains?
Once it is saturated
to transoort liquids
yeah but i figure packaging would be more space efficient
It looks like the best use of pipes for HMF would be to make 108.3333 encased beams and save the rest as pipes
if you have to send the containers back, that takes up more space again
Oh shoot, but I need stators too since I actually want adaptive control units 😬
why default hmf
That isn't default, that is for heavy encased
Sorry, that is for me adjusting my current steel setup
oh cuz i thought u mentioned steel pipes in the recipe
oh wait yeah im stupid nvm
Only flexible frame doesn't
But the train has to get back there, to pickup the next round anyway, so not really spending any more space. Unless you reuse the trains?
u good nw
well, you need to add a car/platform for the empties
FWIW I believe the efficiency on fluids is much better than packaged fluids
but belts can do 1200/min compated to 600 pipes so equal throughput, no
Another station for the container pickup, so it can go back filled with empty containers. Yes, its more platforms, but its the same sized train.
how my HMF factory is going currently
it takes 2 Mk2 pipes to transport 1200 fluid
it takes 2 Mk6 belts to transport 1200 packaged fluid (one belt with full canisters, the other carrying the empties back)
If I basically halved my encased beam production from 156.67 to 76.67, then I could make ~17.7 ACUs/min with 100 steel pipes leftover and ~17.4 encased beams leftover
personally, I only transport packaged fluids by train if it's something like fuel that gets consumed on use and doesn't give empties back
So lesson learned, make more pipes
and nitrogen, absolutely package that
I've done packager drone routes for nitro. drones are good at trading
I need 750 nitric acid/min and I’m thinking a fluid wagon is just the best bet for this build. Dealing with the packages is just an extra headache, I won’t need the full train ever, let alone 2 of them
It works better for drones, as input and output is seperate. Not sure about trains. As in the buffer dont overlap.
I mean trains unload/load in parallel and there is essentially little to no drawback to adding an extra car so I wonder if you're better off foregoing the packaging aspect and just doubling your fluid cars, if you're actually at 1200 / min fluid production.
I do love that there's enough recipes now to justify making nitric acid in bulk and shipping it around. I never liked the weird little numbers of plates required when blending it on-site.
oh on my refinery, someone just tell me if this is a good idea or not.
I have three stations unloading iron, copper, and limestone to process into ingots and concrete. I'm planning on one or two outgoing stations with three cars each, each car with a different thing to ship out to factories. Any obvious issues with that I haven't thought of?
My only thought is I guess why have a separate factory specifically for just 1 step of the chain, rather than produce ingots where you need them? But that is honestly more of a preference than anything
I tend to keep ingot production separate, since they're versatile. And it means I can update the ingot recipes as the game progresses without interfering with the production factories (and vice versa)
It'd make factories a big smaller and the dunes doesn't have a lot of water around, so I bring them all over to the coast to refine them with water since it's like double the output
Fair
I guess I typically tend to moreso go the route of big plant for one category, i.e. I have a steel plant that makes ingots and then uses the ingots, and same for iron. Like I'd probably make a plant that creates ingots and then iron rods, plates, and screws all at one place
Then I send those items wherever
I mean, often for me, "separate ingot production" may still mean "right next door"
I just don't tend to have my smelters and foundries sharing floorspace with constructors and assemblers
Well, somewhat everything on the map is relatively "right next door". Like the map is big, but also definitely workable with the distances
Just make belt highways everywhere and skip trains 💀
That's what I did when EA first launched since trains did not exist. Belted oil all the way to the plains
but have you considered: Trains are Cool!
Trains are very cool, actually my favorite part of the game
Well, that and big factories
which is why this sounds like a lotta fun c:
imagine three big towers right next to eachother each producing a different type of thing!
Yeah that'd be pretty sick
but like the base of all three towers will have a station that goes right through it loading outgoing ingots/concrete! I can't wait to... end up making a blocky mess cause I can't really decorete buildings but it's gunna be cool in concept!
Decorating buildings is so tough
is that an online planner?
Satisfactory Modeler. It's a free thing on steam or seperate download on their site if you want
it's super handy, gives you like an infinite canvas to work with
ah gotcha!
i'll keep saying it, sp.runesun.com does much the same thing but without the gui getting in the way
looking at it now. I'm not a fan of the UI though. I really prefer seeing things laid out in a tree.
can drones use less than 1 unit of fuel per trip? thinking about using plutonium fuel rods as fuel for them xd
🤣 I was about to say "Oh hey, that's what moonchild uses" but, well.
That's why I use satisfactory tools. It gives a graph view but in a pretty simple view
Probably also one of the better solvers out there since it uses a linear program solver, so it works really nicely with byproduct loops
mhm, I'm just a fan of being able to work forward instead of backwards. I like how modeler lets you add your own nodes and and methods. Overview stats in tools are nice though, and the modeler dev's working on adding them.
Is turbofuel blend any good?
Yeah, tools only lets you specify inputs and desired outputs, but not quite so much custom nodes
the legendary "where's the water come from" "yes" "understandable have a nice day"
Oh no. World borders changed again:
Pushed back the World Map borders (North West Diagonal) so everyone can access their old bases again
Also, can we stop telling people that floor holes for pipes are The Literal Devil? They fixed them. 👀
That remains to be seen. Pipes are janky even without that bug that got fixed.
Yeah, but that jank exists with or without floor holes. 😛
Floor holes just add another set of jank...
Well, not anymore. They fixed it.
Was just about to say this 😂
As I said, we will have to wait and see, if it got fixed or not.
Fair, remove 1 bug add 2 more
Ah, yes. Let's not trust their QA process, and instead continue spreading superstition. 👍
Players can QA more in a day, then devs can in a year, just from shear numbers.
Counterpoint: fully half of the "issues" I've found lately with pipes were due almost entirely to user error.
And there is that, bug vs feature vs user...
Most of my own issues were me accidentally using a MK1 where there should've been a MK2
Users are bugs 😂
Yeah, that's one kind. Another one is just plain mathing wrong. Another one is failing to realize that 1260 is greater than 600x2.
My problem is when people say "don't use floor holes", they tend to also intonate that they'll cause mysterious throughput issues that, as far as I'm aware, have been long fixed.
When the issue is, and for the most part always has been, sometimes it just fails to pipe correctly. Which is far more obvious.
And can happen with basically any pipe connection, not just floor holes.