#math-and-meta
1 messages Β· Page 226 of 1
hmm... BP with PPS and single Biomass burner? π
wait you are cooking
i did do that
i remember a 40MW one
Hey, my fuel generator (max overclock) says it burns 10.42 rocket fuel per minute, so full mk2 pipe gives fuel for 57.58 fuel generators when max overcloked? And I will have 2.6ish full mk2 pipes of rocket fuel but satisfactory calculator said I only need 80 at max overclock total so something is off. (Should build so much late at night haha)
Does the 10.42 rocket fuel per minute seems familiar, is it true? I build 58 generators per mk2 pipe incoming rocket fuel?
yeah
if you want to do the math without rounding on a calculator, consumption is 25/6 for rocket fuel.
Or clock them all in multiples of 24%
A fuel generator at 24% takes 1 RocketFuel/min, easy for math
It ends up being the same clocking for my setup too 240%
game doesn't care about consumption per minute. The 7.142857 is a rounded number that's calculated from energy value and gen power
Oh and I also LOVE the fact you can fit 4 gens in a Mk2 BP maker 
Made this SO MUCH EASIER.
I still have 4 more floors to make
pre clocked goodness

i wonder how viable it would be to manage clock speeds as fractions to allow for perfect accuracy
I would love it tbh, and it would save space 
though I wonder how many hoops they will have to jump through to implement. (nothing is ever as simple as we may hope)
Meh, wouldn't change much... I don't think there's ever been someone who's had an actual issue due to needing more clocking precision than what the game allows 
I also have quite some personal experience with this
ive had issue with this. it made my autism very unhappy
i know its negligible but seeing it be just slightly wrong is painful
"Issue" like noticing a number being a bit bigger/smaller than expected or did it actually mess up your power draw (ie: serious/recurrent production issue)?
knowing that the number is the tiniest bit the wrong size hurt my feelings, thats the issue
I agree with this, but I differentiate between something that just makes me feel uneasy and something that may actually cause me to need manually intervening at some point in the future when I shouldn't if numbers were correct ^^
So yeah, I get that it makes one feel uneasy, but it's practically not worth bothering about
yea i was just wondering if that would be possible/how hard it would be
Just change way the game handles numbers to base in on a numerical system that can represent all possible numbers in the game without loss of precision.
Ez 
i mean in a new game system
game ticks are already quantized, I don't know
Im reminded of the few people I remember who were agonising on here about the consumption rate of RF 
Then a saviour mentioned the 25/6
And not obsessing about using a nice amount of oil
if it is .333 or .667 the denominator is 3
if it is .167 or .833 the denominator is 6
I memorized this lol
If you already know all the numbers you're working with, you can approach it (kinda) like what I said earlier, but if you don't... I guess you'd have to make sure the game can handle numbers in a pretty huge range with the lower limit being something like 0.2 / 1'000'000 (lowest production/min at minimum clock speed possible)

wdym?
Uhm, in which part? π
why would i have to make sure that the game can handle a huge range?
.111, .222, .444, .556, .778, .889? multiply by 9
Because if you want to save each number with no loss of info, you should make a system capable of handling all numbers that can pop up. Not knowing exactly what numbers you'll be dealing with, one has to give leeway (ie assuming they'll have to save numbers from small size X to big size Y)
Can't you literally just use fractions. There are no irrational numbers in the game, and doing math on fractions, while not all that fast, shouldn't be a bottleneck
yea thats kinda my idea, have the current game tick be a number that starts when the save gets made and have the machine store two numbers and calculate whether they should output any items each tick
Sounds like it should be possible...
I lack the expertise to tell ^^
One might just be trading computation for memory cells this way though... May not be quite worth it (memory is cheap nowdays) ahahah
doing one division for each building each tick shouldnt be too hard
Lots of maybes π€·ββοΈ
if the game is already calculating the parts/min from cycles and parts number
yea all the belt logic and stuff would far outweigh that
also, machine could be multithreaded as they dont depend on eachother
hell you could even do it on the gpu if you wanted i think
wait, the parts number, is it stored as float
I think they should FIRST fix programmable splitters, then we could move on to bettering logistics π
wdym fix progrrammable splitters? i dont have any in my belt simulation yet
well,i barely have anything yet but shhh π€«
whats wrong with programmable splitters in satis?
They have a feature that works only when the outputs are higher MK than the input, a very annoying limitation...
?
the sushi belt balancing?
i dont understand, which feature? why does it only apply to programmables?
You'll likely get a few interesting answers asking in the Modding Discord, if you wish to deepn the subject ^^
Normal splitters can load-balance normal (single-item) belts, as in splitting the input in 2 or 3 even outputs.
Programmable splitters can do that for mixed belts, but only if the outputs are higher MK than the input, or the split is not even
lmao rust doesnt allow me to name something foo
programmable splitters remember what types of item went to where if you specify it by applying a filter on multiple outputs
that's how I understand it
So yeah... I think it'd make quite some sense to fix this before trying to further enhance logistic precision π
Yeah, and they can output each individual item you listed in a round-robin fashion between the aviable outputs.
Just like a normal splitter does when handling a single-item belt
What are you trying to say, in words rather than pixels? 
with normal floats, it doesnt work
0.1/0.3 * 0.3 is not 1
when i use the fraction crate, it works.
What doesn't work, splitting items?
it says 0.99999994 instead of 1
Splitting items always work in very predictive ways because items are integers and cannot be anything else ^^
So "1/3" just means one item every 3 passing through, not 0.333 items
i was still talking about the stuff from earlier
thats really wonky
Sorry, I'm not quite following what you're trying to say...
Too many messages and too many misunderstandings I'm having... π
im still talking about making machine cycles accurate.
machine cycles are based purely on time aren't they though
and nice numbers of time, not 2.632874985 seconds
I have no idea of what software you were using, so I'm still quite confused abut what you were trying to say 
im trying to program my own belt simulation and i want there to be no 1/3 problems
my solution is to use fractions
the software im using is the rust programming language
just use boost/multiprecision instead of float, ez
issue is that its slower and people dont realize they have 0.9999994 instead of 1, so theres no point
using fractions is not that bad, but when you combine machine ratios the fractions become a bit "long"... so just rouding up or down after a few digits is a reasonable idea
whats boost/multiprecisions? O.o
it would only get integer input and give integer output, its only one fraction at a time.
it does exactly that, it uses fractions instead of floats and is used for stuff like finding primes, calculating pi, etc.
ah yea i already installed a fraction library in rust
it works graet, does all the stuff for me
for satisfactory it should work quite well, because there are not that many prime-factors involved in machine speeds
like, it only needs to look at current time and decide if it should produce an items. after that point its just integers/floats. it only gets fractional again when it comes to the next machine
machine cycle duration is "exactly" the default cycle duration in seconds times the clock speed
all cycle durations are whole seconds, except for the rocket fuel alt for some reason
because its rocket science!
well the big part is that its Q and not R
dont need to clock a constructor to pi/min or sqrt(2)/min
because you're multiplying two rational numbers, the result should again be rational
exactly. so for clocking you only need to multiply one normal number by one fractional number and the output is normal again
but then you need to decide when the machine starts
which probably involves some form of timer, that is a float 
logic ticks are integers
the game ticks n times per second, and only ticks matter for all calculations, real world time is irrelevant
so non-issue
but game tick length is calculated with delta which is float
i could store the tick where the machine started. the important thing is that theres no error that accumulates over time
as long as all things are based on ticks the ticks can take as long as they want and everything will still be in sync
the fact that gases have 0 way of priority-sorting π
turn solid then prio sort
hmmm...
there is
its really easy and reliable. VIP and VOP.
||just use trains||
I guess this is another case of "just trust the manifold"
three train stations. two for input one for output
it will always prioritize the first train station for input because well, its the first one
tada, u got a vip junction
oooooooooooooh
i mean, its horrible and big and you should never do it, but its /technically/ possible
well nitrogen doesnt need priority and dark matter residue doenst go in trains π€·
yeah my first though exactly
it does, i was wrong
oh really?
It doesn't????
How much inefficiency do I need to bake into trucks? I'm moving less than 1 truck worth of material, but my throughput is lower than my production rate. I assumed so long as I kept the total load under the limit of a truck, it wouldn't matter
Remember to unload and load the station from buffers as fast as possible
So it clears out
Else i dont really know of anything that could drastically lower their throughput other than a ridiculously long route
I have a loading buffer and the output is already clearing out too fast. Heading back to the pickup to make sure it's producing what it should be
If items pile up on the pickup statiom your route is too long for one truck or you dont dock long enougj
Increase the waiting time so it picks up all stacks
Stations load/unload 2 stacks every second
Got 50 stacks? wait 25 seconds Minimum
You can calculate how many stacks should pile up while the truck does one route
Then wait like 8 seconds just to be sure
now I wonder if my production has an issue
And then you are all good
If the truck timing isn't off it must be something else
aha found it, one of my production machines had a belt not hooked up. I had replaced a merger and it didn't snap
numbers jive with that
Replacing mergers requires reconnecting all belts
except 1 π
Belts don't snap back to stuff they are close to
Good Morning. I'm trying to build my first steel ingot production. Am I able to feed off my existing pure coal node that I use for my 8 coal gen setup to split and send a stream of coal to my steel factory or will that eventually kill my coal power? Using Mk.2 conveyor from node to coal gen if that helps
what miner are you using, and are coal generators or the miner on overclock (if they are at what %)
just miner mk.1 and no overclock on miner currently
coal gens eats 15 coal/min according to the wiki
15*8 = 120
can confirm
which matches the output of a mk1 with no overclock on a pure node with mk.2 conveyor, so I'm gonna go with it would be a bad idea for me to do that then.
mk2 belt is 120, so taking any coal away from it will starve the coal gens
is there a spreadsheet somewhere for the amount of items vehicles can transport per min
also something for trucks perhaps?
distance is a bit to short for trains and i wanna do something else than a long ass conveyor belt
@edgy leaf you have been summoned!
never looked into trucks, pretty sure it's just capacity /roundtrip time
Unfortunately that doesn't always work when you're trying to be architectural, since the walls and stuff aren't easily shifted.
Can you flush waste?
i was using this as a pipe manifold but everybody says that this is wrong so how do i manifold my pipes ? do i just connect every end to each other ??
what the hell doyou need that many water pipes for
hey all. what is the height build limit?
7380 water for aluminum production
holy shit. i thought it's one of those small nuclear plants
are you just dummping the byproduct wastewater or something π
but no just remove the water bypass ducts or something
they're not useful
the water extractors should be just doing 600 always
i was trying to redirect it back to the system but it was so hard so i am planning to make wet concrete
the factory is not that hard but the liquid management is a nightmere
Always OC miners to 250%
thats... odd i have only 4500 water for 9600 aluminum/min
so im turning all the bauxite in map to aluminum with 100% mk3 miners
why 100% tho, why not 250%?
you can still do 200% to mk5
since i can turn bauxite into uranium i wantet to have the same amout if i need for later
why the actual fuck would you do that
i dont know lol
2100 uranium = 600GW clean, 1.something TW dirty, 1.5 TW fisc reclcyled
i can actually copy the build i have and just make the aluminum production bigger any time i want
the only problem is water
and since im using the basic alumina solution recipe i need alot of water
what does dirty and clean power mean ? i havent made it nuclear power yet
clean means sinked pu, dirty means burned pu, clean fisc means burned fisc rods
Where is that from?
can i DM ?
Sure
Or use the SAM from the Ficsonium to make more UFRs and get more power overall.
Which is why you would do that.
Alien wildlife is now extinct π π π
I have a train problem, it says my next station is unreachable, but all tracks are connected properly and there seems to be nothing from with my signaling
Imagine with every DNA capsule sunk there was a chance for a spidertron sized spider to be released
make sure it's manually driveable and that you would enter the station from the correct side. Then if you still can't figure it out, #1038092680493801533 with pictures of the relevant bits
It is manually drivable, what would be relevant pictures to post?
Most of the time the station is on backwards
ahhh
Top down of the unreachable station and pictures of signals.
yeah that;s it, station unreachable
Curvy side should face away from the platforms.
yep,
and that you would enter the station from the correct side
tada lol
haha, never had that issue before, Have had bugged belts, weird signals, but not my station being backwards
LIAR! Ficsit would NEVER go to a planet it can't exploit infinitely, that includes animals! And if it can't - it will find ways to do so (cough conveyer dupe glitch cough)
need soem hel
i need to chekc my math
i have 600 oil and use teh heavy oil residue alt and teh dilutd fuel
ive calculated 30 refineries and 32 generators
i wil have refineries for the thing on 133,33
600 oils usually, use 20 refineries to use all to make alt hor.
oh
illhave 10 a 200 percent
that makes 800 hor
plus 20 at 133,33 percent to make into teh fuel
so 30
thats 1600 fuel
devided by 50
you don't have the blender yet? then use package diluted fuel to make most fuel if that's your goal.
tier 8 o 9, I forgot.
ohjj, im in tier 6
how much fuel does teh blender make?
with only refineries its 20000 mw
1600 fuel
20000
I think diluted packedcage fuel would be cheaper in energy cost.
same yield as using blender but with package cycle in the mix.
Diluted packaged fuel is less power efficient
still better than OCing Refineris, I would think.
it's kinda crazy how in this game, better fuel means more generators
that's why I'm OCing my gen so I can build less
yeah that's a good case
But in my case, I'm using coal gens
and the water is kinda far away, and I'm at phase 2
btw, I don't thinki OC refineries would works for your liking, OC usually consume more so you would still need 1800 oils to make 1600 fuel if you don't use one of the Diluted recipie
@wind spade why do you have alt. fuel icons as their packaged icons and not fluid icons? same for RF and IF
during your phase, I usually only make up to 10 coal gen then rush to oil tier and unlock package diluted fuel.
I've made 16, and with all the slooping, it's not enough π
thing is, I'm making compact coal, so I do have the option for double
ah, you're doing the funsies.
quick fix to RF plant doing good so far, waiting on pipe to fill.
just remember to not scale too fast too early, especially before you can set up your first fuel gens
why not?
Coal gens only produce 75 MW and need both coal and water. While fuel gens produce whopping 250 MW and fuel can be produced in huge amounts using alt recipes
Coal can only be scaled my overclocking the miners, while fuel can be slooped and is usually just a side product in early plastic/rubber production
I can sloop the assemblers making compact coal
You can, but it's not really worth it to burn compacted coal instead of turning it into turbofuel, in my opinion
ok, we'll use it later for turbofuel then
Again, you do you, but I don't scale coal gens further than feeding directly from coal nodes or burning the byproduct coal/coke
No idea, most likely some error in parsing script. I know about it but it is low priority
440GW RF factory is finally complete
nice, flat line or wavy power line?
flat
i just set up the last row, so it will be flat in 5 mintues, it was before this row lol
I do use diluted
went from capacity of 28GW to 460GW π
I just fixed mine going from 40GW to 140GW. I want to use the remain Nitro Gas for Nuclear.
https://www.satisfactorytools.com/1.0/production?share=EM0EnPJFpIXaURIFgEA5 opinions, comments, concerns?
valid yeah, I used 10 nodes of sulfur for mine π gotta make do with what I have with the rest lol
There's your flat line
could be like 40GW more, but I'm packaging some of it as well
very nice
I'm using that much out of 2400. Rest will be packaged for drones, I suppose.
what is the acceptable efficiency in a big build ?
100%
hi em stupid question, This is the second time I have had a freze screen in this location, could it be due to too many machines xD? for clarity's sake, there are literally 720 foundries in one place
Hmm, never seen a borg foundry before.
yeah too many machines for your pc to handle if i had to guess
Well
might be a ram Issue, i have about 800 machines in my power factory and no problem for me
It could also be you capping out what's being rendered. Because you can see everything all the time through those floors.
O
And they're all loaded at once due to frame floors. If you replace them with the regular ones, some of the buildings would unload because they're outside of your FOV
ty
Can someone run the math for me on how many coupons it would take to buy ficsit?
36,000
oh god wtf are those water pipes
I like seeing how different people contain their refineries.
You got cute lil boxes around yours.
yeah te colors make it easier to track
1500 ppm, if it's accurate, that's nice
Accurate for some amount of time, yeah.
If the sending side has backlogged, it'll be artificially inflated until it's empty.
It can be maintained but needs a certain window of round trip time π
it's abit short to 1600 that I need so I'll do two carts.
Don't truckstops only have one belt input/output?
If so, there's no way it can maintain 1500. π
i'm using train
Mk5 or Mk6 belts?
mk6
Yeah, that's doable then.
it's short distance, I could Bus it but I think Train is more elegant.
i think 600m ish is just straight up beltable imo
Any distance is beltable if you want it to be. 600m's firmly in the range of "do I really want to chain more than 10 full length belts together?"
Those are funny little boxes
Are the incoming/outgoing rates shown in train stations not accurate if you have multiple trains? I am producing 1755 iron ingots, but the station (sum over the 3 cars) is short ~325. However, nothing is actually backing up or not being used, so I think the 1755 is actually being sent no problem, just not being accurately reported in the stations
For that specific station, yeah.
Is this like some sort of bug with having multiple trains? Or technically still intended behavior, just not what I expect it to be?
I mean, it's the actual number that's being moved, as far as I'm aware. I haven't heard of any bugs.
What's the receiving end look like?
Let me go check, but I think it is similar
Double check that it's actually emptying, too.
I know it absolutely is emptying. There is no build up in any of the buffers, stations, or cars. And it is just outputting at a station that sinks the items
But I'll have the recieving numbers in a minute, gotta get there first lol
Did you actually check the math on the throughput?
I'll have to actually time it, so technically no. But I know my belts have the headroom needed to compensate for trains stopping.
It looks like the recieving station is also showing lower than expected. Though I don't think it has been building up, since what is reporting is >300/min, and this has been running for a few hours by now
And looking at the stations, they are just about to be done emptying
What stack size, what belt speed?
Iron ingots, so 100, mk 4 belts, so 480. Putting 720 into to cars, and the remaining 315 into the last car
And yep, just 100% confirmed, nothing is building up anywhere. Not in the unload station, nor the load station, nor the refineries making the iron
70-328 seconds between arrivals.
Oh, 720.
That's 109 - 266 seconds between arrivals.
You have buffers on all platforms?
Yeah, I think that has sufficient time. Again I'd actually have to time it, but since no backup is happening, I am curious what would be happening
Yes on the load side. Technically not on the unload side, but that is because each station has 2 MK4 belts going right into sinks
So on the unload side a buffer would do nothing
And keep in mind: that 109 is the minimum. If it's faster than that, you're losing throughput.
Yeah, I'll have to actually time. But clearly all the items are moving with no problem since buildup is nowhere to be found π
Yeah, that's interesting. Check the efficiencies on the iron production.
Did that math include that I am using 2 trains?
Those were all at 100% reported by the machines
"between arrivals" does a lot of lifting there.
Yeah, it fluctuates.
So perhaps it is all working then I guess
I just wouldn't figure it would flucuate so drastically
If nothing's backing up, and you're positive your numbers are correct, I'd think it's fine.
Yeah, just definitely an interesting case
Ya know what, it probably has to do with how many trains I have all over the tracks that cause stops to happen. Like it might be just enough to slow down the trains to compensate for their load/unload time
Cuz the time between stops was just 157s
Yeah, traffic would definitely exacerbate the variance I think.
Yeah, that puts you square in the safe zone. π
Sick
is there some pattern for doing priority merging?
Yeah I guess I hadn't considered traffic so much before until now. This is my first playthrough I've actually gotten this far
Not really, no.
There's one that I used, but has some slight problems. There is also a smoothed version that I think fixes the problems, lemme build them real quick
(Because RIP blueprints don't get included in cloud saving on epic)
if multiple trains stop at a station, and are prone to sometimes arriving immediately after one another, you may need to use the extra load/unload logic options
that way the second train doesn't drive off after a partial load/unload and waste the stop
Yeah, you can set timers to the minimum at one end and it'll force them to space out.
Apologize for the clipping, you can avoid it with lifts.
Those are smart splitters at the bottom, both sending overflow to the rightmost merger
So in this case, something like 109 second wait.
it was a while since they added second ones
However, this design has a problem of sometimes variability in belts can make it not work entirely correctly
Yeah, I just couldn't remember. π
Let me build the improved merger version, but it uses more space
"A while" is being generous. U5 , October 2021. π
This is a belt compressor, isn't it? I'm not sure that's what people mean when they ask about priority merging.
Usually I think when people want priority merging, they mean like, "Prefer to take from belt A, unless it's empty, and THEN take from belt B"
I'm not fully clear on the use-case; in my view, items is items, I don't care which factory they came from as long as enough are going where I need them to.
This design uses buffers to ensure the output belt (the left merger) always gets priority. But it takes a while to warm up as the containers need to be full
But this one works better when your lines are not close to full and may have larger variation in them (e.g. a MK 4 belt that only carries ~200 items, but those items come in large chunks instead of gaps spaced evenly)
But if your lines are at like 400 of 480 (or similar for your belt speed), the top one works fine in my experience
Maybe a bit more like 440 of 480, but anyways
(And incase I didn't mention, those are smart splitters)
hm, I will play around with this
may be easier to just load balance things correctly tbh
Yeah, I wish we just had a priority merger as an actual buildable, since these are a tad chonky
I should probably play around with this somewhat, since that does seem to happen from time to time
Are there ever downsides to waiting for a full load? Aside from it might take a while on the first few runs to "flood" the system?
downsides might be:
- one train waiting makes the train behind it wait a while too
- if there are different items with different rates at each platform, waiting on a full load for one item might affect the throughput for the other items
I haven't really explored the stop settings so I don't know what the exact strategies would be to mitigate these issues
Ah, right the different rates on each platform would 100% cause a problem
Especially since I have 2 cars getting 720ppm, and the other getting 315ppm
you may be able to just specify it to depart once it's done a full load for any of the cars. that may even be the default?
I think it just has a fully loaded option, and that is for the train as a whole I think
Honestly probably not worth any of the trouble if my throughput remains consistent
so when i do the recycled plastic/rubber thing, how do i split off the rubber/plastic that i produce? i assume some use of smart splitter?
since im feeding back the rubber and plastic all the time
easiest way is to use a smart splitter. prioritize sending the product back into the other side of the loop. then you get the overflow as your final net product
so normal splitters manifold into the refineries, the last 2 smart into refinery? and smart splitting the output line as overflow product and normal split back to the input line?
or smart split in the beginning of the line ahhhhhhhhhhhhhhhhhhh my bad
i was thinking too complicated
I'm not sure what you mean by "normal splitters manifold into the refineries"
How I usually do it:
- merge all the plastic product, and smart-split it back to the rubber refineries
- merge all the rubber product, and smart-split it back to the plastic refineries
the overflow from each of these splits is my net product
yes! thanks
im stooopid
if your refineries are all clocked the same, you can also do a setup where you take one plastic refinery and split it to feed two rubber refineries (and vice-versa)
and just keep doing that until all refineries have their inputs hooked up. then all the leftover outputs are your net product.
yeh indeed makes sense, but i just merge them into the line as you said before
i completley brainfarted the part of the smart splitter before feeding the refineries, somehow i wanted it all to pass them and split off after the last refinery??
@amber jacinth so alternate - HOR gets me 4 HOR for every 3 crude, so I turn 225 crude into 300 HOR
then blenders turn that into 600/m fuel.
refineries turn 600/m fuel into 500/m turbo fuel.
but then blenders turn 500/m turbo fuel into 833.33333/min rocket fuel.
Fuel Gens burn 4.16667, so 200 fuel gens (or 100 if you 200% overclock) burn all of that
200 fuel gens are 250MW per, so, huh, now I get 500 GW. but you need a ridiculous number of fuel gens to keep up.
compared to the final output, the costs of the refining, even with some overclocking, are going to be entirely negligible
That would be 50GW, no?
uh, hm, my calculator inserted an extra zero at the last step, so 50 GW, yes, but that's still a ton of power. a GW or whatever all the refineries cost you isn't a big deal.
Yeah, I'm pulling 2550 oil from the crater for a total of 450GW of power
I'm not sure how much my power ceiling is over here in the rocky desert, but I believe just refining into straight fuel, I was burning 480/min crude and netting, uh, 4 GW of power or something like that.
because im limited by belt speed, i could just split 10 refineries off in the first place right? so i get rid of 600 plastic/rubber and feed back the rest in a loop with the smart splitter in front? would take a bit longer to start up but for the rest it would work no?
looks like mk6 belt doing its job just fine.
meanwhile, I could use about half that and produce over ten times the power for the cost of water, a reasonable amount of coal and sulfur, and nitrogen, which I wasn't using anyhow.
Mine do stutter occasionally when there's some lag, such as when I open my inventory or a similar menu.
The resource requirements for rocket is very reasonable, all things considered
yeah, 900 oil + 600 sulfur + 800 nitrogen + 300 iron for 120gw of power is kind of bonkers cheap
i think they sort of made RF too good
not that i really mind too much, but i think the game looses some charm if you don't end up smacking into your power limit after coal
Are there still problems using full 600 pipes?
it can still be iffy depending how you use them, yeah
no, just designs that use them π
I guess I split it up then
a given pipe can move 600/min
but the overall network may not find an efficient equilibrium for keeping that 600/min moving where you want it all the time
Yeah I'm too stupid to understand that
I've been using many many pipes with 600/min of flow with no issues at all
all for me works as long as i split off from the oil extractor..
Im trying to transport water for aluminum
Can someone help me with this? the left top rail is its own train going to get nitrogen gas. The bottom left one is the main line that has another train going to get plastic, rubber, fuel.. the main station i want them to go to is the top right one but i don't want both trains on the right track at the same time... how do i set this up
you need to have one giant block all the way to the station
and you need a signal that allows them to enter and leave that block
the current signal on the right is the wrong way around
it only allows trains to go from right to left
after this part, dont use any signals for the entire track leading to the station
actually.... remove the signal on the right (my bad)
that should work
I want the trains to stop here while the other one is on the track...
yes. and for that you just remove the one signal on the right (previous image)
after you do that, the entire track leading to the station should be a single block color
Hi, Is there some satisfactory guru here who got some time time to spare ?
I want to provide accurate feedback but I'm not sure if I'm missing something around coordinate system building snap and nudge. https://questions.satisfactorygame.com/post/66eef2a6772a987f4a8c6013
If there is anything to add please provide comment to that on QA site - Ty for your time and help in advance.
This is from another person's explanation, too lazy to look up the name rn 
if i need 15.2 manufactures wats the lowest amount i could go with boosting
By boosting do you mean just shards, or shards and somersloops?
just shards
whatever 15.2/2.5 is
just crashed the whole thing
kk ty
@magic island its running at 100% hehehehehehehe
if its 6.08 do i just do 6
looks so cool
No you always go up
You'd need 6.08 at 250% clockspeed, so 6 at 250 and one at (0.08 * 2.5 = 0.2 = 20%)
kk
In case it matters, with that many, the power premium for overclocking starts to add up
if you fully overclock any system it only costs another 33% power
Yeah, which usually isn't a big deal, but I thought it worth at least mentioning with manufactories
Yah, cuz when overclocking you would need less machines in total
So even though the power requirement of each machine is higher, there's less of them
I understood it as 250% costs 283% power, not 133% power, so it adds up on the big machines
So it's only marginally less efficient than leaving everything at 100%
Are you counting power as per item or per machine? To produce the same amount of items it's 133% power.
Or you can place a bunch of the higher power machines, and put them at 33.3% speed.
So they use a quarter power, roughly. I don't remember the exact number.
yeah but it's still a total of 33% more when you look at a system you're processing. Which isn't a huge deal
Power is not unlimited, but it's not hard to generate either
Overclocking is almost always the way to go, especially as you approach endgame
Even just for how many less machines you get to place.
Maybe not particle accelerators, but mostly
slooping particle accelerators is really good for energy efficiency hehe
gotta have a string of PAs running at 20gw!!
That's, what, 2 overclocked and slooped PAs making pasta?
1 OCed Slooped making pasta. At least at the top of hte curve

im making 9600 aluminum scrap/min and im debating should i do the pure aluminum ingot recipe or go through doing silica to get more the difference is 6400 ingots vs 4800 ingots/min its been a LONG time sense i have been in the late game and im wondering if its worth all the extra building and logistics to make 8000 silica/min to put towards the aluminum.
I don't know many people that have done default ingot and found it worthwhile.
Using if you're squeezing resources that hard, you'll find other uses for the silica, like silicon circuit board.
i was planing to do defaut but its SOO much quartz
Plastic isn't scarce, but the throughput on silica circuit board is so nice
noted, thanks guys π pure ingot it is
By the time you're making (super)computers, the refinery alt recipe for copper sheets is nice, too
Planning to build a rocket fuel power plant. Since rocket fuel is considered as gas. Question is do gas have sloshing as well?
think all fluids to
I've set up a plastic-rubber loop on the newest save and did it differently than usual
I have all of the products feeding into the recycle and I'm using smart splitters to overflow the actual products I need for the factory, this... should work...?
wym loop? and yes should work, set smart splitter to item needed then over flow into a sink π
I call it a "loop" since the plastic is making rubber and the rubber is naking plastic, and I usually set up the system so that it does "exact amount" to the recycle side and "exact amount" the product side, but this go around I'm sending it all to recycle side and siphoning off the excess for product 
Yeah its a loop because its a circle, overflow is product.
I should do that, I have plenty of fuel I'm not using at the moment
yeah, "sloshing" isn't really a simulated liquid behaviour or anything. it just means the pipes are passing a fluid back and forth a bunch, due to patterns in the way the system is filling/emptying in that spot
it happens with gases too. the main difference with gases is that they're unbound by gravity, which can unfortunately mean even more opportunities for them to freely "slosh"
Personally I prefer pure alum ingot. There's enough bauxite that even with pure recipe, you still get enough
And the production chain is simpler, and you free up silica for other electronics stuff
It's simpler, and a lot less machines.
What would you guys say the best recipes for AI limiters, high speed connectors, circuit boards, and computers be?
best is extremely subjective
what aspects do you want in a recipe?
Also - recipes don't exist in vacuums, the 'value' in recipes are highly dependent on location and other recipes you're using
I'd like to end up without decimal items per minute final output. Because right now I don't think I can make high speed connectors with a flat number without 4x the resources. But if I had to choose one main thing to do is to remove the oil from the recipe because it requires 2.5x pumps rn
you know you can clock machines any way you like right? 'round numbers' is a very arbitrary thing
Yeah point made.
in any case you don't need oil for high speed connectors
Kinda running on painkiller brain lol
which means silicon HSC is a bit less of a pain since you're alredy sourcing silica
ooooooo
yeah the down side of silicon HSC is arguably the more annoying sourcing of silica , but saves you 1/2 of cat
and if you go down that route crystal comp is nice
you can make oscilators with the base recipe so it's only iron and crystal
That's the comp recipe I use, because it doesn't use those massive manufacturers
You can also sloop it for twice less sloops
you need the manus for hte osci though, and it's a sloooow recipe
Honestly I'm fine with 1 pump since that's a lot less power.
And a lot less hunting
1 pump?
For the computers
wdym 'pump'?
Oil pump
ah right oil extractor
I mean sure? but why bring in extra resources when you have everything on hand anyway right?
I'm planning something similar using
and
Oh wait you're right I already have copper in the mix so oscilators would work
just a funky recipe chain
with iron wire you only need iron for it though π
so you need
iron
copper
crystal
caterium for all these items
I already need copper for circuit boards and the cables.
That's what I'm using.
i've hit a bit of a snag with my train setup - for the sake of space i've got plastic and rubber going into the same freight car on my train and being sorted at the other end. the problem im having is that there's 230 plastic pm and 45 rubber pm coming through, which means that the rubber inputs get completed starved while the stacks of plastic are being emptied. any suggestions?
im also having similar problems with my steel parts (beams, pipes, encased beams, stators etc.)
do you have a sorter and sink at the delivery point?
yes, you'll need smart splitters, and sink the overflow
the problem is that stuff is getting wasted in the sink
or, modify the train to be 2 carts, one for each type of resource
once it gets balanced out it wont
are you buffering your platforms btw?
uh im not sure, what's buffering?
so when trains load/unload they pause moving items
to counter that you would make a buffer
like 1 belt into an ISC, 2 belts from the ISC to the platform
put a giant storage container right outside your train station, offload the stuff into the storage first, and then feed your factory from the storage container
im not doing that atm, would it help?
that's part of the solution yes
you basically need to do something similar to that for all trains in every situation
what's your fastest belt and how long is the trip you're doing?
oof that's a lot of stops, that'll increase the time
is the plastic and rubber getting loaded on at the same stop?
yes
is anything else getting loaded into that car?
nope, just the plastic and rubber
I usually like to have 1 freight car per product
on deliver you want
2 belt to isc, 1 belt to smart splitter that goes to Plastic buffer, rubber buffer and sink
so i need a station buffer and storage after its been sorted?
and then just sink all the overflow
yup
and to make it stable quicker, before you start the system that uses plastic and rubber, have the plastic and rubber buffers filled
yeah would've saved me the headache. i'd have done it if it weren't 11 different items
it'll eventually stabalise and nothing will end up going to sink
at that point consider building up and combining items in different ways. But that all comes down to experience with planning and layouts
you'll get there, and figure out how you like designs.
with the right location, recipes you can make highly local factories
but in general I find that much easier once all tech and recipes are unlocked
excuse me???
there's more than enough hdds on the whole map w/o buying them. so you never need to buy those
flow issue most likely. Are you generators looped?
its all manifold, for some wacky reason it seems to be resolving itself. I don't even know
I've been messing around with it for like 2 hours
I'm aware, that's normally an input into the thing that's using it for me. It was straight up not exiting the machine to go to the input.
anyhow, something clicked while I was typing
oh yeah, but backed up flow at the input can cause it to stutter so fluid can't exit
furthest most freight station is set to load and is loading packaged nitrogen gas. Closest is set to unload and is unloading empty fluid tanks.... 2nd screenshot... furthest most is set to unload and closest one is set to load the empty fluid containers that are being used in the blender... how do i fix this where it uses both train cars... the first and main train is only has 1 train car and this secondary seperate train station has 2
can you explain that more clearly pls?
why does 1 train only have 1 car? you'd need 2
the furthest away train in the first picture is set to load and is loading packaged nitrogen gas. This train line is a secondary train line and is not the main one. It goes to my primary train station at my main base (2nd picture) which the first frieght station is set to load as the main line that goes there as the main line only has 1 freight station.
i thought i had to have two seperate cars, one for load and one for unload.. so my first train station that only loads and unloads at main station and my secondary train station which has stuff loading and offloading but i cannot set it to load/ unload at the same time so i set up a second freight station for offloading
i think i can voice chat and share screen to explain it clearly... its harder to do it in chat
i'm sorry im such a newb at this game, im just trying to learn and get trains down
no that's ok! maybe make an overhead sketch ?
my fuel factory makes 1200/m oil into 1600/m heavy oil residue (heavy oil alt recipe) and then into 3200 fuel/m (packaged diluted fuel alt recipe), but its constantly failing cuz i don't feel like giving it more bottles (i don't feel like doing the math but also i forgot to include T6 conveyers so subtract 80 fuel from that)
This is the main train station at my main base.. this train station is # 1 and this is where # 2 and # 3 come to offload.. it goes train station, offload frieght station, load train station
This is traing station # 2 and it is only set to load plastic, fuel, rubber, ect... it goes to train station # 1 and offloads at the 1st freight offload station
This is train station # 3 and is a seperate train than the one that goes to # 1 to # 2. It is converting nitrogen gas to packaged nitrogen gas which then gets transported to train station # 1 and put into a blender before getting loaded into the second freight station at train station # 1 before i'm trying to transport it to trainstation # 3. Trainstation # 1 and 2 only have a train, frieght car, then train... train station # 3 has train, freight car, freight car, train.. as i want the train to offload the empty canisters from trainstation # 1 to be reused at trainstation # 3... if that makes sense...
trains are making me retarded for whatever reason and i cannot seam to figure it out.. thanks for the help
@vapid gorge
i think a live stream would help explain it easier it someone is willing to help me that way
yeah this is a little complicated, but an over head diagram could help? don't have the option for a vc atm sorry.
but you may be having issues because you're having multiple trains stop at the same station?
and they aren't properly buffered
at least some of them aren't anyway
whats recommended for drones? battery or fuel ?
really whatever is convenient for you
I started with turbo fuel because I had that on hand and siphoned it off my power station
eventually I'll use plutonium rods though
whatever you can make easily and upgrade as you find the opportunity
i'm still using basic fuel for them. it kind of sucks as a fuel source for them, but for the low volumes i'm using now, it is fine
whats the main use for drones? since they cant carry that much
they were added to the game primarily to allow you to grab nitrogen from the wells that are in inconvenient spots, they're very good for that, but they're great for low volume stuff like shipping HMF's to be made into FMF's and returning the papa cubes home
whats the most efficient way to grind remains
sloop the critter bit constructors and the dna capsule one for 4x the sink points
if you're talking about how to build it, i just use a storage crate for dropping them that uses smart splitters to route them into the constructors for each critter bit
I have that set up but its taking forever to get the base pieces from enemies
oic, you're talking about hunting
they can carry a fair bit, just build more π
for hunting, early on before you have the good weapons and jetpack, good areas to hunt are the eastern canyon and the western gold coast. fair number of baby spitters around those parts - they're easy to kill with the rebar gun's normal ammo
when you've teched up a bit and DO have the jetpack and better ammo, areas like the swamp and titan forest for the spiders and rock-tossing hogs are probably the highest yield places
what ammo/weapon should I use; the rifle seems rather weak to me
that's cuz it is
it's good for sniping the hatchers, but not really for other creatures. i prefer explosive rebar and just stay in the air above things with the jetpack using LBF
the green spooders are always tricky, but i think ex-rebar is probably the best ammo in the game
well, snowballs are also really dang good at ficsmas
they're essentially nobelisks with a bigger stack size
whats with the enemies constantly clipping into the terrain
bug, been there since U8 (probably result of the engine upgrade). really annoying.
seems mostly the big hogs that do it though
you can sometimes still kill them when they aggro at you and clip out of the terrain a lil during an attack, things that do AOE i find still do dmg
also, usually their drops end up right on the other side of the wall and you can oft times still grab them. sometimes worth the trouble
weird
Water is honestly the worst part of diluted fuel imo
why? it's easy
ehh, extractors are a pain until you figure out how to snap them to other things for alignment, but still cause real-estate problems π
The best way to kill spiders is to run them over
I'm fond of sticking nuke nobelisks to them, and watching them detonate them with the dumb way their jump attack hitbox works.
I crammed a 48 constructor manifold into a mk2 blueprint
Depends on what you want to do in the end game
For slow (no sloop/shard) endgame 20gw is reasonable with batteries. I would go for at least 40gw to make power not need a further upgrade without going 'megabase' scale, again add batteries
im planning on creating this rocket fuel plant for my energy and drone fuel
but that would still need a lot of water right ?
100gw is certainly more than enough
Nuclear needs... Alot of water sure but also alot more of everything else too at large scale
what would you recommend, 100gw with nuclear or 100gw with rocket fuel ?
RF is gas no need to pump and its pretty easy if u have alts
yeah, this is what i was planning
didn't use diluted fuel for more simplicity
i am currently making 350GW using RF
and its kinda simple
apart for the logistics
Rocket fuel is far simpler, especially if you shard the gens. I just finished ~1.4tw of nuclear.. but 100gw is far simpler than this #screenshots message
i am on my way setting up IF after that will go to nuclear
IF is barely energy positive. You don't really get much for your investment
wdym?
I am making 600 packages if, exclusively for drone fuel
i am using turbo for drone
You spend ridiculous amounts of energy on making the power shards, and get enough to make that back and only slightly more
is 240 Rocket fuel enough for drones for the rest of my playthrough ?
Use the alt for if and sloop the if converters, makes it quite small
Considering each drone takes ~2/min or less... ^^
ahh okey
Don't use the alt if you're trying to generate energy...
the way to compare fuels is: look at how much power it costs to fill X generators
by that metric, Ionized is really bad and Rocketfuel steamrolls everything
i am using a bunch of alts
Depending on recipes and sloops
Alt IF just eats alot of alum
You can't really generalise it like that
Dark-Ion Fuel is trash
It consumes more fuel than it produces
It turns 480 RF into 200 IF
i am planning to use the main recipe for IF production
It's prob an oversight that will be fixed though
it has 1:1 ratio
i only issue now is the logistical nightmare , bringing in about 26k coal to GC for IF production :}
You loose energy when you use dark ion fuel don't you
Rocket is definitely a superior generator fuel, never said to use IF for that. But I wanted the maximum drone speed and no radiation, so what option do I have?
max speed will be provided by IF , if i am not wrong
Highly recommend looking at the crude diamonds recipe, the coke one is questionable
i am making diamond from coal directly in PA
Right, that's why I built 600 packaged IF with dark-ion recipe
The regular IF recipe is fine. You don't lose energy, even if it's sort of weak. It's the alt that's broken atm
but dealing with radiation is fun 
It's all self contained in blue crater, only imports empty bottles so worked for my purposes
Although if you include all the coal and the logistics investment idk, it's hard to quantify. Margins are pretty thin
Sinking 12.5/m plutonium rods, so I could have.. but w/e
dont sink create waste and store em untill your world falls apart 
I never realized how much coal there is near the Gold Coast... now I have to think again about how to do my first Aluminium... sigh
yea I have a tiny horrible Alu setup at that waterfall
its closeby to all my other bases, so I am thinking about starting there... but there are the necessary building blocks for all 4 Alu combinations π
and two pure (and one normal) Bauxit doesn't look "small scale" (for me ^^)
I use only one bauxite node in that area
and I don't even use it fully iirc
eventually I want to make a long train line to collect all of the bauxite to the same place to process it
hmm... compactness vs. efficiency... have to look at the Aluminium Solution diagramms again
I decided to pull the one extra pure node to the east*, 2940 ore.
Edit* I suck with cardinal directon wording 
Ive got a bad habit of flipping wording/context for some things.
personally I'm a big fan of electrode sloppy pure
It ended up being sloppy, and 24/min leftover coke. (From one normal node)
coke might be the easiest option for me, two of the four oil nodes of the West coast are still untapped... then its just the question "all quartz", "some quartz" or "no quartz" π
but the (new?) coal is not far away either ^^
Yeah I was debating that too... stuck with pure for now, good option for the newer quartz solution chain.
How many different items does your biggest factory make? (Asked to everyone)
I just made a design that does like 25 different items.
I think the only thing I currently have overbuilt is my 16 Crystal Oscillator/min tower...
do intermediates count?
I meant like rods, plates, screws,etc... all in one building
I have a MK2 blueprint making 7 different things (iron/copper related)
I squeezed it into a 10x10 4 story building
Nice
Already bluprited. Dope. What's the input?
just iron and copper ore
How much though? Full belt? 480? 1200?
I think it takes a MK3 of each...
My build is a 16 input 28 output build.
Inputting 16 different things and getting out 28ish
I think my most "headache" BP is stackable and has six different inputs
I built it in creative, and slimmed it down
Each column is its own floor, and I combined the last 2 to the right. While dropping the output to the ground floor
Glass elevator in the center moving things down to the storage
So, @strong palm and I completeled phase 3. Are there any specific alternates we should get ASAP? Or any other immediate tips?
Looks great
I'll hop on and take a screenshot of the skeleton, haven't put any walls on mine yet.
π
Yea, that snake
so you are moving to Aluminium (Tier 7/8)?
Jup
We got a very basic alumininiumuninum setup, as well as shitty supercomputersβ’οΈ
It depends a bit which of the Aluminium Alternatives you want to build... there are 8 combinations
why are they green ?
Click them?
it's a bug afaik
Which ones are the best? I've also seen someone bring all the bauxite to one place to process, is that worth it?
it's an option, but far from necessary
you could make aluminum parts from the ingots and fly then around with drones to where they are needed
I could have done a bit more with the MK2 space (didn't built too high, but I did not want to put in more products in the bottom)
maybe have to revisit when I get the MK3 designer π
Hey guys.... I am planning to use plutonium fuel rods for my drones, now I need to produce those... how many uranium fuel rods should I produce for my nuclear reactors? Energy is not really an issue since I already have a rocket fuel plant.
I was thinking perhaps 12/min or 24/min
I dunno, I don't know how much the drones actually use and how many I will build later that's why I am hoping for some input from a more experienced player
What's your prefered recipe for making ficsite ingots? Or just use all of them?
Thinking aluminium, because less sam used, but dunno how heavy it will be on bauxite
Hi @oblique hollow, sorry to bother you. I'm playing since EA 7 but i noticed PIpe system looks to me more buggy in 1.0 than before.
Do you see the same ?
I saw doc you created to help people out. You are mentioning "backflow" solutions but it looks like there is nothing working in 1.0 (i never encountered backflow problems in EA - basically system has capacity but flow dissapears).
I tried to provide feedback to QA site
https://questions.satisfactorygame.com/post/670c8ee7ddb9d97e071ff742
and help people out just to discover more and more bugs...
https://questions.satisfactorygame.com/post/6712a726ddb9d97e07203b2a
My general suggestion for game is to rename that system for now as it is too far from liquids (I saw same hints in file created by you).
can someone explain to me
why these pipes arent getting water?
if everything else is full
The generators drink water and that makes the fluid level drop
Hard to say since we have no idea how big a drone system you want. 4 p rods per min would do quite a few drones though
all the other coal generators are full
wouldnt that fill the pipes?
Its a normal occurence that it drops near the end
how do i fix it?
You just wait
its ruining my power
How long has this been running
That is already quite a good answer, thank you π
Whatβs the actual issue youβre having? Cause my 1.0 fluid experience has been great
the thing is it just started doing this
a long time
Oh wait this is all 200% overclock?
no
How many are then
Either way: your numbers seem off
mk 2 pipes can only do 600/min
A generators at 200% uses 90/min.
At 250% its 112.5/min
I dint look at pipe system too much before in detail for me it was working I moved on in general. Just playing with friend who got frustated at pipe so i got to "debug" and discovery after discovery it went worse for example post here https://questions.satisfactorygame.com/post/6712a726ddb9d97e07203b2a with that gizmo which doesnt contain anything in that top buffer will cause last 3-4 buildings to never stabilize because flow goes missing if there starts to be liek 6 in manafold series
Imo the system tries too much to be realistic and is now in an uncanny valley.
It should be sinplified further
machine tick start to send fluid backward
It seems the devs changed something about how junctions prioritize fluid flow
It's not clear that they flooded the systems first?
buffer doesnt too but if you reconnect it does π
by reconnect i mean connection pipe
Mk 2 pipes had this issue in U8 too.
Overall the system seems more unpredictable now
A simple name change wouldnt make any of this easier
https://imgur.com/08P8c0E - this abuses the fact headlift subgametick check incerases steadily
it would make less people rage quit
I've seen issues with very long manifolds? like 25+ where loops couldn't handle it over time but other than that ? no issues.
they would not apply liquid intuition
Thats the wrong move in my opinion
8 x 90
sometimes if you have flow issues putting a pump at the start of manifold helps directionality, usually this is because of pipe shenanigans in the layout though
I wouldn't use a buffer
thats 720/min
yea
screenshot I send gets worse with pump closeby
Mk 1 or mk 2 pump?
again, I'd have to see the the full layout.
havent seen difference as it is not blocking backflow it is able to be dispersed only to those loong vertical pipes from 1200 junction
Mk 2 pipes generally prefer higher head lift which they shouldnt. Head lift shouldnt lead to more flow stability.
Thats IRL intuition and that should not have any place in this system
pump doesnt block anything unless unpowered
mk2
This wasnt meant for you, sorry
alr
What you need to do is add a second pipe that goes to the generators near the back
uh?
You are bottlenecked by the single mk 2 pipe into which you funnel all the water
You need a second one
oh
And connect that one to the opposite end of your generator pipeline manifold
alr
I know that is only time they do anything else besides reset headlift value
Pumps try to output fluid they receive at maximum flow because they are basically small production buildings
So they do try to force liquid
but once there is no hard reset to 0 they don't do anything to liquid going "opposite direction"
Ive never seen liquid go back through a pump
want save ?
Backflow pressure waves are not "fluid going backwards"
Its simply an interruption of forward flow
But sure, DM me a save
or i ahve dedicated i can DM you that and demo it
Im not at home atm
Guys
I need help with my megafactory resource feed
How many Iron ore nodes there are in ( and around) Northeast Dune Desert?
As of now I connected 21 + 1/4 of Pure node equivalents, that fraction make me so annoyed
Yes, connect that pipe to the water extractors now
So that extra fluid can go here
it fixed it perfectly
look it up on SCIM
sent thx
who needs factories anyway
@oblique hollow also with that gizmo now is stable in savefile - current flow is mostly what you are saying (fluid has nowhere to go) - if you cut that gizmo + input, flush machine segment and simply connect 600
after like 5-6 you start to see on that input pipe what I mean. ( be careful looking at it for too long - 15 min will cause subgametick "headlift check" to evaporate liquid from input buffers and train station next to it)
can it be that the hoverpack range is less than half the range of the Power Towers?
Is there any real reason to use Leached iron ingot vs Basic Iron Ingot given that they're both 1:2 ore to ingot and limestone is so much more available than sulfur? Plus leached is in the refinery
Leached is speedy, thats all
For similar reasons, Basic also looks much better than Pure iron ingot...
Pure is water which most people think of as "free" but it isnt
Basic Iron is really neat i'll give it that
But if i want a lot and fast i'll probably use leached.
You could convert Coal to sulfur and then make acid from that
Either way, you save in refineries compared to pure iron ingot
Don't have conversion yet.
Pure recipes mostly cost energy...
And space and of course patience with fluids
space (especially vertical space) is VERY cheap
Pure copper is easy for me now I made the perfect blueprint to just stack stack stack and then connect some pipes and a water tower to take care of actual pumping
Still something to be considered, especially for decoration purposes
The cosmetic choice of recipes is something rarely considered
"Does this fit in your aesthetic for your factory"
each of the four towers in the background is one full MK4 belt of Ingots... you can easily see why Copper is more annoying π
(with OC/sloops you could get much more density of course)
Anyone know the max amount of plutonium waste you can process? Seems like there isnβt enough Sam ore to process the amount Iβm generating
so i have a train that stops by 2 stations and loads in aluminum casing and plastic. but it seems the aluminum casing is flooding the plastic at the end factory
how do i fix this issue
-_-
one of the dangers of mixed platforms. If it's completely filling up like this it looks like either
a) you don't have the throughput to pick up all of it
or
b) you're not continously sinking over flow at both ends
segregate items at train stations
or
c) both
do you have buffers at teh train stations?
no, but i figured since i have 2 unloading stations (one for each item) they would not conflict. at every loading point there is also only one loading platform for the corresponding container
no you essentially always need buffers at both pick up and drop offs
but as it looks rn, the aluminum is getting loaded into the plastic container somehow
alr, ill do that and sink the overflow
how much are you trying to move onto each car?
you pretty much gotta restrict yourself to about 1 belt's worth of items per car
one is only taking 50plastic/min and the other 240/min
what's your highest belt speed?
mk5
do you know roughly how long the round trip is?
ehhh not really, its all in the same biome
ok yeah, i think the issue was the unloading part without having a sink for the overflow
well you probalby have enough throughput. make sure at the delivery point, after the buffer, you have a smart splitter that splits the 2 parts and has an overflow to a sink
and buffers for each of the two individual parts after the splitter
thanks! first time working with trains lol
no stress π usually you'll have a much simpler time with things keeping platforms to single items or having dedicated trains going between two points, but what you're doing is possible
yeah! works perfectly now, the cargos arent conflicting either
great π
https://www.satisfactorytools.com/1.0/production?share=oAWwSgX8z3ywaXvHNM6u tryina make this funny electronics factory
you're using an industrial container, 1 belt in 2 belts into the platform right?
for what? there is almost no use for them, atleast not needed in large amounts
for now its just 2 sinks lol, my factory is faaaaar from done
but yeah i know how to make a buffer
only things that need super computers in a production line and one of them needs 3/min so ill make them localy and hook the current one up to the space elevator parts
im sure loading the save makes fluids go coucou, ive just finished the recycled plastic/rubber plant and everything was filled up. i reloaded the file this morning and most of the water was out of the machines while when i saved it everything was 50/50
if im picking ingots up via train (iron, copper, steel) and unloading them at a factory, would it be best to use one freight station and three empty platforms per item to load? carry all three on one train?
or is it best to have three seperate unloading stations, four freight platforms each?
if that question even makes any sense
One freight platform per ingot
And your train will have one freight car per platform
That's not what he's asking I don't think
I'm not sure what the question is
He's asking if it should be one engine with 3 cars & a station with 3 platforms all together
Or 3 trains with 1 car, and 3 separate stations
I guess can be done either way. Personally, I'd go with 1 train engine attached to 3 carts, going to one station
Unless you don't need the ingots all in one place.
If you need them in separate factories that are spread out, you could do 3 separate trains
yeah im not a smart man im sorry
https://www.reddit.com/r/SatisfactoryGame/comments/1gclv4z/can_anyone_with_a_brain_tell_me_why_that_shit/
please if you have 3 minutes, I am going insane right now.
more like 3 stations, with three cars each, unloading
that seems excessive
but i already set up my ingot loading stations to load four cars
i think i played myself
It depends how many ingots you're loading per minute
How many ppm are we talking?
Trains can carry quite a lot per trip. I think each cart can hold like 24 stacks of item
i havent set up any factories to unload yet, but ive set up loading. theyre all doing 400+ ingots per min
If it's 400 ingots per min, you're good to just load them onto 1 cart
so my ingot loading should probably just be one car, three empty platforms, yeah?
Assuming you have the mk4 belt that can load and unload at that rate
E-C-C-C
that's your trian
Engine-cart-cart-cart
yes
S-P-P-P
Station, platform, platform, platform
so engine-iron-copper-steel is best?
Yes
It will tell you after a few trips
now i have to fix all my ingot loading stations, because theyre all set up for 3 cars
thanks again my friends
Np
realistically, ill probably only ever need like one car of anything?
is one engine-4 cars too much for inclines?
people who have messed with The Loop: does it have to be perfectly level?
who thought it was a good idea to do a cave full of radioactive nuggets below a Bauxite node???
It's perfect
Most people recommend 1 engine per 4 carts for inclines
that is maximum
thank you!
Just entered phase 4 and haven't even touched trains. I haven't really found a need just yet, is that a mistake?
I donβt think a mistake but might be something you start working on as these bigger builds require a lot of items youβre probably already making
Trains have been super helpful for me in that area. Vs belting super long distances constantly
imo, you definitely can move everything on belt. Train is just another fun aspect of the game and aesthetic pleasing to ride train through cannyon, woods in winding road, etc.
Gotcha. My longest belts just aren't that long yet. I guess I'll wait for recipes which requires some serious belting and just start on trains then
did you guys also have a moment when you make all the calculations, find perfect ratios, build the entire factory for hours, only to realize the amount of input raw resources is wrong and can't be solved by slooping?
just happened to me when I realized my max available sulfur is 1080 and not 1180
it happens when you try to maximize usage of your resources.
uhhh, you guys don't do that?
Within reason, but certainly not absolute.

Iβm definitely going to be shit up a creek when mk 6 belts and some of my builds are only pulling 780 off of it π
Also, do I understand correctly gas pipes do not need a lift? Is there anything funky about them in that sense? So far seem to be acting fine at decent heights
I kinda feel like they donβt like traveling down, like a pump pushing down may be needed
they don't, and they simply try to distribute the content equally over the entire network
to find out you need 2 of MK6 belt to handle 32 Refineries that process 1 single OCed Pure Iron node
the pressure at any point in a closed system is equal
physics!
Should be good then. I just have noticed when going up, full rate seems to be faster than down, but maybe as itβs βlaterβ down the line
Iβm powering 115.16 fuel generators @250% and then also making 60 packaged RF/min. primarily for drones (for now)
Man has it taken awhile to stabilize, getting close to the end, but moving slow slow to fill up now π
first time dipping into here, hey all. So for cool points I'm building a Basic Iron ingot factory in Grasslands. Ineficent, I know, not the point. It will make 2400 ingots of Iron...and I don't know what to do with them lol. Kinda thinking HMF?
There should be a minimize buildings/inputs sources/input quantity option in Satisfactory Tools site. (Currently i guess it follows minimize input quantity)
Say I want a simpler build, I could just hit 'minimize input sources' if im in the desert or 'minimize buildings' if I am going for an aesthetic/cramped build.
This is build for 5 SPOs per min (CO and Alu sheet as extra inputs)
you also need a butt ton of iron for t9 stuff
This is the same exact build after forcing it to follow Oil based diamonds recipe
Like wtf?? For people who are new or just dont remember, this is gonna be a huge pain
I gotta a loong way to go to get there first 
well, i can say there's plenty you can do with extra iron ingots
if you honestly just want to make them into plates, they'll find a use, but making trigons with it all isn't a bad option either
singularity cells eat tons of iron plate & concrete
Running into something a little bizarre⦠I have two 600 lines (1200) of RF going into 115.163148 @ 250% and a line of 150 going into packager using 120.
So I noticed the system was running a little dry I connected the 150 line to the main line at the end. Then I noticed the blenders getting back up, so I then made the 16% gen to 250%, and have since added 5 more @ 250%. Blenders are still semi backing up.
Running numbers on that 10.42 x 5 =52.1β¦ plus whatever it would take to go from 16% to 250% on that one generatorβ¦. How is the system running fine and still backing up with now exceeding the amount of RF Iβm producing?
*** the 150 line is still going to packager using 120** for clarification
I should have a 30 ish deficit of RF as my calcs currently result in 1,380.82 RF needed for what Iβm running
Generally any large gas build takes a while to show changes of state. I usually give them like 30-90 minutes to robustly stabilize.
Ok Iβll let it stabilize for awhile and hopefully show a deficit and then can delete a few generators (3) ish to rebalance
Hi there,
I was wondering if there's a tool that can show me how to do this? I made such a connection a long time ago and I'd love to be able to recreate it if possible.
You mean showing the hook ups broken down? I just did mine and just did groups of 5/10 overclocked. 2:1 ratio comes in handy
Just had to hand feed them to get them rolling which takes a bit - luckily i was making each elsewhere
Is there a way in the train settings to make a station stop short if there are no items to unload, but still perform the unload if there are items to unload?
On the trains route you can change and and / or and the time. Can mess with that and see if you can get what you want
It will unload and then you say select or instead of and
By default it is set to unload OR wait 15 seconds. Which I feel like that is weird to me, since to me that sounds like it would always leave after 15 seconds. But maybe it gives preference to unloading, and then if there is no unloading, it then waits 15 seconds
Yep, looks like that is the case
Now I wish I could skip the station all together if we have no items, but oh well
are you asking about the red circle or the whole plan
break it into chunks of 150 oil->200 hor->400 fuel + 50 plastic. For making 450 rubber, use 4 refineries set to 222.2222% and 2 refineries for plastic set to 222.22222% feed the residual rubber from resin into the rubber output manifold and have it feed the plastic refineries first before overflowing out the manifold. pass the plastic back to feed the 4 recycled rubber refineries
for making plastic, the setup is similar, but the clock rates aren't something i recall, but i know you need 4 on plastic & 2 on rubber
ooops edit: 150 oil->200 hor->400 fuel + 50 rubber
What is this?
it represents the group of nodes around it
how much can this make a minute
450
A lot lol
Purity of each well oil node is half of the actual node
You gotta 250% OC it
Yeah, that is the worst oil well on the map, only makes 450 at 250%
Still 450, because 250% of one gives 75
i need 1k a minute xd