#math-and-meta
1 messages · Page 231 of 1
yeah
Heh, what's ages here? like, 30m? an hour? heat death of the universe?
only takes 4+2+1 splitter
by ages i mean on the order of like hours too
for large manifolds
it varies based on stack size etc.
yeah, like i'll balance split aluminum scrap into smelters, but for iron or copper i don't care
Any thoughts on directionality? Like, first in, first out, or first in, last out, etc?
doesn't really matter?
wdym
also on the manifold thing earlier - i sometimes like to do “hybrid” setups
ie balancers (e.g. 4 way split) that feed into 4 smaller manifolds
If I have a line of smelters, and I load the ore in left to right, should the outputs pull from them left to right also (FIFO), or the opposite (FILO)
it preserves the simplicity of manifolds but cuts down on fill time
once it’s filled it won’t affect it so it’s really just whichever direction is more convenient for your factory
ahhh, all in all the time for the manifolds to fill ends up being roughly the same, once warmed it makes no difference. if it is a production line that you intend coming up and down a lot, i'd pay some attention to it, but otherwise, once it's running, doesn't matter
New to game with 1.0, what's the best way to deal with Dark Matter Residue?
guessing just DMCrystals then sink?
its about the only way until you know what you want to make to balance it all out, and even then you kind of want to eat it into crystals for other things (singularity cells)
i think there's only one recipe that takes the gas as input (ficsonium), so unless you're making that, changing it over to crystal is the way
on the wiki is some math on how to mix and match the crystal recipes to get the exact number of crystal you want. i'm not sure it is worth that trouble vs just sinking the crystal, since the crystal is worth some good points
speaking of DMR... literally unplayable
Well, if you're going for progression, you probably do want a pretty big storage for the crystals but... should probably sink it as overflow anyway anyway just in case it starts overflowing.
also, qp is a helluva good recipe to sloop!
yeah, i built up a cache of an isc's worth of crystal to make the other stuff
to do the t9 game final goals, i just set up a single converter, part collider and encoder in a loop and just hand fed everthing adjusting the recipes and clock speeds as needed and worked from that buffer of dm crystal to cheese it all
i find it a little disappointing that they didn't have some sort of 'i have to build gobs of storage to cheese this' sort of gotcha to it all
yeah, well, join the club
i'm reserving every copper node from the canyon northward for powder, lol
what is the best recipe for fuel ?
Theres a chain tbh.
Basic Fuel? Diluted.
basic fuel
But you also want Heavy Oil Residue alt.
the most you can produce fuel. but take less crude oil ?
is diluted fuel better ?
Heres an early game chain.
You have this, and then Blenders later which streamlines it a bit but is later.
ok. thank you. ill do that then
yeah, crude -> hor is 3:4, hor->dpf is 1:2, so in the end you get 800 fuel from 300 oil along with some resin that you can convert into plastic, rubber or fabric on the side
a small bit of advice: don't build a crazy big basic fuel plant, you'll probably wish to save that effort for turbo or rocket fuel later
also, if you're burning the packaged fuel in generators, it is easier to place the unpackagers in front of pairs of generators than screw around with a long pipe manifold
you may also wish to start making some fuel containers... you'll need a crate or two of them to get the loop saturated
Hmm. so
Im planning a train for nitrogen. 
North west corner all the way to the western oil.
For a LONG train like that, which is only going to be 1200/min from the well, I would defo want multiple trains right?
First time dealing with fluid train here 
Imo fluid trains just don't have a big enough capacity to make them worth using
Ideally you'd process the items into a solid or package the liquid before putting it on the train
But if you still want to use fluid carts then yeah you'd probably need multiple trains
Or at the very least one fairly long train
Well If I was going to package/unpack nitrogen, how many canisters you think I would need buffered for a decent loop?
its only going to be 1200/min or 300/min for packages.
It's probably something you can calculate if you know your train's round trip time, but since I'm lazy I pretty much just add a bunch of canisters in, see if it's enough to sustain a loop, and add more if not lol
Yeah I have to make the tracks first 
For once I actually took packaging into account and made my fairly large aluminum factory also not process some of the ingots to turn them into fluid tanks later
Gunna be along the coast a fair bit, so its at least going to have straightaways 
Just a little sad if I do swap to packaging, love it when I get spacings right without thinking.
Yeah, also not having to worry about the fluid tank loop is nice
I got the Pressure Modulator mod for that reason, imo it makes fluid trains a lot more viable
you should consider packaging the nitro, even with the return trip empties, you still move 2x as much and don't have to wrestle with getting gas out of a train station
keep in mind that nitrogen compresses 4:1, so your transfer rate packaged is only 300/min
as a napkin math calculation, that's approximately an 8 minute round trip window you have
(also, for that sort of rate, you might just want to use drones
you might also want to use the dune desert nitro, it is probably a bit closer
not even 
oh, gold coast oil, its late i misread
The distance here to where im shooting for is around 2440m away 
is this the max inventory slots ?
I think so yeah, im just missing the last MAM one so 6 less
The hard drive slots are all done pretty early.
confirmed with the wiki 78
yeah, those last 3 spots never get filled in
kind of weird, in update 8 and previous, it ended up being a full set of rows, something changed somewhere with the upgrades & unlocks
if you’re having inventory troubles depots are gospel
current pt i’ve been using them instead of a centralised storage and im never going back
Speaking of drones, I just had to build 2 ports instead of one because I had to move 600/min and one port said it could only do 598/min 
old wiki info
They mention on the proper wiki, wiki.gg, that post 1.0 its 78 now.
I'm having some trouble in oil-land. Specifically, I'm using the alternate to produce the polymer resin, which I then turn into rubber and plastics, and the heavy oil I use for dilution and into powerplants. All great in theory. But the resin is giving me a headache with the numbers. It's 130/s and I'm not sure how to balance that. I got 2 full 300m3/s pipes which get fed into resin refineries, and out of those I need at least 2 full 480 belts; anything else I can dump, no problems, but I can't have the thing clock up.
Any suggestions on balancing this?
Residual Plastic + Residual Rubber = uses up 100/min resin
so, both at 130% uses it up cleanly
Hmm... I wonder how badly that will mess up my water intakes, but that's not a bad idea! 🤔
water: it uses 78/min
you can do it in any ratio you want if you are willing to do some basic math
and windows include a calculator app
There's a misaligned pixel in there! I hate it! xD
And just like that you now will hate it too! :>
at least december 
they arent doing any patches till ficmas
Then if that isnt it? Maaaaaybe 1.1 patch
I thought there'll be 1 more patch
It's frustrating that they jump right to making the next content update instead of continuing to patch bugs
Oh wait yeah we didnt get that yet?
the one from the snutt dev vid?
thats ficmas iirc
straight pipes
1.1 will be a major update
Hey chat qq
Which do you need more? Rubber or plastic?
In repurposeing my old power plant near the southwest oil field into actual oil products for puters circuit boards ai limiters and the ilk but it seems like rubber is almost useless to have so I was thinking Instead of doing an even split to do a third recycling round to make half the end product ribber into moar plastic
Hasn't been acknowledged afaik
It's technically resolvable by the user so ig it's not as high priority as other stuff
Rubber is used in a lot of alts
Whereas plastic is more common in regular recipes
is it an issue on dedicated servers only or solo too
Any machine that has poor enough performance can have it ig
hmm
Generally my SP performance is good enough to avoid it but the moment someone joins me my FPS gets destroyed immediately
do by 'resolvable by the user' you mean buy better hardware ? 😂
Yup xd
I am planning on doing just that
But in the meantime I found that turning down conveyor visual quality settings gives a decent performance bump
same but waiting on new amd this month and nvidia in december/january I believe
My budget isn't crazy so anything releasing rn is probably gonna be out of my price range anyway
havent upgraded in 7 years its time for a beefy upgrade lol
entirely depends on the alts you choose. Make a plastic/rubber plant when you need plastic or rubber
I found I use more rubber than plastic
Noted guess I'll just do an even split
Oh right I forgot it's as simple as switching recepies since they use the exact same machines
Prior to 1.0 plastic was used in more buildables, especially ones youll use a lot. Rubber was used in more recipes. Not sure if the balance is the same. But youll definitely need a lot of plastic if you like using "coated concrete" foundations and mk2 pipes.
I'm using satisfactory calculator but its giving me a whole bunch of 66% or 33% or 50% buildings
now i don't like that
is there an option to turn that off?
it gets better if you allow it to overclock but it'll still be like 230% 240% 233% etc.
or do i just have to manually add up all the clock speeds and just round it up to the next 100%?
satisfactory tools? you can't, you'll have to manually calculate the numbers of final produce to get the round numbers
or you can just round it up yourself, say from 3.1 to 4
You can just do the math for a few buildings then multiply!
i dont get what you mean
When you say 200 buildings is that a lot of buildings because the parts are really complicated or because you want to make a lot of them
im trying to make 5 mod engines and 2 ADU's
Both 😮
well im trying to complete phase 3
I'd say work through it backwards with just ratios
@copper seal Are you using Satisfactory Calculator or Satisfactory Tools?
calc
Ah, not so familiar with it
I'd recommend Tools for factory planning personally
Calculator is great for its interactive map though
if satisfactory tools allows me to calculate without underclocking i'll use that lol
It doesn't per se but it's very easy to handle the clocking
Tools is generally more streamlined but still doesn't do that
i mean
If the graph says (for example) you need 22.3x constructors, that just means you need 22 constructors and an additional one at 30% clock speed
im okay with getting the ratios etc.
but im also bad with leaving surplus for my own building
so i thought maybe just rounding up to the nearest 100% would solve that too
I just do everything with exact values and it hasn't gone wrong so far
oh wait
lmfao, i can do that on calc
In Tools, you can hover over whatever machine and it will give you pretty exact values for the clock speeds
Yeah I figured they have something for it as well, just never used it so couldn't say for sure
but problem with satisfactory calc is that, if i set it to that simplified mode, i can't tell it my belts
You gotta figure out belts yourself on sftools
welp
I don't mind that, even as far into the game as I am it's really not very complicated
ye but then i have to figure out balancing haha
Manifolds ftw
i need to feed 35.5 constructors with 532.5 ingots but i only have 480 belts
So each constructor takes 15 ingots, then
though ofc i'll build 36 or 37 constructors
how many resources would i need to supply a 100 GW rocket fuel power plant (using the nitro alt)?
i can’t figure out how to get there.
If you fill up a 480 belt you can feed that into 32 constructors precisely
And the remainder of the ingots you can just manifold into the remaining constructors
Round up to 36, downclock all of them to 35.5/36*100, then split it out nice and easy
Thats my process
i dont want to downclock
🙏
Did this in like 20 seconds via math:
532.5 (Ingots)/35.5 (Constructors)=15 (Ingots Per Minute)
480 (Belt Capacity)/15 (Ingots Per Minute)=32 (Constructors To Empty The Belt)
And the rest of the resources can go into the other 3.5 constructors on a separate belt
ye
1666.668 rocket fuel/min if my math is right
You should probably split it up into smaller chunks if it's one manifold
Unless you can easily auto backfill everything while you work on other stuff
Diluted Fuel
if i sloop the blenders, i’ll have enough
eh, extra work
This is maximizing the potential of the 900 oil so prob way overkill for the 100GW you're trying to get, but just as an example
Yeah you surely won't need that much to make 1666
phew
while i’m here, might as well ask: how would i go about distributing the fuel to generators?
i used DSP methods with my turbofuel plant and it does not run well
DSP?
Dyson Sphere Project
dyson sphere program
another factory game
That's what I thought of too but I'm not familiar with it lol
anyways, now i also gotta figure out a place to put my dimensional storages in
it’s similar in some ways, radically different in others
i need to keep to reminding myself i’m not playing DSP anymore 
should i put a smart splitter infront of them and making the main line the overflow? 🤔
that way my dimensional storage is always filled but it will slow down production
idk, just an idea, not sure if its a good one tho 😂
Anyway, I generally just manifold the fuel into gens on the left and right of the pipes
manifold?
its when you have just 1 line feeding into a bunch of machines and just constantly splitting it off
doesn’t that lead to increasing sparsity down the pipe/belt?
but you have to keep in mind that the machines shouldn't take more out of the line than is provided to it
pipes no
interesting
but with belts yeah, but it will even out eventually, just takes a while
Yeah, but as long as the consumption of the machines it feeds doesn't exceed the amount flowing through the pipe it'll work fine
with liquids you should fill all the internal buffers and pipes before turning on the machines anyway
there’s the missing link
I usually don't bother to unless I'm creating a self-sustaining loop that needs external input to be jumpstarted
you can also skip the warmup of a belt manifold if you fill the internal storage yourself manually too
It'll just take longer to distribute to all the machines if you don't do it but it should still work
Anyway, here's a diagram I stole off the wiki for manifolding
(S = Splitter, M = Merger. In the case of pipes these would both just be Pipeline Junctions)
say you're smelting iron right, and you provide 480 iron ore, the first machine will be force fed 240 iron ore cause its on the first splitter, but once its full then all the overflow just goes to the next splitter, and that machine will get the same treatment, all the way down the line until its 100% efficient
480 > 240 > 120 > 60 > 30 > 15 etc.etc.
but eventually the first one will completely fill up so it'll be more like 480 > 450 > 225 > 112.5>
but then the second one will completely fill up too, so it'll be 480 > 450 > 420 > 210 > 105 >
so on so on
cause once they're completely filled the machines will only take what they use
420 > 390
then 390 > 360
then 360 > 330 etc. until the entire thing is balanced and the last machine will get precisely 30 a minute
jup
and like i said, you can skip the warmup if you put iron ore into the smelters manually
so you can just let it warm up on its own untill everything becomes 100% efficient or you can jump start it
If my factory has a buncha different machines I usually just hook one set of them up to warm up on its own and go work on another part of the factory in the meantime
its just an smelter example but this goes for every system where the combined total of machines are only using as many resources are you're putting onto the belt
because every machine before the last one is getting more resources than they need, and thus will fill up and backlog
honestly just looks alot cleaner though
balancing can be fun, but its messy
there are a bunch quirks with liquids though, especially the Mk2 pipes
Yeah
It's gotten better in 1.0 but there's still a lot of stuff the game doesn't tell you
Thankfully the manual does that xd
bro its so bad
honestly another thing you can do to prime your manifold is to just turn it on as you're still building
at least, to a certain extent at the lower levels of production
hey is this a bug? i removed all uranium from this spot but the radiation is still there
Rad hogs under the world maybe?
Try relogging
i checked but there was nothing under the rock
oh right ill try that
lol the uranium rocks spawned back
make a youtube vid about a uranium farming glitch and get billions of views
handmade uranium 100% efficiency
removed them all again and radiation is gone now, but if they spawn back with each restart guess no point removing them
sometimes the last changes to world state aren't preserved in a save file, some background thread in the game periodically saves changes to map data so the game doesn't need to calculate it on every autosave, as such, you can make a change, save & reload and oft times it won't have changed
okay yeah they are gone now, weird thing i noticed before i restarted was it took about a minute to manual save now its back to normal
was just a hiccup then thanks for the help
Ah, that explains why mining deposits and then playing for a while after actually removes them
Do you find that the combination of fused quickwire and fused wire is worth it? I’m getting that it works out to about 67% more copper wire and 20% more quickwire per input.
Feels like fused quickwire is a win for sure but at the relative scarcity of caterium vs copper maybe not fused wire
well it mostly depends on what resources you have available near your location
Yeah. I’m in that copper/iron rich pocket in the northern forest starting area. In that space I have access to a normal caterium.
So I figured there id use fused QW to get some AI limiters easily
if you need it for ai limiters only, why bother with fused? why not just set up a quick dirty production and expand it when you really need it, say for fuel gens?
80 refineries for pure copper ingots
in the early game, you only need them for smart splitters, stun rebars and maybe for power switches, you don't need much of quickwire until you get to fuel gens and HS connectors
yeah i'm on phase 4 and starting to finally get down to the project parts
or 32 OC'd
unless you ned limiters in a production chain, one building making them at like 20% is enough
gonna have to consider that
donthave shards automated yet though
they grow on trees too
am i the only one who really really doesn't like stacking belts
yes ik, i have like 500
i don't mind with pipes but belts i'd rather just have nearly next to each other lol
but i need a lot for nuclear reactors a bit later
time to go slug hunting then
i gathered all the map's slugs and that gave ~4000
i'm in phase 3 and i already have 600
got a few unprocessed ones
even w/o slooping slugs already provide plenty of shards
long live slooped purple slugs
thats at least another 60 slooped
?
no wait at least 100
bro, just the purple is 70 slooped
yep
12 from blues, 54 from yellows
dude, 2x not 4x
26 you mean?
my brain is fried
2, 4, 10 or 1, 2, 5
4x 13 = 52
yeah, i mathed wrong
xd
i mean i accidentally x2'd the purps so it happens
70 + 12 + 52 = 134
i feel sorry for the people who didn't know about sloops before turning their slugs into power shards xd
in any event, a 20 minute expedition to someplace like spire coast will get ya a few 100
as i said, even w/o slooping you still get a shitton of shards
i know, you can get like 2k even without sloops, but its alot easier with
slooping just doubles this amount and allows you to not automate them for longer
and unlocking sloop tech isn't even that hard
once you automate them, you'll be giving shards away, lol
I feel like ever since I learned what sloops did, I sloop everything I do if it’s ad hoc
have not yet had a reason to automate since i still got so many left
i don't have anything to sloop yet
but my nuclear build will eat most of them
making them is useful for creating DMR
i'll probably sloop space elevator parts and maybe stuff i use alot
like mk4 belt stuff
until i have a stash then i'll probably just take it out again lol
im slooping most phase 7 and 8 parts
since im too lazy to build bigger factory for them
i sloop stuff until i have it fully automated
even though i've never been that far away from my base
Likely at 0, 0, 0 in the world
which means its... underground?
Yep
Need to delete it with SCIM, or clip through terrain to reach it
Via hypertube or something
Hello Maths people!
Could somebody work something out for me please? 🙂
I am trying to smelt 600 caterium (45/min) into an even amount of smelters, at the moment it requires 13.3333 without Overclocking. How do I figure out how many smelters I need if I do some overclocking?
Divide the number of smelters, by the amount you want to overclock. So 13.333 / 2.5 as a reference for maximum overclock.
Leaving you .833 as a remainder, so the last machine doesn't need overclocking.
I assume 2.5 in this case would mean 250%?
Yes, as 250% of one machine is 2.5.
So why would I want to make 3.75 turbomotors/minute with the alt recipe? Just to speed up the thermal propulsion rocket objective? Other than that, 1 turbomotor/minute for my own use seems like it's probably perfectly fine? So 2-3/minute total is probably all I'd need.
Thanks a lot! 😄 10 smelters oc'd at that % is 600 on the dot!
prepping for phase 6 in future?😬
I have one machines worth of turbo motors for the depot, and the exact amount I need, for the space elevator parts.
beside that, sinking Elevator project items is nice way to get coupons.
I bought Golden nuts on the weekend and have like over 600 points again already.
why is the pure iron ingot alt so ugly.
Pure Cataerium: 600 ingots 😄
Pure Copper: 2800 ingots 🤩
Pure Iron : 2228.571429 
why do you need it to be 1200
Because round numbers are 🤩
just doesnt sound good/feel good. why couldnt it have been a round number like all the other pure recepies
thought it was an artifact of 780 being the max belt speed, but there is no belt speed where it makes sense
round numbers are the same as decimal numbers
no, whatever that nubmer is for iron is not a useable fraction of a belt
given that devs don't set "items per minute" rates, but rather "items per cycle" (and the game doesn't care about items/min), it's not surprising that some recipes just are different/non-integer
like 1/2, 1/3, 1/4 and whatever
hm yeah so its just pure chance that the others are round numbers i gues
But even heavy flexible frame is the multiple of fraction of 5, which allows for at least some rounding.
While pure iron is like 0.53846153846 of ore:ingot
Was it done on purpose or not, the fact is there - the ratio is crappy
ratio is 7:13 😛
cleary a number thats fun to work with
I mean 99% of time you just build what the next step needs and clock accordingly
sure, but would it have killed css to make the number even for iron?
they apear to have taken the time for all the other pure igot recepies, so its odd that iron is left out
Which is that number of ore per ingot I got 
cataerium is 2:1
copper is 1:2.5
iron 7:13????
could have made it a clean 1:2, i dont think that would make the game balance worse
looks more like they forgot with all the stuff goin on for 1.0
and basic
okay but all the others have leeched and basic too, they seem to be fine
iirc there's only basic iron
maybe, never used either of those
they have different rates than iron
copper leached is 9:22
iron leached is 1:2
9:22 💀
well perhaps they should have pushed the weird ratio to leeched, like they seem to have done with copper
Either way, I still prefer alloy ingots
if all the leeched alts have odd ratios, i doubt anyone is going to mind
the thing is that what you call weird ratio, other people call normal ratios
find me one person (aside from you) that calls 7:13 a normal ratio
game isn't supposed to be "everything fits nicely into other things and you never need to solve logistical challenges"
most people don't care about ratios. They go "ok I need 452 iron ingots per minute, which is 6.954 machines, so I'm gonna build 7 and clock the last one to 95.4%"
thats a good portion of players, yes.
but i somehow doubt that im the only one that thinks its odd when all but one recepies for a category of alts have """"""normal""""" ratios
if the game had only normal ratios, you wouldn't have any challenge
yeah challenge me with 0.53846153846 iron ore
just clock the miner
more more resource efficient recipes usually have ratios that don't fit into other things, it's kinda balancing mechanic as well
thats not a challenge, thats a tilted artwork in a full galery of straight hanging artwork
and ur like "its not hanning weird, other people call that normal"
Just make an extra 3.84% of whatever you were using iron for, it's easy 😎
at which point it's no longer an exception, it's a different category
wait greeny aren't you the one who made satisfactory tools?
This ^
its very good and we all love him forit
we sure do
Wish it did support OCing and slooping though
Say "X assemblers of Y ingredient should be OC'd to Z% and use A number of sloops"
i think it does do OC in advanced settings
but never use that since it takes 4 years to load
hello! I have a question. I was looking at alt recipes and it seems that instant scrap is not well liked but to me it looks amazing. Can someone help me understand what I am missing?
for simplicity, yes. for miximizing available resource, it's horrible.
can you go into some detail please.
iirc Instant Scrap and Sloppy -> Electrode are tied for giving you the most aluminum per bauxite
it's a choice of spending coal + sulfur or spending oil
ahh okay good. Im glad I am not insane lol
is the issue the rarity of sulfur? I dont think much needs sulfur.
Not the rarity of sulfur but the abundance of oil
Oil products are produced in humongous amounts if you use diluted fuel + recycled plastic/rubber, and power can be generated with turbo or even rocket fuel
So you still have a lot of oil to spare
I see. But if I have a good spot for sulfur where I am building my base (I chose it for sulfur) there isnt really a huge downside to using sulfur but sulfur being less prolific than oil does present a downside
I am just now working on phase 4. Is there anything "mission critical" that will use huge amounts of sulfur beyond where I am?
There's zero problems with taking instant scrap, it's just electrode is simpler and more abundant. Sulfur is mostly used for consumables like bullets and nobelisks, and rocket fuel, maybe also classic batteries if you need some
ok cool
Ah, and nuclear power ofc
though I am gonna take a deeper look into electrode cause never hurts to look at all options
my current goal is to honestly basically skip over nuke power this save. I love rocket fuel lol
But unless you don't want to build a metric fuckton of generators for rocket fuel, it's not a big deal either
Full mk2 pipe of RF already takes 144 of those, which is just 💀
600 rocket fuel fills 144 gennies?
600/4.16666667 ≈ 144
It's actually 143.99999... because rounding, but it's negligible anyway
take that .9999999 and package it for jetpack lol
Pretty sure it’s 144 on the dot, as the gens eat the fuel at 14.4 seconds per
oh damn nitro rocket fuel eating so much sulfur lol
The exact fraction for 4.166667 is 25/6, but the game rounds it to 5 or so decimals
Well yeah, but the burn time on the gen is exact, and the parts/min is approximated off of the burn time
The price you pay for excluding water and iron plates 🚬
I mean....facts lol
And afaik it can be unlocked earlier, before Patricle Acceleration when you actually get nitric acid
Design wise, it feels nice to puzzle out the default RF, default TF recycle loop of compacted coal. Nitro rocket fuel making compacted coal which you can’t just recycle feels sorta “untidy” to me.
I already have nitric acid but dont have PA
I see what you mean. but hey maybe thats how I get the compacted coal for my aluminum lolol
Why can't you? Just sink it or shove it into some basic turbofuel setup
If you still have fuel to spare
Or at the very least burn it in coal gens lol
Recycle in an elegant way like default TF, default RF combo.
Turbo RF vs default RF is honestly tuned nicely game dev wise to give the easy option but lightly encourage puzzling it out more for upside.
Which is weird because it's only unlocked by particle enrichment milestone
Is PA, Particle Accelerator?
ye
did that maybe change? cause I 100% dont have a PA and just unlocked nitro rocket fuel from the mam
Generally all the HUB unlocks around there are similar item difficulty. Kinda all unlocked at the same time for me.
yea I unlocked all of T7 and most of T8 before I even automated a single piece of aluminum
I'm saying that nitro rf can be unlocked before nitric acid, which is required in default recipe and is unlocked with PAs
ohh crap! in my head I thought I already had nitric acid
so the rocket recipe is even nicer because I dont need to wait for/find nitric acid! awesome!
I have too many projects lol. I havent even finished my steel factory and now I wanna make aluminum and rocket fuel lol
is there an aluminum sheet that doesnt need copper?
There's only one alclad sheet recipe :(
if i use trains to collect the uranium and Quartz, as long as the miners are not backing up, i should be getting the expected throughput of 1200 Uranium, no?
i need only 1155 of the 1200, but those should arive right?
thats a huge bummer lol my location for aluminum has very little copper and its not super close :/
Then it's time to get some choo-choo mother****** 
LOLOLOL
i wouldnt like for my plants to tower down randomly when throughput isnt the expected 1200
you're probably looking at a pretty long round trip with that all
but as long as nothing backs up, it should be 1200, right?
i mean the 2 normal uranium nodes will give you 1200, yeah
or maybe ill make a loop and put multiple trains on it
the problem is that trip is a lot longer than you think because the cave uranium is so far inside it, almost better to finsh the loop out the other side
mayve close it like this and put 2 or 3 trains on
it just needs to be less work than dragging 4 belts all that way
otherwise why even bother with a train
i needed to supply 800 screws to 8 manufacturers for rotors but i only have 480 belts
so i essentially made 2 sets of 4 but the conveyor for the screws only goes halfway, the first 4
8 constructors making 100 screws each, connect each to one manufacturer
and then on the other side i'll put in another 400 screws
i know but i only have mk4 belts :V
in the thing I have given, you only need mk2s
nah i like the way i did it :V
also i already built the screw constructors in sets of 11 so that means i'd have to start tearing down constructors again
cause thats not the only thing i need screws for
you're making me feel bad for you 😛
why?
cause of mk4 belts?
honestly, my main goal currently is to unlock the last tier of belts
i love hardlight, its way underused in scifi :(
Changing that famous sentence, "The only winning way to use screws is to not use them"
Why are you making so many screws offsite instead of at the process that needs them?
they're not offsite
'needing screws'
i have enough screws, my belts just aren't good enough :V
im currently making 1320 screws
so thats 2 + a quite a bit more Mk4 belts
Using correct alts can totally eliminate screws from production chains
"100% carbon emission, 100% spaghetti, 0% screws"
there's nothing really wrong with screws, they're a high volume part that forces you to do some logistical problem solving
^
same can be said for quick/wire and concrete, copper powder
i don't have the spare copper for that rn
and cba branching out to new nodes right now
i can make it with what i have available right now
the thing is that screws are in the game to teach you that it is sometimes more efficient to transfer the antecedent item that makes a part instead of the part itself
then i'll complete phase 3, then for phase 4 i'll start branching out to other locations
well i didn't learn that at all
i just learned to use more belts and play tetris with blueprints
i use copper rotor for making them, it uses screws made from steel beam. that's about all i have in terms of production except for a single constructor dumping into a dimensional depot in case i ever need a spare awesome shop
(arguably, that could be overkill)
also
its not like the assemblers are so far away from the constructors making the screws
they're right here
we're just hinting to you that maybe there's some solutions to your problems with belt speed that you haven't considered and remove the problems you are trying to solve 🙂
ye like i said i just dont have the spare copper for it
also i don't think i can unlock stitched reinforced iron plates yet
or maybe i can idk
it's not necessary to solve any logistical challenge if you do it locally
one constructor making screws directly from iron ingots using the cast screws recipe Infront if any machine that needs sceews and boom, screws are solved
removing a problem is a solution to the problem 😉
Stitched plates are available, I'm reasonably sure, as soon as you unlock reinforced plates
Yeah, screws are definitely a case (wire another) where I try like hell to have the machine(s) making the item feeding directly into the machine needing it, just to ensure my belts don't get overwhelmed
wire is definitely needed in lesser amounts per minute than screws, i'm 100% sure
Hi. How much Iron rods, plates and screws would be good for late game?
unless you're maybe using iron wire, then yea
Yeah, almost universally.
if you're asking how much screws you need for the late game - it's too early for you to think about this stage imo
for buildings only - maybe 30-60 of rods and plates will be fine, if you're solo
or 240 if you don't store them, since 240/min is the max upload speed of Dimensional Depot
Honestly my approach so far has been to make a single machine outputting the project part i need, usually without overclocking, then design the whole assembly line to support that.
like, an assembly line for each spelevator part assembler?
You say? I have enough smelters to produce 4800 iron ingots. I would like to set up a factory able to produce all iron i need. I just need to set the rods/plates/screws ratio and don't touch it
the only things you need screws for are equipment and awesome shop, no other building requires it. and in the late game, i'm pretty sure you'll be building from DD which can't upload faster than 240/min
unless you're using more than 1 depot per item which may be an overkill
I'll tend to use the lines from previous phases, and end up often overclocking or slooping to deal with choke points, but yeah, electromagnetic rods get tacked onto my versatile framework line.
Not directly, but motors, rotors or watherever will be needed. From an excel I made in the 0.8 I was doing 850 screws just before entering in plutonium, but I don't know if that would be enough
then I'll suggest using a calculator to calculate the amount of whatever you'll need to produce all necessary items
especially if you're producing the screws in a single spot and then distribute them all around, from what I assume
(though if I were you I'd try to completely eliminate screws from all production chains because they take a lot of space)
More of distribute them inside a big factory. Sigh I guess I will see the calculator for setup. Thanks
Eh, screws can be fine for like copper rotors if you have steel screws
stupid internet not loading all the messages
well everyone uses different setups/plans/etc, so I doubt people can tell you the "approximate" or "average" amount of intermediates you need
Moving steel beams is easy, and each beam is a ton of screws
most effective recipe to produce them though? yea, steel beam may be your best bet for screws
building tons of smelters without even knowing what you want them to smelt is an uncommon way to play
generally people here recommend setting a goal and then building stuff to get there, not the other way around
^
^
i see why
if you want to do it the other way you're mostly on your own, we can't know what your goals are so we can't tell you how much you need
which is not to say you shouldn't do it the way you plan to, it's not recommended by people here but it's not /wrong/. however it will probably be more difficult
remove the probably
I would say that Satisfactory lacks many of the tools that make “all my screws are made here” style designs not a pain. Better to design in a different way.
You need some impressive logistical tools to make one huge factory work
yeah, it's pointless difficulty, but i like the satisfaction of making a solid structure able to take all my possible needs jsjajsj
I’d recommend demoing your idea at a smaller scale first at least. Also, alt recipes makes planning everything at once very intensive.
How many screws depends on like 50 alt choices
i even like sink every production excess so machines are working at 100% all the time. Nothing more satisfying than seeing a straight power consumption
That's a lot of sinks
yes, that's why i didn't want to use the calculator. I would need to make that choices now
Maybe i just make 1000 and sink the rest. Problem for the future me
The satisfactory version of tech debt. Neat.
you know what you can try? take a region on the map and try to produce a bit of everything in there instead of a single product. e.g. here's my everything base (no titles because graph too chonky), which i derived for rocky desert and which produces every item required in building and almost every consumable up to but excluding tier 9. if you're playing solo, this type of base will serve you indefinitely, especially if you're using blueprints
apparently you want to avoid using screws as much as possible
I mainly look at what items are needed for buildings, having one machine automating each. The elevator parts I automate to non zero extent. Another method is using one ore patch per item as a scaling approximation.
i don't have the copper for it but if you're trying to do 4800 iron you should have enough copper too right
Hey that's a good idea. I will think about it
ah yea right, i can share the factory from sftools. https://www.satisfactorytools.com/1.0/production?share=E2ZDPEoKbtBQubseIDfC
1/3 of the 4800 iron ingots on screws are like 14 belts to distribuite them, sooo maybe i don't want that much hahahah
don't look at the weird numbers, i made them specifically in the way to get more or less round amount of buildings
What you can do that? A.W.E.S.O.M.E
plastic, rubber, p. fuel and fabric are delivered from a separate factory https://www.satisfactorytools.com/1.0/production?share=E2ZDPEoKbtBQubseIDfC
yea, this button
very useful, thanks
was talking a little about screws earlier myself, i don't have the copper for it
but apparently people generally just avoid screws as much as possible
and supposedly there are enough alt recipes to replace them all
because they have very low density
i know
i had to feed 800 screws into 8 assemblers but i only have mk4 belts which max out at 480
building my first train so got a ques: Planning a line to gather 7 resources from around the map and bring them to one place. Guess there has to be a freight car for each resource for a total of 7 cars. At the factory location need 7 freight stations. My question is do I need to have 7 freight stations beside every single resource to make sure the correct frieght car is being filled up?
now i don't have the copper to replace them so i had to find another way around while keeping it a group of 8 lol
i mean you can just use the empty platforms
i'm always like to take a belt from far far away with pure copper
hard work for nothing is my passion
you could work around it with smart splitters too but then it might become a belt constraint, and its definitely not good for later
Generally, each machine that needs screws gets its own dedicated screw production in my plant, just for the sake of belts
so i wouldn't recommend that
thats how it ended up but every belt had 40 screws surplus so i had to feed them into each other to
Same, but I did 1170 screws into 6 machines 
Underclock a small amount maybe? Seems like a classic use case
no cause i do need the extra 40 screws lol
i needed precisely 3 x 440 and just wanted 3x11 screw constructors for visual consistency :C
ALSO fun fact 1170 screws perfectly feeds 6 copper rotor assemblers at 100% clock speed.
so i just fed the 440 belts each into their respective 4 assemblers and smart split them away for overflow into each other
Screws are also a commodity where I welcome a bit of overflow
thanks, also, do I need to have a station at each resource to get the train to stop?
(noob ques, sry)
If overflow means I never have interruptions waiting for screws, cool
Another tip for copper rotors, 6 steel screws, 4x 90% + 2x 45% works great
could do clocking a bit different when you get better belts, but thats how I did my mk4
ngl thats much harder for me to read, literally and functionally.
also i think i should set up another oil processing plant to get more plastic/rubber =|
honestly works fine for me
also these green screen backgrounds 💀
you can zoom in and out u know lol
I did love that a refinery makes exactly enough copper sheets for copper rotors
i have no problems reading it
I like the full view and being able to read, also my scroll wheel is fucked so its a bit annoying on SCIM
its cause im done with them lol
you can click on them and they become green, i use it to note that i've already done it
imagine you want to scroll down, then the wheel jumps up 4x
i just use it because its what i eventually got used to
didnt even know satisfactory tools existed
and honestly, they're practically the same
not using this for screws?
you can get lots of compacted coal as by production from rocket fuel to make steel beam.
"nah, i'm just maximizing my screw production ,rocket fuel is just the byproduct"
yes, because you use the station to tell your train where to go
i don't think you can even put down platforms without putting down a station first
if u mean me? no
i don't want to waste my steel on that, and i don't have the belts to support that anyways
like 1.75 of those and my belt is full lol
you're not supposed to put multiple on a single belt tho
you build them in front of machines that need the screws
thats what i already did, but with iron ingots
im just in phase 3 though so i'm gonna expand and tear stuff down eventually anyways
I would recommend against tearing down stuff
gonna take ages until i unlock miner mk3 tho
not if you sink every single overflow
if the produce has an overflow (i.e. you produce computers and the storage is full), just send them to awesome sink, when you get to the mk3 miner milestone, just buy the parts for coupons and send them
little late for that
that's how I was able to build my rocket fuel factory w/o automating radio units
and i dont want to introduce that kind of spaghetti lol
¯_(ツ)_/¯
could there be issues with throughput if i do 250% sloppy alumina refineries?
cause that's 600 output per refinery and i think i remember seeing somewhere people having issues with max throughput pipes
If it's 1 to 1, it should be fine. The issue is that if the pipe ever flows backward for any reason it will starve the machine, but in a simple case like this it shouldn't happen
alright cool
1200 crude oil into plastic and rubber plant is getting there
is there like, an opposite of injection manifolds? Making a ton of quickwire and it's a logistics headache
quickwire is one of those commodities I belt as little as possible, usually having a dedicated quickwire machine directly adjacent to the machine needing it.
honestly, that's probably a much better plan than my idea...
yeah I'm gunna rework some things. Just refine the ingots instead...
don't forget the fused quickwire recipe makes caterium go much further and also has a high volume of output
I love this recipe because its literally the most iron efficient way to make screws
it's perfection
it makes it so you can use 0 iron to make 52 screws
well so does the normal one but it's less aluminum efficient
needs a ton of copper though
true, but copper is pretty common in most cases.
That is a lot of pasta you aren't making.
yup, I do have a small chain that convert aluminum into steel then to screws, since all iron and coal is accounted for in that particular location.
is there a practical limit to how many items a train could carry per minute ?
per freight car i might add
depends on the item and how much a stack of it is
bauxite so i believe its 100
but the thing is by using only one freight car i am worried that depending on how long the train takes to loop around and come back again the station would have stacked too much resulting in a "loss" of ressources
When people talk about the reliability of special priority pumps, what do we mean by "unstable"?
It also depends on the time to loop.
so that'd be 3200 per car, though then it also depends on what tier belt you have
i've mk5
I'm working on upgrading my aluminum production and I want to minimize the number of buildings, which results in unclean pipe ratios
if I use a priority pipe, is that like "this might get messed up every so often" or "you're gonna need to fix this every hour"?
then the absolute maximum would be like 1560, but then you need to take into account docking time since it stops loading/unloading
so depending on the amount of cars on that route, somewhere between 780 and 1500-ish
yeah thats where im struggling x)
i need to load 750 bauxite at 2 stops summing to 1500 so i was considering one or two cars
yah train logistics are funky, I just plan on a single belt speed since it's easier, though I heard some folks plan for like 1.5x
like I'd use two cars to make it simpler to unload
i've a feeling that the moment you load things into a train you already expect to have unused surplus
just use more train!
yeah like I have a train route that picks up a bunch of iron from a depot then brings it to a central refinery by the coast. It's two pures, a normal, and two impures. I balance it out to basically 600 x 3, so I used 3 cars to make it simpler
so far it's been working out pretty well!
yeah i have a train like that with 4 cars at 390 per cars
idon't know how to calculate the practical limit so i overkill the number of cars
i mean, you don't have to get it right all at once
the cargo platforms will tell you the throughput themselves
just let it run a couple of times, if its too slow add more, if there is still plenty of space left just remove some
sure but it can take some time before it bottlenecks
couple of trips, even faster if you don't let the buffer fill first
Is this the best thingy ma bob to ask about logistics because I dug a very deep metaphorical hole and not sure how to approach it
if you start with a empty buffer then it will tell you the true items/minute after just 2 trips or something
it's your best bet! (a bet anyways)
and if there are items left when its done docking then you need an extra cart
I was gonna use the "gordian knot" methaphor here but im not sure what that would be for "digging yourself a hole"
Cool okay so let's say hypothetically speaking I need to make a factory with 81 smelters 215 constructors 66 assemblers and 12 foundries and I haven't even finished phase 2, what would be the best way to do that? because hypothetically speaking I've been staring at my empty plane of foundations and just don't know what to place where. Hypothetically speaking of course.
bruh
help.
desert is pretty flat
if you haven't even finished phase 2
I'd say plan that out first! Satisfactory tools, satisfactory modeler (my choice)
I like building up and organizing things by floor
Oooo I forgot those existed I'll have a looksie
Hypothetically speaking, it doesnt matter how you start because it will just turn into a complex work anyway.
You can, hypthotetically, just start anywhere.
It doesnt matter much
what could probably help would be looking up how much space these machines take up.
Just start slapping buildings down and see where it takes you
so you wouldnt run into any hypothetical roadblocks by running into a cliff
with that much buildings you'll need a massive power plant too, if you haven't finished phase 2 it means that you still use coal, it'll be hard
As for reducing the amount of work needed... Blueprints would have really helped there
Oh jesus I hadn't thought of that. Ohhhhh noooo. That aint good
like I just got done making my heavy modular frame factory. I planned it out like this and organized floors by collumn
oh yeah you're gunna need a lotta power for all that lol
you get coal at phase 2 right?
yeah yeah I on coal
28/min HMF 
off to the coal hole with you!
maniac
it looks so good tho c:
just accept youre a maniac
You can be a maniac and still have pretty factories
mostly prebby!
ah 2366 power. thats concerning
nice man
ooh you can put labels on the buildings 🤌
Labels make everything better
just incase I forget what the big machines on top of the building dedicated to HMFs are for
but yeah, definitely blueprint everything
managed with this loading method I saw on the subreddit I managed to fit 8 assembler in one mk2
Jaja. because i got my plan and stuff just need to work out where the hell to put stuff
wait, actually right phase 2 nevermind. Still you can fit at least 2 easy
oooo thats impressive
it barely fits
hey barely fits and fits is the same thing
but yeah never actually worked on a factory like this before. before 1.0 the closest I came was the factory to finish phase 3 (I play this game very slow)
and yet somehow I managed to maths my way into trying to make 60 motors a minute
I've been on phase 4 for a month, you're fine lol
give Satisfactory modeler a try, it's so good for planning
oh thats a steam game. huh jaja ill check it out
Tools is good too, I just prefer modeler since you can plan out stuff yourself instead of being given an answer
Yeah Satisfactory modeler will be great actually because in all my big number go up wisdom I'm gonna have to sort 3000 screws a minute with only 270 conveyers. I don't know why I do this to myself but here we gooooooo
you really don't need such a fancypants blueprint to fit 8 in there
in a mk2?
yep
with output
oh no not output
c: exactly!
ah i see
but you have the output so close to the merger
but i don't like that, thats why i don't care about that lol
oh totally fair lol, i had like 70 of these things and I wanted the most lazy method to make em
good luck!
thanks lol
Okay yeah Modeler is a really good thing I miscalculated how many smelter I would need and that would've been a pain and a half jeezus
Cool thanks a lot dude this is a lot easier than my ms paint attempt at a plan
also go hard drive hunting cause cast screws will save you 75 constructors and 300MW lol
Oh yeah I completely forgot about that
as well as alloy recipes whenever you're using copper and iron in one place
Hey folks, I’m trying to digure something out. I got:
- 240 crude oil
- 699
oh no the crude oil got them
Yup 😦
To be fair I’m half way asleep and so pressing rando buttons and passing out :p
go sleep lmao
Hey folks, I’m trying to figure something out. I got:
- 240 crude oil
- 60 fuel each
- polymer resin synced
- i’ve, already primed the fuel generatora
- 7 generators
- last 2-4 do not get filled after a while.
- crude oil is 40+ meters up
7 generators need 140/min fuel
do you actually make 140/min
guessing they're overclocked?
Nothing overclocked
make sure you got enough pipeline pumps evenly spaced out and none of them are near their head lift limit
Making 160/min and correction 7 generators and a packager
hope that packager is clocked down to 20/min
Generators are 40 meters below deposit
oh well then there is no height issue lol sorry. misread a bit
No worries, I am on mobile so not detailing well enough 🙂
Anywho. I’ll check the packager. i know it’s not clocked down, but was sure it’s 1:1 with the generator
your only option really is to check if the fuel backs up into the refineries. Or if they arent working at 100% efficiency
if it doesnt then there can only be an overconsumption of fuel really
So 4 refineries should be 8 generators or 7 generators and a packager
Polymer is moving, so shouldn’t be backing up
half a packager
I do have a pump for 1m headlift because I thought that was it
no cant be it
I know there’s default headlift so couldn’t be
refineries already supply +10m minimum
I need to get a mouse mover…. Afking on GFN sucks
You were right btw
Packager is 40
yep that sure does steal you quite a bit of fuel
Just killed off the 7th generator for now
Don’t need power right now
I got no factories as I deleted everything in SCIM 🙂
so if i need 112 reinferys whats the lowest i can go down with 2.5 boosted
i did deeper math needing 4200 ingots a minute and divided by 84 for 50 reinferys
not sure what you mean. if you need 112 unboosted then you can go down to 45 boosted
45*2.5 = 112.5
ig ye
make sure you got enough juice for OC refineries
i got 4 unused water storages i should be fine i hope xd
gonna have to add water in the middle propeply
I mean power consumption
i have 150k free power
😂
sometimes there is an issue with pipe floor holes the pump wont lift past the port hole, could be something to look at
It was the packager, taking 40 instead of 20 as I thought originally
Well it is my job 🙂
But all credit goes to McGalleon for letting me know about the packager 🙂
its always something
here, give this a go, it's a lot faster https://www.satisfactorytools.com/1.0/production?share=GjhleJ6nHPpYdmVUl92k
i dont think ive ever got done with a build and it went all green without having to find something
they should give you exactly the minimum amount of minutes of sleep so you wouldn't pass out in 24 hours.
*as a privilege though, not a right
90 minutes of REM, that's all you got.
My record is 26 hours via leaving the game on overnight. Somewhere after that point the game does a brief restart and the streak ends.
Nothing special happened, the messages are generic and random every 2 hours.
ye but this is 8hrs of actually playing
and i know lol
36 buildings left to go
but 10 of those are manufacturers D:
and i don't even have a manufacturer BP yet
i already did like 300 buildings today
but once i finish this i'll be able to complete phase 3 relatively soon
Speaking of. i will probably redo my entire oil thing
I kinda have an idea to do in floor, but visible cable management
Because at this point, I don’t know where all of my cables are 🙂
whats the best way to feed manufacturers?
Belts
ofcourse, why didn't i think about that
but like, from above or below?
I see a lot of people do manifold, vertical, with lifts.
or maybe like this but with one layer of these diagonal splitters behind it?
Iirc someone said lifts are slightly slower, but not by anything meaningful
Lifts transport items at the same rate as belts do
But from everything that I’ve seen it seems to be personal design preference
i hate personal design preference
its never a easy answer in satisfactory :(
not having easy answers is.... not satisfactory =|
Not a hill I would die on tbh, on paper yes, but seen it mentioned that the switch to vertical slows it down a notch
I meeeeeean, there really is no right answer because the difference is not there
i still need to make circuit boards, cables, stators, encased industrial beams,, heavy mod frames, automated wiring, motor, modular engines, computers and adaptive control units
q_q
I prefer to do lifts from above for walkability, but then sometimes if I plan ahead enough I have a logistics floor below
Soooo everything 😉
well
Same 
I jumped ship to get power going, so I slammed aluminum and got RF set up
today i've done... copper sheets, wires, steel beams, steel pipes, iron plates, iron rods, modular frames, rotors, smart plating, reinforced iron plates and screws
lots and lots of screws...
I’m still in research and sink phase and then I’m going to delete everything again and start building all over again
Anyone know a Satisfactory Calculator that can support custom recipes?
and i've been making BP's along the way
do you mean like.. alt recipes, or mods? or recipes that you made yourself?
The person who made the Nuclear Turbofuel mod has one, iirc
Yep
yep what?
Yep to both
i asked 3 things
Modded recipes and personally made ones
oh
idk about personally made ones but modded recipes, if they're known mods then satisfactory calculator can take into account mods
You could build one with ChatGPT 😉
but
ehm... if they're personal modded recipes... wouldn't you just be better off making your own excel sheets?
Or just use ChatGPT to be your calculator
or you could just use one of the existing ones and add your recipes there
you could learn excel along the way and you'd never have to rely on anyone to make any calculating tool for you, ever again.
and no, never use chatgpt as a calculator
and get 6.05829 leaves per 5529.2783 biomass
Biomass can go to hell
don't be mean to biomass :( has saved my ass a couple of times
its a language model, not a mathematical model
When will someone release a GPT that can read SF saves so it can help me make my factories less ugly 🔥
i keep biomass burners as a backup starter engine for my fuel power generator setup
I mean. SISO
Just use geothermal 🙂
ye
Yup
no i mean like
yes they can
and the stations are your outlets
^
They also act like power nodes for your hover pack if you ever feel inclined
maybe i should find some geotherm with some nodes nearby and just plonk a train station there
@copper seal I like the manifold with lifts style for manufacturers. Uses the 1, 3, 4, 5 heights above foundation. Pairs nicely with assembler inputs where the assembler and manufacturer need the same item.
wdym 1/3/4/5?
you mean clicks?
like every snap of the conveyor pole?
Like if you make a stack of splitters. You have the 1st splitter on foundation, then 2nd one stacked up. 3, 4, 5, etc.
So shortest vertical belt is 1 to 3 height.
Yes, I just don't like it visually.
ah fair
ah i see what you mean
1 through 5 splitters high
yeah i already use 1 and 2 on my assemblers
Yes. I tried the style where you use the "2 height" but then you need the assembler to also use the "2 height" and it just gets messier than the 1, 3, 4, 5 thing.
I know many people use multiple floors more, so they'll feed manufacturers directly through the floor with lifts at the same height.
ye i already use assembler 2 height lol
ye
i think that would look nicer but...
i want to make something that looks nice but im incredibly bad at accounting for growth
Like growth in item/s output?
yeah like i get better miners so i need to add more smelters
usually im fine w/ accounting for growth in smelters
but then more smelters = more ingots = more constructors = more assemblers etc.etc.
thats when it gets messy
I’d say, playing around with smelters and designs that scale with faster belts applies to more complex builds.
so i gave up on going for making things look nice until i get mk3 / highest tier belts
While a smelter is one building you can conceptually think of any production line as a “single unit” that is identical to a smelter.
i have a aesthetic idea anyways, that only really fits with the last belt lol
i know but i underestimate howmuch growth
because, just because i add more ingots doesn't mean i'm adding just as many constructors, or just as many assemblers
because the ratios aren't 1:1 or 1:2
its like 1:2.5 or stuff like that and then it gets weird
That’s kinda the whole idea of a manifold. You just extended the number of machines and as long as you don’t exceed the belt throughout it just works.
also i had an issue with my refinery setup
i forgot about the 1m foundation issue with the world grid so it wasn't aligned
i managed to somewhat cover it up
and i finessed the walls with half foundations so i could fit 2 gates and clip them through each other, now everytime a train comes by they open up just enough to let a train by
the train clips a little bit at the bottom though :(
but its not like i intend to drive the train myself often lol
but it would be weird if it opened up more on the left or the right, it had to be exactly centered
maybe i'll redo it eventually and align it with the world grid
this is driving me nuts... no matter how many times i rebuild the pipe segment, it always places the indicator in a whacky spot
yeowch so much power
italian for dinner?
nope, recycling spicy waste
ahh mexican 😉
I always use clean pipes for this reason. I only ever do default pipes as a conscious decoration choice on occasion.
9.9MW for mk3 @ 50% feels wrong
i believe the power numbers listed are the values before update 7, at this point a machine at 200% should use 2.5x the power
nah, looks right, think i was looking at the wrong column
I have a bauxite mine on the last stop pulling in 1200/min
This is what the unloading station shows. I need 1200/min in my factory
is this ok? if not what to fix. Have 1 buffer on both loading and unloading ends
the number displayed as transfer rate in the station platforms is a running average over time, it always is a little off, but takes a few trainloads to converge on an actual value
so unless your train trip, loading + travel + unloading is like ... 70 seconds
that can't be 1200 items / minute
Simple, but functional (i guess)
at which point its probably better to just use belts lol
tiny bit of math: round trip time for a car moving 1200/min of a 100-stack item has to be less than 2 minutes
it should be 70-ish seconds
1200 items per minute is 20 items per second, 70 x 20 = 1400 items, which he roughly has in his cart
i'm just doing napkin math of 24 slots = 2400
so unless the round trip, loading + travel + unloading is 70-ish seconds, he's not actually putting 1200 items into the station
or he's not unloading it fast enough and its backlogged at the receiving end
yep, tl;dr you need to split the load btw multiple cars or multiple trains
and unloading + loading takes quite alot of time
27.08 x 2 seconds
alright, another train came in, the updated one shows 470/min. Also started a stop watch at the time of the train horn. lets see
i'll save you the trouble of waiting and hoping to see 1200/min - you won't unless you add another carraige or train
are you sure you're not accidentally using mk4 belts?
(have 2x mk6 belts at the unload to a sink)
the cart isn't full yet
he still has space for 1070 items in that cart
at the input I got a mk6 belt from a maxed out mk3 miner on a pure node
on output 2x mk6 belts to a sink
actually, um... check the clock rate on the miner
I think there might be issues in the input area gotta check it out
yeah, check the miner first, make sure you set the clock and didn't just stick in some shards 🙂
also, you can daisy chain the freight platforms together
so if you are adding toomany items to a single platform you can always just daisy chain it to the next, and then the next
until you have a cart thats not backlogging
i've never quite figured out how to do that in a way that doesn't lead to craziness
i've always found it creates an imbalance where you're transfering far less per train than you could be
ye its just for the circumstance that toomany items are going into one platform
idk, i've never had issues with train throughput so i haven't had to use it
another round trip
per round trip horn to horn about 6.5mins
and on dismantle view the bauxite cart had 3200 of it