#math-and-meta
1 messages · Page 234 of 1
Do a manifold and preload the input of machines at the end of the line
i was exploring my world and found an entire factory that i never built
it will take time but they will balance out
Is it worth it to have a fluid buffer in your setup? sorry for the stupid questin
Why not just have a storage container to take stuff from?
This is my example.. Left oil extractor is set to 240 right one is set to 60 and every machine is taking in 30 for 300
In some instances yes. If the fluids on the output side back up, everything stops. A fluid buffer keeps things moving and will give you time to sort out excess
how did this happen?
Would be too much of a footprint
Standing there picking items off a belt isn't exactly efficient 😳
I might not be understanding the problem, why are you picking items off the belt?
You understood me wrong.
With taking everything from I mean a splitter from this belt going to the machines
Multiple blueprints of different machines
ok then yes I think a manifold is the best answer. Load balancers are better for a game like Factorio where inputs are limited; with unlimited inputs in Satisfactory a manifold will always eventually balance itself if the input matches the machine output
S is a splitter, M is a merer
I already have a manifold at my machines.
That's not the problem.
But I have a main line of screws going to both factories, consisting of 2 belts due to me producing more than 480 screws and only having MK4 belts. Now I want to merge those lanes into 1 lane, however the result is one belt is now overflowing back to the machines
thats roughly my setup
line 1 completely overflowed back to machines and the second set of machines didnt get enough ressources to produce everything
i just want to have belt 1 at max capacity and then belt 2 resupplying belt 1 when i run dries after 2 or 3 sets of machines taking from it
You are describing an injected manifold, where the overloaded belt should have a splitter and merges into the undersupplied belt
If you labeled the belts with throughput and machines with output/consumption you could identify where the overflow is
a splitter divides a belt throughput by 2, so belt 1 will get half of whatever 2 is moving, and only the top row of machines will get items from belt 2 because the of direction of the belt 1
if you put the splitter on belt two before both rows on belt 1 each row of machines will get the parts being split from belt 2
Belt 1 is at max capacity though til machines row 1 though
But doesn't have enough ressources for machines row 2
Guess I have to tinker around, find a solution by trying things out. Thanks for you trying to help.
Maybe I find a solution tomorrow when I slept enough and I am bit clearer in my head
sure; ideally you should merge all inputs into one belt then do the split; that is a true manifold.
Yeah. But there is no belt for the amounts of items I need to transfer later
a quick bandage fix like this could work for now,
but i think a long term fix would be "don't throw a ton of screws onto a belt, build screws right next to whatever needs them"
And machines themselves have manifolds.
Would only partially work. Cuz then I need to transport either iron or steel to these machines
And going above MK6 limits then late game
But I will go to sleep now. And hopefully find a solution tomorrow
good luck friend, sleep well.
My plastic/rubber/turbofuel factory at the crater right now seems to have a problem with keeping the pipes full, seems that eventually one of the refineries goes idle with no oil. It looks something like this rn (yes, it's 120m height and it has 4 pumps decently spaced, I decided to make 4 levels to organize it better). I tried a simple manifold, with all oil coming from one of the sides, looping it at the end while keeping it level and right now a loop under the foundation.
Any tips? (Yes, I tried flushing the whole pipeline, redoing all connections with supports/floor holes/pumps/junctions)
Which is hopefully aesthetically pleasing as well and easy to implement
pumps dont stack
Thx. Already 6:30 AM💀
which is why they're spaced, I put 3 to lift everything and 1 before the manifold
fair; let me digest that diagram
Did you check each level of the pumps to see if header pressure fell off somewhere between them?
pipe is full, at 600m3 right before the last pump which is before the start of the manifold
so the last pump is the problem section; is there a pipeline junction downstream and close to that pump? I've had issues with those junctions blackholing all flow before
ive had to delete the junction and rebuild it before to get the flow right
it is a pretty common build. what i do for the 600 from extractor is split it into 2 mk1 pipes that feed 2 refineries each at 250%
anything i can do to reduce the number of machines on a full pipe helps with the problem
seems like an option, will try to cut down to 4 at 250
also avoiding full pipes helps too, but that isn't an option off of a pure extractor
after reconfiguring, make sure the crude pipe is completely full
a pipe is only completely full when you see its flow rate drop to zero
it takes a while for them to completely fill, be patient on that
i think there's some hidden overfull pipe state that the simulation uses where there's actually more in the pipe than is reported. oft times getting the pipe to that point helps with slosh
i suspect though that splitting the pipe into 2 mk1's will be the thing that solves the problem though. don't ask me why besides experience with solving such issues
would you split right after the extractor or pump it all the way then split at the manifold?
i'd pump it to close to the destination then split and stick a powered pump on each side of the split
the pumps are probably overkill
uhh yeah the pumps are only needed if you have more verticality to overcome
they dont increase flow
I see it more as a way to prevent backflow in that case, but im not sure if it might help or hurt
when dealing with such things, it ends up being a lot of trial and error and goat sacrifice while standing on one foot naked under a blood moon 😄
the point of splitting a 600/m pipe into a Mk 1 is to increase flow pressure and match input of the refinery
i think more it just takes opportunity away from liquid to flow the wrong way
agreed - I think that is the same I was trying to say
the way liquid works is kind of nebulous; thats just my way of thinking about it that tends to work for me
the game's simulation of liquids tries to be as complicated as it can be to be challenging but also allow for fast simple computation
sometimes it just does some odd things
i think under the hood, what the simulation is probably doing is for each pipe segment, see if a neighboring pipe segment has less and transfer as much as the pipe's capacity supports. sometimes it pathologically just picks the wrong way
that's kind of my working theory after 1000's of hours with the game - take it or leave it
It is so interesting to see each person's interpretation of the black box that is fluid dynamics in this game
whatever it is doing, it has to be very quick to compute
i think it feels extra frustrating seeing it fail in such weird ways because im an engineer, so i've done this stuff IRL lol
That is exactly why I thought each pipe has an input/output and flow decay rate and that rate is modified by height and distance of the neighboring pipes
i think as well neighboring segments are prioritized bottom-to-top
yes, bottom to top is definitely a confirmed mechanic
i can build things that just will not ever work based on that observation
big pipe squeezes flow into small pipe and pressue go up?
there's no real concept of pressure in the simulation, that's part of the reason why it is so whacky
right! You should be able to extract from a huge pipeline and reduce diameter or flow to increase pressure and push fluid where you want it to go instead of worrying about backflow
so flow rate itself isnt exactly determined by the pipe (simplifying a lot here, but you get the point), so you get points of different pressure, but flow is constant
yeah, it really doesn't work that way in the game
also, it seems to have stabilized right now
and pumps shouldnt be constrained by vertical flow, a pump is a pump. it increases pressure to increase flow regardless of direction
but eh, its a quick simulation
did a bit of everything, removed the loop, simplified the manifold by removing redundant junctions (which seems to bug out sometimes, at the cost of looking ugly af) and changed pipes, kept mk2 up to the 2nd refinery and mk1 from there and at every connection to them
Ive had an entire coal plant die because a single pipe junction decided not to work and just blackholed all fluid to the buildings
deleted the junction, rebuilt it exactly as it was, and suddenly everything fine
oh wow
I do mine like thisw
yea, i dont like the feeding from below thing
I used to put junctions right on top of splitters and feed water up top
nor do i; floorholes have about a 1/50 chance of not connecting correctly and i just minimize the number of chances by bringing a pipe through the floor once
its a pain to look at every machine feed to find that stuff
ive read that the floor holes have problems; I havent encountered it yet
a lot of what people say of 'zomg floorholes are broken' is incorrect
sometimes they fail to connect the 2 sides. its rare but does happen
you just rebuild the pipe and it works. simple as that
what i can't figure out is this... no matter how i rebuild those pipes, the left one's indicator is always different, lol
oh that is annoying.... clean pipes?
i could, but i want the flow indicator
and it's the best part of pipes, IMO
hmmm.. dont the pumps act as a flow indicator
yeah, but not from across the factory
clean pipes below the foundation, switch to indicated pipes above?
i could, or i could just not care
hey you posted it
i mean...
You are a monster.
I cant with whatever you got going on there; but dang that one pipe indicator above the others is super noticeable
always interesting to see people's builds; Im a fan of "tiny things" so I like to expose the belts with their parts and see the little boxes of screws and bars and rotors and such reach their buildings
but hey the pipe indicators match up on that floor!
im a bit of both, right angles and keep overlaps to a minimum
yeah, that one indicator is the weirdest thing
I really wish vanilla would display the distance and height of belts/buildings relative to a known 0
it would be so much easier to make right angles and verticality work with the world grid and not have to delete and rebuild multiple times
i just hope they can do the straight pipes soon, would make so much stuff look better while being easier to build
i have a question about oil to fuel.... if I have 1 Pure Oil, how many refineries could that supply without loss of production?
1 pure oil with overclock is 10 refineries (considering the oil -> fuel and polymer recipe)
okay, then i think my pipe setup is a little messed. but got 2 prue, 3 normal, 36 refineries... still good?
wait what
at the crater with the big lake, right?
up north area
ok
there is more oil if i need it but its lower than normal nodes
1 pure = 10, 1 normal = 5, 20+15 = 35 (quick mathing here)
that is considering he has the alternate recipe for HOR
im working on unlock a lot of recipies... waiting 10min each takes a lot of time lol
but thank you, this was helpful
yeah, drop a mam whenever you gather an new drive and start the research while you're still hunting
you can dismantle it too, it keeps track server-wide
i know, i watch a video and someone did that, i was like thats brilliant on the go
4 with 250% oc, 10 without
oh with OC
37500 MW
just once it was fully operational i started loosing the center section(first built)
240 oil > 4 refinery > 160 fuel / 120 polymer resin?
im used to OCing mostly extractors, since it multiplies power consumption over 2,5x and there was a limited number of shards before slooping and t9, so I guess you can oc everything
no, 400 fuel, 300 resyn
oh, 240 oil
yea, that maths out
1 pure oil node is 240 without OC
anything oil tends to be an easier build if you use 150/300/600 as input quanta
glad i popped into this section... specially when its getting late and brain dosent want to brain anymore haha
except for blended tf, that kind of wants 450 or 900
been using both calc and tools depending, but sometimes from real players helps more
for sure; things like @prisma kraken said about input quanta is real
wont get that from the tool
lotta stuff on youtube as well, some good, some not so good
yea, go for easier math, it compounds on itself later
but it does help ease the mental load on input/output maths
building in this game is tricky enough without having to deal with fractions of prime numbers and repeating decimals 🙂
I'd rather underclock and run away to forget about it or use a buffer or pick a thing rather than deal with that minutae
figuring out how to sandbox nasty numbers that are multiples of 7, 11 or 13 or use them exactly is kind of something i really try to do
good example: steel screw. awful numbers, but direct belting it into copper rotor makes for nice numbers
mine, at the crater, about 30GW, 400 rubber, 675 plastic, 337.5 fabric
I prefer to focus alt recipes on eliminating production runs entirely to divert those resources into other factories like heavy encased frame
yeah, there's no getting away from using most parts if you're building past a certain size
@prisma plover My brain says "make concrete supports for those belts to make gravity happy"
so far mines just for power, prepping for space elevator items factory...
You should make what I call the N-Hub then... merge N inputs and split to N outputs by making O(N^2) Industrial Storages and chaining them together. (cough Ridiculously large in most cases) -- but yeah, in most cases, parallel belts'll do the trick.
pfft, play more minecraft 😉
My designs were prepared for everything to be like screws and then... most things turned out to not be like screws... kind of overkill.
nah, F support, the moment you start designing bridges, the thing you wonder the most is "why is there such a thing as gravity?"
Nevermind bridges, I just tried to make roads and there's like 1 billion meter dropoffs at certain points in the map
i meant as IRL bridges
Wait, you design IRL bridges?
The idea of floating foundations stretching out across the landscape for miles and miles with no respect for the landscape or the laws of physics gives me conniptions
yea, civil engineer
thats pretty cool
Im gunna give you more plates and concrete to keep going, but im also going to come behind you a build supports.
the moron here works with spreadsheets all day, then comes home to play with spreadsheets
dont mess with them spreadsheeters...
I play Satisfactory without spreadsheets, I only do the math in the blueprints mostly unless it's something critical.
All of the math can be done with the codex, really.
i started planning the aluminum stuff this week, i did like 5 pages of math, so I knew how many of each mat i had and all the stuff i needed
it ended up on like 700 sheets and casings each
sure, but then i would need more water, which means more pipes, so.... yea, i prefer silica lol
and extractors.... man I hate their encroaching area, so damn big
overall, maybe, but byproduct i think i can handle with wet concrete, the extractors that are most of the pain
thats fair
I usually go straight for a quartz input instead of pulling silica as a byproduct but I get your take
guys, is it possible to re-cycle water that comes out of refineries from creating scrap aluminum? as in, routing that water back to where i'm feeding the refienries making alumina solution and limiting the previous input to match with the re-cycled water
oh, sure, producing silica is kinda annoying because of the numbers, but it evened out well for the math i had
it's preferred to dedicate some of the refineries (so that the fluid doesnt bug in the pipes) for that water or create wet concrete (alt recipe for concrete)
dont try to mix input from extractors with that, it might end up being a pain to solve
What makes underclocking so inaccurate?
Just tried to split 300 limestone across 7 machines, the closest I can get reasonably is 299.999 and it kinda irks me
The water from scrap aluminum is equal to a single water extractor
if you have a use in your build for a single extractor worth's of water, then yeah for sure its possible to recycle it
we need water sinks
but its dependent on your build
✨ There's a mod for that! ✨
if youre using constructors to create concrete, try 3 machines, set 2 of them to 33,33 and 1 to 33,34
or 10, at exactly 10 per min, only underclocking
im not sure how that relates... but im pretty drunk. can you explain?
44.999
lol
UE really hates decimals
i think i replied to the wrong one, instead to the one right before you
oh you meant to reply to the underclocking math
yea
So! I have a fun little discovery to share. 
I am planning to use the rocky desert's quartz and 600/min nitrogen to do purification, all up on the cliff by the caterium + copper nodes, using that pond for water.
(you can fit 5 extractors in that pond under the uranium node, and im using 2 already)
its so CLEAN
No, that would make things too easy
Yeah im delivering it there via drone
hell yeah you rock
that one well near there, splitting it 3 ways 
Train would be a nightmare.
Pipes a mess
I saw someone on reddit today that was doing nitrogen by train
I felt so bad for them
Eh, it's fine
I'll pray for you
What's wrong with moving it via train?
it would be x4 less efficient than packaging it
Something something throughput and gasses being finnicky
and fluid trains are... difficult
@prisma plover no, the thing is that it works but it should not
Efficient how? Packaging uses extra power
with trains you can have wonky throughput, gasses also being able to be compressed, make something like (for me) 337.5/min trivial for a train.
I mean, it's clipping, and that pipe isnt exactly lined up, so sometimes it just doesnt want to connect right/fail, but if it connected, i think it should work (as long as there's head lift, i think)
that is the thing
the headlift is insufficient
but the pipe is entirely filled
power is rarely ever a bottleneck. two trains being equal, one moves 4 times more product than its fluid counterpart
Wonky throughput means you built it wrong
But if I don't need that much throughput?
then efficieny isnt a factor and it doesnt matter
Then it's better to not package
the cool thing about Satisfactory is that input is unlimited from the source so if efficiency isnt the goal you dont lose anything material.
Well think of it like your packaged fuel greeny, you can unpack at the machines and save piping.
the headlift of the bottom pump is maxed out, and there's still ~5m to climb
but the pipe beyond the blue ring is filled
Its objectively better to package; but subjectively it doesnt matter.
yea, i see it, wtf
The thing is that "efficiency" as a word has no meaning unless you define what kind of efficiency are you talking about
now I can actually claim it is broken
Why save piping at the cost of power?
It's not.
I define efficiency as obtaining maximum output from the minimum input in the shortest time possible. With that definition, packaging is the most efficient. If it doesnt meet your need or you don't subscribe to that definition, thats ok. you do you
it's better for the throughput to package lol
esp. bc the gases have problems in buffers as I heard?
I hate generalisations people make based on their subjective preferences
This metric is getting all of the material from point a->b without dealing with any potential throughput loss, and only using one means of transport.
yours is not objective either
@wind spade Dosent mean there WILL be loss its just cleaner and smaller numbers to deal with
I'm not saying mine is objective. I'm also not saying it's better to not package.
I'm saying both are fine and there's no reason to package if you don't need the 4x throughput
You are in the "math and meta" channel; objective is kind of the goal here.
if you dont "need" a throughout, that is subjective.
Need a "philosophy" channel
If you need it, that's subjective too
mathematically, a 4x compression ratio is one of the best ratios in the game. if you dont need the extra, you can sink it. It is still the optimal answer for storage on trains.
Objective would be "assuming you want to minimise train/car amount and don't care about power usage and unpackaged gas doesn't fit into one car, packaging is better"
An objective solution does not start with an assumption and then go on to disregard other inputs. that is not objective in any sense,.
its fine that you choose to do that; there is nothing wrong with your choice
but it doesnt make it efficient or objective.
You just don't understand what "objective" means
tbh if you are debating packing or not for a remote nitrogen node, you probably arent close to hurting for power (yet)
power for late game is always a moot point
Sure, but again that needs to be included before calling it "better"
and it always seems like a strawman's argument
We could even remove "objective" and go to "practical" and your solution would still fall short.
tbh, power is mostly for early game, when youre starting coal, and when youre building your first oil plant
after that, just go ham and get like 400GW in a single power plant
Yeah like im already 200k MW and I went minor ham
"Objective" means "not affected by opinions", not "doesn't include restrictions"
*GW
MW, should be 200gw
Unaffected by opinion: Nitrogen Gas has the highest compression ratio of all liquids and gases, with the 4× compression making packaging the more optimal choice for storage and transport on a Freight Car.
kMW -> GW
Greeny you have to remember not everyone debates the meaning of words because its the internet, people speak different languages and have different levels of understanding
Also you dont have to be so snippy
dude is being pedantic for the sake of being pedantic. The game literally displays in MW, doesnt have a GW, so yeah, if people want to use MW, more power to them (see what I did there?)
That isn't an opinion; it is widely accepted fact. Its meta.
*unless the throughput is low enough for one car or power is a concern
Point is that SI system works how it works so lets use it
#math-and-meta message not reading eh
?
Everyone does there own thing and has their own way of speaking, pointing out things like that in a discussion is just crass and poor form.
k means kilo (10^3)
M means mega (10^6)
If you want 10^9, you use G (giga), not kM (kilomega??)

You don't say a file is 30 kilomegabytes, you say it's 30 gigabytes
you should send coffee stain a message, I think they dont know about that
The point is that SI is literally designed so that people across the world can use it
Yeah lets throw everything under the bus because greeny wants to be pedantic
That's fine tho?
My point is "kMW" is not a thing, not that we need to use GW
One of my pet peeves is people doing this shit, and never listening, just going on and on because they hijacked the flow.
no no, that's a kilomegawatt, coffee stain are doing it WRONG, they dont know what theyre doing ||/s||
yeah we are feeding the troll at this point.
Eks dee
i mean, it's not that im mad, im laughing here, gotta wait for the buffers to fill anyway, already watched my series backlog lol
lol im manually crafting my way through phase 2
but its not a productive conversation if the other party wont at least consider a counterpoint
30000 MW ✅
30 GW ✅
30 kMW 
Like I said, we need a philosophy channel for greeny to go be pedantic in his own way
well what about MWh?
2TW is my own goal,
2000000MW feels like inflating the number to something humans can understand 😄
I literally did but ok
Unit of energy, totally fine
unit of energy over time*
that is fine, as its MW * Hours
e.g. 1MWH is 1MW for 1 hour
No, energy
I dont recall, but how is it expressed in the batteries?
Power is energy over time
Energy is not over time
I think its MwH
Correctly, yeah
yeah, that is energy over time?
1mw hour
im sorry I see what your saying; there is a difference between energy vs power
im a cyber engineer; energy is the same a power to me. is there a nuance there I dont understand?
MW is power
MWh is energy
oh yeah that makes total sense
its like a 3000mAh powerbank
the runtime is 3000 / current
so 300mA is 10 Hours
(Similar enough, but mWh and mAh are just voltage apart) 😄
amount of power through a conduit vs energy expenditure over time. cool im there
similar expect that amps are what kill people
lol
Its not energy over time because there is no fraction here, only multiplication
Its more like "Power times time"
Divide power x time by time again and you get power back
Speed would be distance over time as that is m/s or km/h
is it good to have 6 hours worth of solid biofuel
no wait I have 6 biomass burners uhh
4,4 hours of solid biofuel for 6 biomass burners
It doesnt matter much just get to coal power ASAP
ok
You can stockpile as much as you need to get there
yeah, that area has a bunch of coal nodes.
it also has small demons, and a cave with more demons, plus quartz and SAM, but it's got coal, which is nice.
best radio control unit recipe?
Per earlier topic, 30 kMW is displeasing.
@mint lichen They’re all reasonable recipes with tradeoffs. I used default.
RCUs next to crystal oscillators is kinda nice imo if you have alts like crystal computer.
the only problem is that the quartz is in a cave
Definitely a situation for long distance transport of quartz.
What is this with kMW... Has the giga prefix been discontinued for SF? 😉
You could put a drone port into the cave... (I just belted it out towards the coal)
But clipping tho :(
no clipping for the drone port 😉
Lack of basic education 😦
Even like 100,000 MW is fine.
Guess the thread is called math-and-meta so is on topic.
Is crude to HOR alt to Turbo Blend still the most efficient route? Trying to make myself a big ol' turbo factory that I can then augment/upgrade to rocket when I get nitrogen
So speaketh
Wouldn't the drone clip through the terrain to find its way?
yes... but no clipping on the building necessary 😉
Well yea, I'm talking about the drone, not the building
stupid SCIM 😦
I recently passed screenshots of a Satisfactory Tools Visualization to ChatGPT to help me organize a plan. It worked quite well except for when the visualization was too complex it made a lot of errors. I hoped to be able to get more to a text-based version of the graph to use instead but couldn’t find one. Anyone have any tips or ideas for this?
if I have this problem with fortnite what can i do. I reinstall all the drivers and download the new updates and i have the same problems
First tip - do not ever use chatgpt or any large language model for math-related calculations or planning. It cannot calculate by itself, it just hallucinates based on data it feeds on.
What I ended up doing was turning the plan into a json representation, then passed it to another prompt where it generated and executed a python algorithm to follow a plan I laid out. Then it could print the results from code. Worked really great for my needs except for when I noticed errors in the original image-to-json parse.
it gave me that too and i didnt see any problems no stuttering no artifacts(the game ran perfectly fine) so i dont know why fortnite gives that error
But yeah my actual problem to solve is how to get a text-based plan description that’s accurate from Satisfactory Tools
What do you mean by "text-based plan"? Like, turn the graph into the text, or to plan where to start the building from?
Turn the graph into text
What kind of text? Sentences? Bullet points? More of a graph/chart with words/numbers? What exactly do you want?
If you want to look at different calculators cause you don’t like the format of satisfactory tools, on the wiki there is a page with a list of various tools (it also states if the tool is compatible with 1.0 which many seem to be)
This page lists links to external online tools that can help you in playing by providing e.g. map locations, crafting recipes, factory ratios.
When placing Water Extractors for Nuclear in one of the lakes and not in the ocean do yous overclock them straight away?
Perhaps a different calculator is the answer. Honestly any text form is sufficient. It doesn’t matter because the LLM can convert it to what I need as long as I have something to start with. I might just try to start over and rebuild my plan in Satisfactory Calculator
In the link I sent there are a good amount of different options to take a peek at. I use one of the different ones cause I don’t use SCIM or Satisfactory tools personally because the layout doesn’t work well for how I think
I don’t think using ChatGPT will work in the end cause of how complicated Satisfactory planning can get, but then again I am not familiar with such things
Like I mentioned above, I got it to generate me an executable algorithm to make my plan work so I don’t have to worry about that. It’s just that my input data was inaccurate because I was using the LLM for parsing the images which is really tough.
So now that I’m putting my plan into action and trying to manually adjust I’m saying “yikes if I have to make too many manual adjustments I’m going to run out of wiggle room and my plan will break, I need to rerun this with more accurate recipe data”
what more you need than number of machines? 🤔
@wind spade I think Nilaus’s efficiency bus system is really neat bus also super ugly. I also really like some vertical modular stackable designs I’ve been seeing. So my system is to have 4 buses in concentric squares. Outer square is external inputs like ingots and plastic. Center is finally products and sinks+elevator. Between these squares are squares of buildings with these modular stacks. Buildings can do inputs and outputs only to their adjacent buses. Figuring out which buildings go where is actually really hard to figure out to make this work so I needed an algorithm to generate an arrangement that works. I’m really excited about the results and I’m loving how it looks so far.
It looks like a big city
I heavily recommend not using a bus
Yeah I’m fully aware of the downsides, so this design makes it much easier to have multiple belts of the same product and still have room. Also since the buses are in big squares, it’s also much easier to have extra buildings that can refill the buses at various points in the bus to keep it full enough for my plan.
my recommendation is https://satisfactory.wiki.gg/wiki/Tutorial:Independency
Independency is a gameplay strategy where factories do not depend on each other, removing the need to manage connections between them and when one factory breaks, others are not affected. Instead of importing many raw resources from afar and handling the distribution of intermediate products, each product is made "from scratch." Factories become...
And pretty much once you get past the first bus, the parts/min of the next 3 buses are all low enough to fit a single belt.
Yep this is totally valid and much more how I approached my last playthrough. Just not what I want to do here 😊
that's fair, but expect the game throw stick under your feet 😛
Don't play fortnite, problem solved
more to the point, why is he asking here?
I think my brain broke, 15 nuclear powerplants make 150 and not 750 Nuclear waste /minute right?
On the bus mentions above, a bus is just an organization system/tool. The term doesn’t indicate scale. A huge, singular bus as your only factory has significant issues in Satisfactory. Smaller busses to organize a factory is a good idea and what many people already do without calling it by that name.
is the ratio of the product items okay? gonna do a planned 2nd playthrough, trying to plan a good iron factory to take in only iron and power and will have depots at the output.
Wanted to use a max of 480 ore, but either I have to skip out the Motors or Have extremely low and unusable quantity of other items (like 15 plates/min)
There's no ongoing need for extra screws or miners in there. Once you fill a container of each, you could repurpose the underlying ingredients if you want.
wanna do a build and forget type of factory
Keeping it alive won't hurt anything, but you're not going to use more than 1200 miners.
Why 1200?
That's one container.
Keep in mind, 15 plates/minute for 20 hours is 18,000 plates. Really don’t need much if it’s for personal building use.
Since when do miners stack..o0
also you can't set up more than 1 miner per node, so eventually after filling everything with mk3 miners you don't need them anymore
1.0
Oof
Drones do use a portable miner afaik.
they do, but are you going to use only drones as your means of resource transportation?
If you do an industrial container that'd be 48 stacks and 2400 miners. I'm not about to add up the amount of nodes on the planet, but it wouldn't surprise me if it's impossible to need that many barring an insane amount of drones.
Same with screws. Unless you have some bonkers plan to decorate your base with AWESOME shops.
Idk drones are just iron ore I thought. I added it to my mall items since it’s trivial to do and saves manually making miners for miners, drones.
Any non-zero item/s is good.
ik but in my first playthrough I think I had like 10/min and I was constantly running out while making very long belts
That’s due to t1 belts being plates. The demand drops greatly.
you can always run around and gather stuff like HDDs and mercer spheres while they're getting stockpiled
I wish there was a guide of some sorts which gave you a rough idea of the ideal /min resource production for an average playthrough
Then again, since playthroughs can vary extremely player to player, maybe an improtance wise tierlist of every single resource, listed by how much of it u need throughout the game. For example, the list starts with concrete at #1 and so on...
I play kinda slow, but I have 1 constructor making concrete that has built all the concrete for my playthrough. Mall items just need to be automated to any extent is the rule.
for me as a solo player, i use 1 constructor or about 5 items/min, whichever is less
e.g. 1 contstructor produces 20 plates, but 2 manufacturers produce 5 computers
then it gets stockpiled AND uploaded to dimensional depot, so in case i'll need a big amount of one thing like concrete, it'll quickly replenish the depot
The big distinction is items for construction (mall items) and items for elevator and/or higher tier items. Mall items can be very low item/s. The other category can be very high especially for the intermediate items.
how much would i need to overclock my coal gen to allow it to use 33.75 coal/min
and in return how much water would each gen need
if the default is 15/min, then (33.75 / 15) * 100%
water usage will be 45 * clock speed
is this a good spot for aluminion production?
might have to use some pumps for the water to get it to build height but there's bauxite, coal, quartz and water all in relativley close proximity
2 pure bauxite and 1 normal
could either use the water well or the rivers maybe
or maybe the coast 🤔
whats the perfect place to build a turbomotor factory
anywhere that has most of the required ingredients nearby
what is this? I only have a water pump needing 50 MW and 2 coal generator on this line and it says cons. 150MW when max cons. is 50MW
the oil nearby too if you do electro scrap 
you may want to bring the bauxite down left to mix it with coke for an electrode scrap
I brought the coke up 
me hard read new messages
idk what that means
but it seems like the perfect place for baux

electrode aluminum scrap alt recipe
gives 1:1 of bauxite:ingot if combined with sloppy alumina alt recipe and pure aluminum ingot alt recipe
sloppy and scrap are really nice yeah
so i need to get both sloppy and electro alt recipes first?
takes petrocoke instead of coal
sloppy alumina, electrode scrap and pure aluminum ingot, yea. they'll eliminate the silica from bauxite chain
and if you DO end up doing the silica you get more for regular recipe(but its nutty to do)
now i need to find out why thats significant
also makes for a really clean setup
hmm
it's not the most efficient combo, but the simplest one indeed
should i use the pressurized oil well on the west coast for that?
i'll make the petroleum coke there and then... train or belt it to the bauxite setup?
How is electrode simpler than regular?
Ratios and no silica
Silica isn't involved in regular either
The silica comes in when you're making ingots

You can do pure ingots with regular just as easily as with electrode
sloppy + electro
That's more complex than sloppy + regular because you need to make coke
isn't there a better spot then?
because the only reason i thought that might be a good spot was because it had quartz
It's not a huge hurdle but it's additional complexity
theres nitrogen nearby too, dangle spire area
i dont know why that matters
electrode by itself isn't simpler at all, it just uses less alumina solution
Yeah
0.6667 for default vs 0.6 for electrode
That's accurate; saying it's simpler isn't
I wasn't sure if I was missing something
well you are planing aluminum production 
You will
and its not in the aluminium production tree either, at least until aluminium ingots
though sloppy + pure definitely simplify the overall setup, that's what I was referring to, not to electrode in particular
though with the alt recipes i can also get plastic from refineries while making heavy oil residue
Nitrogen is the last resource you can gain access to
and i could use that plastic for alclad sheets
It has byproducts but they're all made from other things you find in the world
alclad sheets take copper, not plastic
Actually uranium might be one milestone after it
wait which ones take plastic then
wasn't there a aluminium product that uses plastic?
its the combo of things, one 300/min oil node = exactly what I needed to do mine, and having a nice clean setup were I built it that was done frighteningly quick.
No, that's an iron plate alt recipe
ah
classic battery alt and hazmat suit. that's it
Classic battery is nice
both use aluminum product and plastic
i mean batteries would be nice so i could start using drones
forgot to mention I did 2940/min aluminum ingots 
but i'd want them to be produced somewhere more convenient
that spot that i was eyeing allows 2160 for me right now
more if i get mk6 belts
I pulled that extra pure node near the middle
Drones take any fuel now
ye but i don't have a automated packaged fuel setup
since 1.0 drones can be fueled by packaged fuel(s) and radioactive rods as well (except fisconium), not just batteries
not any. they don't take e.g. coal
i have a hand fed packager for my jetpack and thats about it
Coal isn't a fuel
I guess cars can use it
can be used in a tractor -> fuel 🤓
that's why i said "packaged fuel(s)"
@copper seal either way, my additional advice - get yourself a hoverpack ASAP
i have a hoverpack
good
i cheesed a bunch of the phase 4 milestones
such a hard drug can't be allowed to just pass by 👃
noooo
belts must go
miners too
always my priority to get highest tier belts and miners asap lol
its always what i do first ;p just gotta
I will say, I did a hand feeding setup at my base before building aluminum using the collected random bauxite ore, let me have so many belts before I was done 
but anyways, i asked before but i didn't get an answer, is that still a good location to build bauxite if im gonna try to get all the alt recipes or is there a better one then
the only reason i picked it was because of the quartz node
but if im not gonna be needing quartz
When it comes to Gases - Valves do the same thing as Pumps without using power, is that right?
Also do they geenerally help to fix flowrate problems on gas lines?
Its nice, but you might want to build lower than the cliff if you do.
Quartz is used for some of the later stuff like the Radio Controlled Units aka crystal oscillators/crystals
its a pain to get stuff UP the cliff 
mweh im totally fine with building tendrils of foundations
and i'd like to make it easy to get trains to it
but I guess i could just put the train station ontop
but that just means i'm sending the ingots up later xd
if you're gonna bringing liquids from below - i'd still advice to build down the cliff
I have the logistical challenge of getting 1560/min copper up to that large arch, and some other things to send over.
no i was thinking about building it in this
Good spot, nitrogen is RIGHT next to it as well.
roughly same height as the surrounding mountains though
oh and if you do have a train, you can have one going into the red forest from that spot too.
I could also grab the SAM there and just chuck it on a train to be processed somewhere else
later, i don't really need SAM anymore
For the moment*
ye

wait where does the copper come in?
Alclad + lots of alts
oh ye alclad
like making alclad casings/heatsinks
which i need for more mk5 belts
and im planning the heatsink alt that wants rubber 
ooooh
if I have 660 aluminum ingots/min how much of everything should i create with that?
copper situation there isn't particularly great though
about 900 with 3 fully overlocked mk3 miners
I cant help with that, still figuring that out myself 
with 2940 ingots
"guys i turned the entire map into ingots what should i do with them"
okay, im just not sure how much i'll need later
uhh, will you ever need that much? I mean you probably will but in that case for what?
.
lots of stuff needs it, just sorting it out
okay
example
wait so there are only, really, 2 viable aluminion locations? lol
the one i already found and the one in the forest??
Yeah the two main spots, or you just transport it somewhere else entirely
any location is viable if you use automated transport 
Is there a better way to find throughput of my Fluid Train than manually timing it with stopwatch and dividing volume of cars by time?
Also, is it me or throughput of fluid cars kinda sucks even on medium distance? I need two cistern-wagons to max out one mk2 pipe.
doesn't it say so on the platform?
at least with regular cargo container carriages it will just tell you the items per minute
yes, they're bad
you're better off packaging it and then transporting it with regular cargo carriage
like, MUCH better off
Yes I foudn the transfer rate, thank you. Was looking for it in wrong places
ye thought so ;p would be weird if they did it for solid cargo but not for liquids
but yeah, if you care about efficiency its better to just package it instead
that being said, i do like the aesthetic of having more than just box trains driving around
No I think I'll stick with cisterns for a while, at least until I ever need more than 4 of them to get throughput I want. I want to have variety on trains moving around
yeah you either need reaaaally long trains or packing it to have higher throughput.
I heard 4 is doable
(dunno about hard slopes though)
you can just add more locomotives though?
i do that anyways regardless of train length, i put one on the front and one on the back
but you can make a train more powerful by just adding more locomotives
and you can always just use more trains @flint rapids
as long as you make sure they don't crash into each other and make it a 2 way line you would be able to just run multiple trains for the same route to get a higher throughput
aside from just adding more carts and then adding more locomotives when the carts get too heavy
I remember someone mentioning a falloff for adding trains, but when you get to THAT many trains its better to package.
(dont ask me for details I remember nothing
)
ye i can imagine there is some, i don't know the limit either
but its nice knowing that even though liquid trains are shit you can still do them
they really should just make liquid trains better than packaging it, it makes no sense that you're able to fit that much more fuelm3 in a roughly same size container even with all the added air and packaging
speaking of trains i just unlocked them for the first time im keen but not keen to play with them
they're fun!
and they're also a conductor of energy so you don't need to create a massive line of power poles
yeah i realised that last night makes running power easier
well yea only if you place down a station ;p
there are also some really good train blueprints available, i'm not so anal that i would decorate every single thing but some people have so you can get it to look good
yeah i found a couple that i like the look of im about to jump on and start building some stations
enjoy ;p
and then when you're done you can plop down a train and have some fun driving around yourself
haha thank you
Hi, I tried to come up with a 4 to 3 loadbalacer. To you think this can work?
- Split the inputs into 6 (2 x 2 to 3)
- Load balance them (3 x 2 to 2)
- Combine them
#screenshots message
it is easier to build a 2:3 balancer twice and then merge output pairs
O, that would reduce the complexity quite a bit, thanks, didn't see that
if you're looking for a compact design, here's something i came up with
Good to know that screenshots are allowed in here. I don't really need a compact design thankfully in this case
something i'd recommend is to think twice about why you need a balancer, oft times there's some pivot to a problem you can make that removes the need for such beasts
The numbers are just like that. 2x 720 + 2x 400. I don't have mk6 yet, so I can't combine the 2 400 lanes
idk, sometimes an injected manifold is the way to go, sometimes you can make due with merging things in an ISC and relying on back pressure from outputs to get things where needed - load balancers are rarely needed in this game
the only time i really think of using them is when i need to ensure train car drop-offs are always consumed at an even rate
usually some creative belting solves such problems
I already made it tighter than it has to be 
gotta give yourself lots of space in this game 😉
I hope I'll never need more than 1680 QWire
I think im making over 20k Quickwire 🙂
I like being in this state where 3 freight stations are enough to handle my wire
don't move wire, move ingots
they're faster than quick/wire in & out of stations and especially for qw, most recipes that use it take some multiple or fraction of the 90/min output from a fused qw assembler
I'm moving it to multiple factories though, each factory pics it up as needed
10 hmf per min,
i am free o7
Nice looking factory.
Turbomotor factory
phase 3 in 40 hours. the time is cumulative, and I'm surprised it took me less to finish phase 3 than phase 2
Well that's a first. I threw a nuke nobelisk at a cliff hog, and it hit the rock they kicked up. Normally that detonates it right there, but this time it stuck to the rock, and didn't go off until I pressed the detonator.
haha
hey! Just started needing oil! Quick question. It's pretty far away from my base so, will i need a lot of it?
that depends on what you consider a "lot", but multiple nodes of it probably
because pipes require head lift, it's better to process the oil on location and deliver the solid products
you'll get access to trains soon, which you can use for this purpose
For now do i setup a truck route or should i pick it up from time to time from a storage
you can set up a truck route
Awesome thanks
this is the time when I need like a lot of rotors
I only get 4/min and I need amounts like 50 or 25 for basic stuff like coal or yellow slugs
Oh yeah, got my rotor production setup dont worry
and I already know where im gonna build a rotor factory thing
2 pure nodes of iron 💪
Also just got the jetpack, i see that rubber (required for logi mk4) has heavy oil residue as a bi-product, so i can just route it towards another refinery to make residual fuel. Would that make sense? i figure if the bi-product gets full the machine will simply stop
correct
there's another thing you can make from heavy oil residue that you can deal with before fuel generators
spoiler: ||petroleum coke, can be burned in coal generators or sunk||
oh yeah i see that now
i am workign around here tho, there are 3 coal nodes south of crude oil wells, if needed i can just make another coal generator plant. Maybe ill sink the coke
😮💨 got a lot of work to do! Thanks for ur help Ondar
depends. for the start, 60/min of each of plastic and rubber will be fine to kickstart the milestones. HOR can be refined into Fuel or Petroleum coke, the latter can be burned in coal generator, and the former can be packaged and used in jetpack or to power vehicles.
I need plastic before I can make explosive rebar 🙁
by the time I get plastic I wont need a rebar gun
yea that's a bummer, i don't even bother with it
especially why would you need it, if you can throw some nobelisks around and detonate them at the same time
I wanted to explode stuff with my rebar gun in earlygame
I have 210 steel pipes somehow before coal so ill get nobelisks
When you say packaged will i need another machine to "package" it?
yes, the fluid packaging milestone unlocks a packager which turns canisters (made from plastic) and fluids into packaged fluids, and vice versa.
if unpackaged, the canisters are refunded, but if burned as fuel or in the jetpack - they are not
jetpack can only use six types of fuel, three of which are (according to your progress) solid biofuel, packaged fuel and packaged liquid biofuel
so packaging gives me the opportunity to recycle ressources?? If i understood wel
not sure what you mean by recycle. sinking fluids into Awesome sink? yes. Turning liquids into other products? you don't necessarily need a packager for that, just a corresponding machine and a recipe
So packaging is optional? what is the advantage of packaging
yes, packaging is optional. packaging allows liquids to be transported as solids (by conveyers), be used as fuel in the vehicles and carried by a pioneer
ohhhh i get it now
makes it possible to transport on conveyors and no longer in pipelines
exactly
As such i can store it in my inventory
and when you get to dealing with gasses? They can be compressed when packed so its FAR easier to transport.
ohhh alrigh it i get it now
but to get them back as liquids, you need to unpackage them (using the same Packager building), which will also refund the used canisters and can be a pain in the butt to deal with 🚬
SO, if i put the unpackaged fuel into my jetpack, theres no way for me to take it out. But if it it packaged i can do what i please with it (drink it?)
turbo slug racing
Refunds the used canisters as a bi-product
i would have to get into it i dont want to sworm you with questions
havent even placed my first oil extractor yet
Yeah loops for packing/unplacking are nice for canisters, but logistics can be a nightmare if done poorly.
coal power lets gooooooooooooo
First playthrough actually not doing spagetthi and actually using manifolds and balancers so ill have to do some trial and error with that one i think LOL
that's fine, relax, i was the same way 🚬
but yea, you'll have to find a way to deal with empty canisters if you choose to not transport liquids by pipes.
good place for coal generators?
one of the best probably
ok now time to grab some resources and turn this into a battery charger
if you don't stay on phase 2 for too long, two of those can even be used for steel, there's some iron nearby
by too long i mean for so long that you have to build a lot of coal gens because of sheer size of your factory
the lower for power and the upper for steel becuase lower are closer to water and I dont want any fuses blown
2 impure...
and 2 normal
yeowch
i had 2 impures for steel and 2 normals for coal gens
solid steel alt greatly cuts on the amount of coal you need
also, I usually don't sink my excess items at this point yet, simply to save on power
no copper on me time to go back
there's also sulfur nearby btw, you can set up a tractor for nobelisk too
i already have a conveyor full of sulfur
and a storage full of sulfur, which has 2400 sulfur iirc
Should put better belts on the straight ways to make it better
i added em, mk3s on the straights
Niice
decided to take a little break and do something a bit different... wanted to see what it would take to supply an ammo factory with wood and sam:
...it truly isn't eating nearly as much wood as i thought it wood to fill containers with the different ore types
guys, is this type of intesection doable with the ingame trains?
Technically this wood be possible with any biomass source, not just wood
I wood assume
yeah, i have biocoal cooking too, but really everything is coming from the wood
you can build it, sure, but trains always take shortest path so such things aren't the most useful where you're trying to add another rail for throughput
if you're building 2 loops and need the traffic to cross over between the loops, that'll work find and is pretty easy to build
basically what im trying to make is a 2 way track, where a train terminates and reverses. and im going to have two terminus stations, ie one to drop off coal and sulfur, and another for petrochemical loading, and i want it to always take the right side track, how would i do that?
or am i going to have to basically put both stations in one straight line
i can but its inefficient lol
not quite the same as what is in your photo, but this works
note that that is 2 unidirectional tracks, i just have the stations connected to a single one of the rails and handle turning around elsewhere
when you have bidirectional tracks, you really need to either a) keep it extremely simple or b) plan it out extremely well before you start building
what i would suggest is set up a testbed somewhere with a minimal railway on a big platform where you can prototype your idea w/o all the other terrain and distance between the stations and just run some trains through model designs
(making a big foundation slab over one of the map edges is a great place for such things)
i'm not sure exactly what you have in mind from your description
i count 3 stations you named, and there's 4 'ends' to a rail like that
anyone got a design for a low-power but far-launching cannon? best i'm getting with anywhere between 2-4 entrances is most of the way across the rocky desert biome. i want to yeet myself back and forth between the blue crater without consuming over 100MW per cannon
do you know the pulse nobelisk trick?
for the power consumed, that probably is your best bet
CO's can be cheesed by making them with the base recipe, iron wire and stitched plate
well sure, 0MW is hard to beat lol
that is a good point....
it isn't super efficient, but for what you need to make nobelisks a 4x4 bp of that solves your oscillator problem
some fugly numbers with it all, but not that bad
ah, ok. train forcibly stops at a red signal even if it can't brake in time
just like how it stops at the physical end of line
yeah, pretty odd when you witness it
something like what this mod does should really be available as a late/after winning unlock
Output multiplier
hmmmmmmmmm
Calculating maximum tickets would become hell. That's a difficult non infinite number to work with.
You could choose to forego dimensional storage entirely for the sake of more sloops.
or just sloop the conversion and make more of both 😄
(kind of the point of the mod)
Unlimited sloops becomes less interesting because you can use them on underclocked things freely
At that point just spawn in extra artifacts
yeah, there really should be some endgame prize like 100 sloops or something
Converting from one to another is an interesting mechanic, but infinite is just boring
Infinite sloops also gives you unlimited resource-free power.
agreed, needs some noodling, but i feel like there should be something cool
Would a train with 1 locomotive and 5 cars be too many cars for a single loco?
yeah, as it stands that is kind of broken as balance, but there should be something like that, i think
5 carraiges are the limit for one engine on a slope
Imagine using the packager for those recipes 😂
Hmm, actually…
i think 5 full cars make the train really untolerably slow in climbing
ymmv, i've used 5 cars before without issue on pretty gentle slopes, try it and see
For the sake of having an even number of platforms, I might just go with a 1+4 train, but just have every platform end with a blank segment...
that's what i've standardized on unless i'm doing something funny
Like this?
Or you mean standardized on 1+4
Literally sole reason is because if I do five platforms total, pillars legs aren't evenly-spaced anymore, since each is 3-foundations-long
the capacity of the cars supports 600/min of ore with a 4.x minute round trip, that often keeps you from needing to double up on trains, and it seems often what i'm moving is 2400/min or less
Oh wow, each platform costs 50 MW. That's gonna add up quick.
um, platforms are 2 foundations long. exactly.
Yeah, but my pillars are 3-long
So two pillars per three platforms
gotcha
Maybe I just need to redesign the pillars, since every station is probably going to end up looking like this...
the male urge to start satisfactory from scratch has got the best of me lads
Okay. Time to actually learn a thing, I think. How does one actually come up with equations for how to split up Recycled Plastic + Recycled Rubber in the "optimal" petrochemical loop?
I've been searching around and playing with numbers and such myself, and I know for instance that if the loop is only producing Rubber + Plastic (ie: no Fuel as an "output") you can know how much fuel to send to Recycled Plastic with (P*17/27) + (R*8/27) (P + R being the amount of plastic + rubber you want at the end, respectively)
And likewise the amount of fuel to send to Recycled Rubber can be gotten with (P*7/27) + (R*16/27)
I just make recycled plastic and rubber in groups of 1200 output and keep reprocessing until I have my desired amount of >.>
And those numerators are obviously related to how 810 plastic/min would involve 7 Recycled Rubber + 17 Recycled Plastic, and 810 rubber/min would invovle 8 Recycled Plastic + 16 Recycled Rubber
But how do you get to those numbers, etc?
… tools? xD
Heh, yeah, I've always just used tools and trusted the results. But I hate relying on external tools; like to understand stuff myself
Or know my final output of plastic or rubber and keep dividing in half
If I need 1500 recycled plastic? That’ll be my last group, fed by a group of 750 recycled rubber
Not that clear cut of course, I may break it down into smaller groups depending
Oh, and the ratios above work so long as the only outputs are rubber and/or plastic. Throw in Fuel as an output as well and those ratios don't work anymore, since you're generating more seed rubber than you would otherwise
Really I just want to understand how exactly those ratios come about. Going through the loop iteratively would be enough in practice, of course, but I'd love to know how to arrive at an equation
(Younger me is screaming at me that I was once Actually Not Shit At Math. :D)
Does it? You make as much diluted fuel as you want plastic or rubber, use all the resin as residual rubber to start it off
You can treat the residual rubber as a chemical catalyst that just turns your fuel into proper products
Right, I understand the loop well enough from a practical consideration, but I don't understand how to figure out the exact ratio of Recycled Rubber to Recycled Plastic
At least without iterating through the loop.
Like how do you get to (P*17/27) + (R*8/27) for the Recycled Plastic fuel requirement?
Are you wanting a sort of formula to just plug numbers in? Hmm
I suppose it depends what steps you doing it. Do you have just a bunch of buffered plastic and rubber to do it in 1 step?
I’m not sure what that formula is or where it’s from?
Yeah, knowing how to derive a formula for this stuff is my main goal
Heh, that particular one was gleaned from comments @ https://www.reddit.com/r/SatisfactoryGame/comments/x94t7i/could_use_help_with_the_math_behind_the_oil_loop/
And it works great so long as there's no Fuel output
a la: ```
$ satisfactory-petrochem.py -r 405 -p 405
Crude Oil Input: 270
Water Input: 900
-> 720 to Diluted Fuel
-> 180 to Residual Rubber
Number of HOR refineries: 9
-> HOR to Diluted Fuel: 360
-> Resin to Residual Rubber: 180
Number of Residual Rubber refineries: 4.5
-> Rubber to Recycled Plastic: 90
Number of Diluted Fuel blenders: 7.2
(Or, number of Diluted Packaged Fuel loops: 12)
-> Total fuel to Recycling loop: 720
-> Fuel to Recycled Rubber: 345
-> Fuel to Recycled Plastic: 375
Number of Recycled Rubber refineries: 11.5
-> Total rubber: 690
-> Rubber looped to Recycled Plastic: 285
-> RUBBER OUTPUT: 405
Number of Recycled Plastic refineries: 12.5
-> Total plastic: 750
-> Plastic looped to Recycled Rubber: 345
-> PLASTIC OUTPUT: 405
But I don't understand how it was derived
And, as I say, it doesn't work if there are fuel outputs, 'cause it doesn't account for the added seed rubber you get, since you're producing more fuel than you need for the loop
This person is really overthinking it. For example you never need more than the initial residual rubber to start the loop process
So their initial premise is just weird
I think the initial post was just iterating through the Recycled loop, not adding in external rubber sources
But it's more the comments which provide some basis for formulae
As I say, with only plastic and/or rubber outputs, those two equations for the Recycled Plastic/Rubber fuel requirements work great. But I don't really get how they're arrived at
The numerators seem to be based on the refinery counts for all-rubber and all-plastic loops, but I don't get how they gel together
(Or why exactly 27's the denominator, though that's clearly related to the 81-divisibility thing)
Maybe if I get home and can have a proper look? But it looks like their trying to over complicate things
I think they basically just had the same goal that I had: arrive at a formula (or a set of formulas, anyway) which, when you plug in your desired rubber+plastic outputs, gives you exactly the ratio of Recycled Plastic to Recycled Rubber.
My own additional goal is throwing in a Fuel output, but I figure I'm starting with trying to understand the simpler case. :)
Presumably once my brain clicks into place with that, it'd be easy enough to add Fuel output to the mix
Maybe I’m not understanding specifically what you’re trying to do? Why can’t you treat each individually?
(And those formulae are already there in the comments -- I just want to understand how to arrive at the formula. Just plugging it in and knowing that it works isn't enough for me)
Hmm ok, I’ll take your word for it, I didn’t get to sleep till 6am last night xD
Heh, no worries
As I say, if there's only plastic and/or rubber outputs, those formulae work great. The text block I pasted above uses them, and all the numbers seem totally accurate
But I don't understand how they were constructed; how to figure it out myself. If I didn't have the formulae just given to me in a comment there, my little util wouldn't be able to just do simple math to know how to assign refineries.
new meta right here
(I've never seen 0 UNDEF N/A being produced so quickly!)
ikr
I used the loop (plastic + rubber) to only make plastic at a 2-to-1 ratio. (6 refinery make plastic, 3 refinery make rubber)
with the Resin + water, I make rubber
300 crude makes 100 rubber and 270 plastic
TLDR:
10 refineries: crude > heavy oil
7 refineries: heavy oil > fuel
3 refineries: plastic > rubber
6 refineries: rubber > plastic
5 refineries: resin + water > rubber
that, and i dont have blenders / diluted fuel yet
hi all, i got a problem some ratios :/ what is the best way to describe it that you understand it easily?
Make a plan in Satisfactorytools.com, share the plan
Unless it’s just a one step part of a system?
i set this part up without the satisfactorytools, everything is correct according the numbers but at the end its still not running as it should.
tried to remake it in satisfactorytools and even there i cant figure it out, the numbers there are incorrect
At least screenshot or describe the part that is having issue
We can't magically know which recipe you use and how much you input and whatnot
Brainstorm, model, test, iterate.
Also, it probably shouldn't nearly be that complicated, when a building eats 6 and produces 12, a clean answer is going to be related to some clean multiple of 12/6 = 2.
For plastic rubber run 2 equation using variables machine count of recycled plastic-rubber
want to make alu sheets and alu casing but running dry on ingots
How many ingots are you making and how many machines are on sheets/casings/alclad casings
I am feeding 300 in a pipe that requires 250
it's been an hour
blender efficiency is still 100%
how the fuck is it still going
ah ok
finally
The machines feeding water will be minus efficiency
Also in aluminum setup its easy to run into inefficient scrap/solution machines because of attempt to merge wastewater
(it's rocket fuel in my case)
ok follow the issue backwards, are the ingot producers clogged or starving?
if clogged? you have flow issue from there
if starving? follow it to the srap producers
repeat
my wild guess based on no info is that your solution/scrap makers are janky but curious to see
producing 160 alu ingots,
3x assembler on alu sheet @ 77.77 requires 70 ingots
1x constructor on alu casing @ 100 requires 90 ingots
anyone else getting framedrops through the roof after reaching tier 9?
its still playable since it drops from 100 to 60, but doesnt feel good.
that doesn't answer the first step I asked you to do
are the ingot producers starving or clogged?
so they aren't getting enough scrap?
go to the scrap producers. are they clogged with water or scrap? or starving of solution or coal/coke?
480 bauxite - 240 coal - 30 copper ore - 760 water (4 extractors, 2 pipes mk 2)
unless you made some math errors and didn't follow the tools plan that doesn't matter right now
you're machines are starved for scrap
so check out yoru scrap producers
3 foundry full with 500 scrap, the rest to sink
240 needed, making 720
silica running dry for ingot foundry
producing 200 silica with 4 refinery, looks like the refinerys are idling..
they got enough resources
so you're running out of both scrap and silica?
and not full
you didn't answer my other question about scrap
got enough
so the scrap is CLOGGED or STARVED
still not getting enough silica
untill you tell me how the scrap refineries are going I can't help you
2 scrap refinery full with input, output immediatly empty after constructing
producing 720 scrap but needing only 240
so they are running fine but your ingot machines are starving
but you said you weren't getting enough scrap in yoru foundries
no was running dry on ingots, but its not the scrap, its the silica
right ok follow the silica - are the silica producers clogged or starving
producing 200 silica, 4 refinery input full with water and bauxite
after construcing resources leave immideatly
so you're not producing enoug silica
alumina solution not full
they aren't stuttering then? show your tools web link
can you send a screenshot of the problem?
i think i fixed the problem,,
For normal aluminum ingot the silica from refineries wont be enough
Did you check the place making the extra silica
got 3 foundry, had the first on 40pm and second and third on 60pm.
changed the first two to 60pm and last one to 40pm
Clocking on the ingot foundry issue then?
that shouldhnt' do anything
first and last foundry full of input and running good but need to wait a little for filling the middle
but the middle is still running dry sometimes
producing 200 and requiring 200
well you keep refusing to answer what is being asked, it takes like 5 minutes to pull any one question from you, so I'll wish you good luck
send us a screenshot of the problem, it will help a lot
we outta modular frames
ye srry i cant do 5 things at once..but thanks for the help. it was the smart splitter at the end of the line, while the last foundry was full and the middle not it was sending half to the overflow
Hello there !
If some ppl are kind enough to check if everything is alright in my maths 🥹
I want to produce 9.6 uranium fuel rods / min:
https://www.satisfactorytools.com/1.0/production?share=Cp0vQ3IVmr8Yv20LgTX1
Then, 480 /min uranium wastes into 4.266 plutonium fuel rods / min
https://www.satisfactorytools.com/1.0/production?share=5SeiXPtxotK29N4ZvHCg
Then, 42.66 / min plutonium waste into 21.34 ficsonium fuel rods
https://www.satisfactorytools.com/1.0/production?share=7buUSRIV0nUyGEHubG2y
That's not 480
Use the maximize option
The plutonium alt is messing up the numbers, it has a clean 2:1 uranium:plutonium ratio otherwise I think
oh I missed this option entirely, thx a lot !
you mean the numbers are hard to work with because of my use of the alt recipe?
if yes, i know, but without the recipe I drop to 3.675 plutonium fuel rods min, you would choose less rods?
I have no opinion on this, I would not burn plutonium or produce ficsonium in the first place
Uranium rods and sinking plutonium, or just a large RF setup
RF is so insanely overpowered
I was recycling uranium wastes into plutonium rods then sink them as well in my previous save.
This time I want to go for ficsonium, part for the beauty of it, part because I need a ton of power for my ongoing project 🙂
Since i'll need enough to feed 40 ish portals as well as continuously making all project parts allowing me to feed all phases the fastest way possible, I'm trying to minimize the number of machines in each of my factories, and end game production machines eats your power grid away when overclocked.
is there a way to copy and paste trains?
Like, Ive made 6 of the same train so far and I need about 20, do I really just have to keep manually putting in the same schedule for each? :/
Is there an easy way to see what machines have power shards inside?
if you're looking at them just go dismantle mode and hover over them
... you do not want 20 trains stopping at the same station
their power lights are dif colour
Can you send an example?
no sorry, but if you have it overclocked it'll be blue instead of green. A lightish blue. could be mistaken for white
red is for no power or no recipe, yellow for standby, green for on, blue overclocked and on
Gotcha cheers
I guess you should also check yellow light ones cause I think if overclocked machines are on stand by they are also yellow
Geysers are just free energy right?
pretty much? but there aren't many of them and they are scattered so their uses are niche.
I've used them to slowly charge up a power storage facility to kick start a big fuel station though?
geothermal is legit the only reason to use power storages
What? Yes I do? Otherwise I wont have enough throughput...
not the only, there are fluctuating power consumers too
geothermal generator, particle accelerator, quantum encoder, converter and technically trains (locomotives and freight platforms)
every train you have stop at a particular station reduces the throughput of those platforms. You'll have almost zero throughput
you know platforms have very limited throughput right?
at most any platform might be able to do 1.5 belt of throughput.
morelikely it'll be more like 1 belt's worth if not less. That's with 1 trains stopping
I'm starting automated radio control unit, already have 100s of crystal oscillator pm to spare, I should go for radio control system?
depends on what else you have, for true optimization of parts you may even want to use the base recipe on top of the alt or something
yeah, fertile uranium also preserves the ratio https://www.satisfactorytools.com/1.0/production?share=Yl16qvDzACqVrP0aOdPm
How else do I get 1200 throughput if I only have 1 train every 30 minutes? xD
how do you even have the train RTT being 30 minutes
split your payload into more freight cars
is that train doing a trip around the whole map?
Its a LONG track
and a slight exageration
1200 throughput you can easily just do with like 2 freight cars doing 600 each
pretty much, yeah
that's why you use multiple smaller trains and not 1 big train
exactly what I'm saying
im pretty sure like the maximum possible throughput you could get from a 30 minute rtt is ~106 items/min
per freight car
cause they carry 3200 items / 30 (for 100 stack size)
Right, so more trains means more throughput
as long as you double load the freights and a train arrive every ~5 minutes you can still do 1 belt throughput
exactly
the round trip durations are solved
The actual in-game throughput of a Freight Platform can be calculated if one wishes to be that precise. The most important variable in this determination is how long it takes a train to do a complete round trip, called Round-trip Duration (RtD). This is measured between the first and last departure "choo" at any single station on the route.
Afte...
for a stack size of 500 and mk6 belt, the round trip has to be exactly 427.08s (7.118 min)
how does more trains not increase throughput?
any more or less, and the throughput will be less (having a shorter round trip time is much less diminishing than longer)
it does, but only as long as they don't stop at the same station
all of this math exists because a docking train blocks the platform I/O ports
multiple trains stopping means more blocking
I have 2,700 resources going through a train with 3 wagons, Im not 100% sure of the RTD but could time it in a second
only if they try and stop at the same time...
no, in general
I have 6 trains and they have never once stopped
you can't ensure unbunching
what? how?
they have never once had to wait for the next train
and even if they did, as long as there is a waiting area there is no issue with that...
I recommend reading the linked wiki page
(I don't have all the explanations on hand, sorry)
the train stations have 2 inputs and 2 outputs, as long as you transfer that into one using a double storage warehouse then its fine
Ill read it but I have no idea how more trains is supposed to reduce throughput when one isn't enough
Surely I just have to make sure that I have enough trains that even when they wait it never causes the belts to stop?
consder the extreme case where as soon as one train finishes the docking sequence, another one's there almost immediately to dock again. The station would spend almost all its time locked down by the docking sequence, not actually letting anything out on the belt outputs
But that's why there's a buffer there...
thats why you turn the 2 outputs of the train into 1...
so that the lows and highs are smooth
buffer doesn't help if it never gets a chance to use it
you may get 2400 coming out of the station for 2 seconds, then 0 for 1 second, but thats still 1200 per second
i just hit maximize to use all the coal in the desert
do you need 1000 singularity cell per minute or what, why that many encased beam
indeed. So if you get 2400 coming out for 2 seconds and nothing for 58, that average drops right down
I dont see any need for that much encased, so maybe less encased and more iron
like I said, extreme case, but the point is that eventually you stop being limited by what the trains can carry, and instead by what the station can physically unload in the time it's not locked down
Sure, but I'm getting more 2400 inputs than I am 0...
Surely as long as the train station never completely empties I'm fine...
which shouldn't happen as long as I only take 1200 from a single wagon...
just make the entire big PCC chain factory at that point
PCC?
iron? you mean more steel beams/pipes
steel sorry