#math-and-meta
1 messages · Page 237 of 1
don't forget to have an overflow to sink the excess Dark matter Crystals
set that one up already 🙂
anyone done the calculations for the maxiumum amount of non-biomass power producable?
namely, nuclear, ionized/rocket/turbo, and coal
ooooh that is cool. the quantum encoders power usage is changing but quantized
I think the problem gets complicated quite a bit by sloops, APAs, and converters. I don't know if anyone's come up with an absolute max calculation
ah fair enough, i didn't think about sloops etc. what are APAs?
THe problem for maximum power is complicated, and I don't think there's much motivation to solve it because from the perspective of power as a means to an end, maximum power doesn't have a use in the game now that we know the power use of tier 9.
Put another way, power is a product like anything else, and if you overbuild power, it takes away from your ability to build other things.
Alien Power Augmenters
by default they add a 10% power bonus per building, 30% if you feed them Alien Power Matrixes (which cost SAM to produce)
I would assume theoretical maximum power would involve building 10 APAs and allocating the required 6000 SAM/minute to upgrade them. but then you're still left with the question of spending the remaining SAM (I think others have mathed out that it's actually more net power to use it to make more Uranium, rather putting it into the Ficsonium process?)
I haven't seen any math find Ficsonium to be useful. You have to want Ficsonium for its own sake. The optimal solution probably remains making plutonium rods and either sinking them or burning them and tucking the waste in a corner.
what would be you guy's easy setups to produce rocket fuel?
I don't know that anything has changed in 1.0, but people have save edited preposterous amount of plutonium waste into their files and as a practical matter you can store it forever.
If you are already producing Turbofuel, default is the most convenient for converting that into Rocket Fuel
if you're starting from scratch, Nitro Rocket Fuel is the simpler overall build
when someone asks for an objective comparison of alt recipes, I'll send them this
offhand (don't worry about calculating or lookup if not) do you know which yields more RF from the same crude? i assume it would be nitro, but unsure
thinking of sth like this from scratch. quick and dirty. Ill just sink the byproducts and burn the extra fuel and coal
here's my blue crater setup
Nitro RF is very slightly more oil-efficient, but consumes more Nitrogen, Sulfur, and forces the use of coal (whereas default can be made without coal, but forces you to add iron)
Why do people try to go overkill with rocket fuel for no real reason?
The normal recipe guzzles alot of oil, dosent save that much on other resources and also is alot more complicated to build and expand
Like, do you guys know how many generators you need for 3600 RF? 
860~ish
legit covering half the map with fuel gens asså
that's not even my "stupid build" for the spire coast
I mean in my first playthrough I spent so long trying to make the sought after Rocket Fuel plant, started with 16 gens and when I realized one of my 8 nuclear reactors just beat it outright I didnt pursue fuel plants anymore
i always forget how energy dense nuclear is
My main power sources was 20 Nuke plants which was more than enough to get me by.
The last project on that build was a plutonium fuel rod Factory for sinking.
I was going by your comment and removed coal from the equation.
It takes 36 blueprints of 4 generators at 250% (doable in MK2) to consumer 1500 rocket fuel. And you can build it vertically. That's really not a lot of space.
36 blueprints
Just a tiny bit
I think it's mainly that if you just punch in a couple nodes' worth of each relevant resource, SFTools will easily just give you a bonkers amount of RF
"Two pure oil nodes, one pure sulfur node, one pure coal node... ok that makes 3692.31, let's round down to 3600". the hundreds of generators aren't even a consideration yet
Default rocket fuel shines with turbo blend because you only need oil, sulfur, and nitrogen. And a touch of iron. 1500 rocket fuel and 144 OC generators could be down before someone building nuclear has even routed all their resources IMO.
Plotting down Generators to comsume RF is easiest part.
The pipe works to keep Refineries and Blenders running 100% is the fun part.
People like big numbers, also oil is something you can "Finish"
1200 sulfur would only net you 1800, by my rudimentary calc
With what recipes?
HOR alt, diluted fuel, nitro
2400 rocket fuel requires 990 oil, 570 sulfur, no coal, and 960 nitrogen with default rocket fuel and turbo blend.
And HOR+diluted fuel of course
tools is tweakin' then
thats alot of power
144k
What nice flows do people use for plutonium rods? I’ve got too many options
@rotund sleet thoughts?
anyway to get this reinfery count down a bit
Yeah, ficsonium is most definitely not viable for any large-scale optimizations... unfortunately.
The "theoretical max points" setup on the wiki burns uranium and sinks plutonium rods
Is there no up side at all to ficsonium fuel rods?
Besides getting rid of plutonium waste? No. And it's not even particularly good at that, either.
so why did the devs make it so trash?
That is a fantastic question tbh
I can see them not fully balancing it properly pre-1.0 release due to limited feedback available
Well the only way to tune it without breaking people's shit is to just make it worth more energy / burn longer.
I mean... why would the company be famous for something that's not even as good as uranium.
use copper alloy
I've been looking for a quick short guide on pipes for dummies does it not exist?
I mean it gets rid of PWaste, that's decent enough
why did musk make the cybertruck so trash? who knows
much like Musk himself, the cybertruck is a meme. In game and in real life.
I saw one in real life while I was driving. It was moving. Truly terrifying.
I mean, all he wants is attention. He's getting it. Doesn't matter if it's negative or positive. Like a child
It would be funny if he weren't obscenely rich and attempting to involve himself in governance
and union breaking, and leeching subsidies, and poluting space.
except that in satisfactory it doesn't fall apart if you breathe on it
ADA: Ficsit would like to remind Pioneers not to place their fingers in Cybercuck pinch points when loading material into the cargo area. Ficsit is not responsible for missing digits, even if caused by genetic deficiencies.
richest guy in the world, can do whatever he wants and no one can do nothing about it 
Hey guys I wanna reach top efficiency any site that I can use to plan out the nodes of my factory prior to building ?
Thanks
it takes some practice to get teh most out of it but it's worth it
Good thing to keep in mind I’ll play around with it when I get home
imo it's best to swap recipes in and out to force the planner to use the ones you want, otherwise it'll use it's own resource weights in planning which probably won't match up with a location yo uwant to build in
or other way around - let it plan with all available options and just disable those it recommends you don't like, until you're happy with what you wanted
I’m still very new so I’ll learn with it as I learn the game
max efficiency comes from alternate recipes
Use alt recipes to eliminate specific low tier product runs, or divert those runs to other high cost, high tier assemblies
The tiers are general guidance, but are specific to your individual builds
if you have the same subjective criteria? sure it's fine, but mostly they just give an illusion of 'best'
Yeah Im not saying its objective at all. Its a good reference for which help your specific factories the most
Like I said above.
yeah but that's the main problem, they're presented in such a way as to go 'hey this is best' and shuts down critical thought.
Take it up with the post author?
My take is that alt recipes should be used to eliminate low tier product runs or divert runs to other assemblies, and provided the reference of alt recipes as guidance. Its updated for 1.0 and provides decent rationale. The author of that Reddit post came to their own conclusions. I never advocated their assessments.
I’ll have to give this a read
Nuclear power sounds fun
I wanna get there
Its a good read especially if you havent seen all the possible alt recipes, the specific "tier" is definitely subjective, but it helps you weed out an obviously unhelpful alt from a good one
Nuclear power is very fun and a good logistical challenge 🙂
Every alt is occasionally useful
It depends on how accessible resources are to your specific factory
Bicoal is never useful, fight me.
Handcrafting gas filters in the wild
I built on the bottom left part of map I read somewhere is reccomend for newer players
I got like 5 iron nodes near me
pls pls pls take everything with a pound of salt. It's an extremely narrow view of recipes and their value
most of an alt's recipe's value is determined by locations, how much of what you want to make, and literally every other recipe you use in conjunction.
it's why these lists are bad.
For example the recipes in the D and F tiers, 'not recommended', definitely have their situational use.
There are of course some I don't use, but that's jsut because I don't build in that way and find ways I like better.
It's all very personal
me who decided to unironically fuel the truck with biocoal before I discovered a nearby coal node:
low yield amunitions manufactory that doesn't need a constant supply, you just dump a bunch into a bin
and sure, it's niche, but it has it's uses
Producing munitions at the cost of longer map loading 
eh, you tend to collect a bunch just as somethign on the side to building and exploring or just leftover stuff from pre coal
I’ll keep this in mind thanks
that would still be breaky; existing ficsonium plants would start backing up and it could affect certain steps in the chain (since there's DMR byproduct and dark matter crystal consumption involved)
the only safe way to buff ficsonium now would be to add some alt recipes for a cheaper production process
Fine. Let me revise my statement. Biocoal is never useful for automation
So by all standards, it would literally rank as the lowest alternate recipe that I would spend a hard drive to obtain.
I have been hearing hard drives a lot is something u find or craft ?
I explored a good bit and could not find any
You find them in crashed ships around the map
I have seen a ton of those guess I was just unlucky
There's well over 100 of them on the map, I forget the exact count.
108, I think
I’ll have to go back then
There's a big chonky piece of each crash site that contains a drive
ah, 118 from the wiki
It may or may not have a requirement to retrieve it
More often than not, they have a requirement.
Is there some kind of Easter egg with the purple balls I have been getting some cryptic msg when picking them
What is that requirement ?
They also have random materials around them, pick those up, they can help you open other ones earlier.
That's the game's story there
An amount of power, or a certain product with an amount.
Very few of them are the same.
Oh I did not knew this game has a story
This is getting better
It kinda does
It has a cursory story.
It's pretty background, and very new (1.0 release stuff)
It's more of a narrative than a story
again, alt recipes fill their niches, you don't want to use that niche? that's fine. Doesn't make them bad
like quick wire stator. Very niche, but I ended up with a plan for them
im not saying Biocoal is bad; Im saying from a perspective of opportunity cost (the choice of one alt recipe over another for a given hard drive) certain recipes rank lower than others.
some so much so, that they do not warrant consideration until all other alt recipes have been unlocked.
90% of recipes you get you won't use immediately and there's more hdds than recipes on the map. Opportunity cost is essentially nothing unless you're hunting for a very specific recipe for the next project.
and at THAT point every recipe is subjectively shit until you find the one or ones you're after
to varying degrees obvs, like you probably go 'oh this one might be useful in a few days' and grab it
You can look at the pump and see how much headlift is being used.
This one definitely needs a second pump. I like to put mine between 40-45 meters up if it's on a vertical pipe. They don't stack, so the pump needs to be near the top of the first ones headlift.
I can’t do scary games at all and I got a chill yesterday
I have heard the voice a total of 3 times I believe
The voice eventually stops after you collect enough spheres but it takes quite a few
You'll know because the codex entry for the audio file will say it's the final one
that is a pretty objectively bad recipe though. you end up cheaper with default stator & fused wire OR with caterium wire
not saying you're choice is bad, sometimes using a less efficient combo b/c the numbers work perfectly makes sense
Or you need quickwire for AI limiters so using up excess on quickwire stators just simplifies things a little.
no? if you need to cut down on your steel consumption it's great
it has a job, if that's what you need you use it
again, it depends on your
location
other recipes used
local resources
resources you're willing or prefer to ship in
now, is it common that you need to restrict your steel usage? probably not. You're often either sitting on a bunch or need so much you're going to ship it in anyway. So the way a lot of people play prob won't see much use.
I was dubious about it too but I ended up needing it for a project and it was pretty critical
hey, if it worked for you, +1
yeah. it has 1 job and it's really good at it.
if you don't need that job? sure it's not 'good'. But you can say that about most recipes if not all to a degree
i am however finding that generally my steel needs are much less since 45/min HMF's is no longer a cross biome build
the addition of the extra coal nodes, the buff/nerf that compacted steel recieved, the addition of the molded pipe and iron pipe recipes all just make it a lot easier
oh yeah, like I said, often times steel isn't your bottle neck
where i used to find qw stator useful was in the swamp with nuclear if you built it there - the 450 crude that's there meant you really needed to be on a budget for making coke steel
yup. And that's where I planned it out for, for a 'make everything in the swamp' project since there was no coal there everything had to be coke steel. So reducing plastic/rubber/alum/steel was needed
right
Well, you have coal near the oil in the south of the swamp. It's not bad, really.
now the swamp actually has a fair bit of coal that isn't logistically awful to get into the area
pre-1.0 that coal didn't exist
that's new yeah.
but also wanted to avoid grabbing any resource above the rim
ah. So there was even less reason to ever do anything in the swamp
the closest coal to the swamp was placed where the 2 east dune forest limestone nodes are
depends? it's really good steel reduction.
I'm putting my power plant and aluminum in the swamp just out of sheer spite.
i'm a little salty. 45 fmf/min just barely doesn't fit in the swamp as a biome build
how is that spite? it's a really good spot
i'm short by like 12.5 crude/min
oh, it's spite because I hate spiders, so building my plant there reduces how many spiders can be on the map.
so do nuke nobelisks 😄
I don't like the spicy rock, so I haven't looked into those.
I guess I ought to in order to finish out all research though
the ones i have have been gifts from the doggos
btw, if you set up a blender near some of the small uranium rocks in a location with a couple, you can make the uranium cells you need for that unlock pretty easy & quick
just takes planning the ingredient list to whack it all out quick
(and a hazmat suit)
With all the stuff being respawned, that's probably pretty easy now.
incidentally, i count 29 respawned sloops
i did a quick round-up of them earlier today
that's a fantastic bonus for people who collected a bunch prior.
really i'm happy for the 'bug'
i honestly wish they'd have more like 300 of them on the map
They aree nice, especially if ytou have the power to handle them.
how many hypertube entrances to go about 2500 meters if anyone knows?
the APA is pretty stupid imba, but that isn't sloop's main function
depends on if you have a jetpack, and which fuel
it is as much starting altitude and angle as it is speed, so the answer differs
no jetpack
ill do 5 and see where that gets me
no jetpack and flinging yourself 2500? bold move, Cotton, let's see how that works out.
built 10, see how it handles and fuss
k
i got parachute
protip: enter halfway first so you don't yeet yourself off the map, and drop a save before
if you want more sloops than the game designed just scim them in instead of pretending you're getting cheeky freebies?
not sure why all the love for them though, essentially a soft creative Dupe mechanic that just cut outs making more of a factory. Which is .. .the point of the game.
there's things like using them to create synthetic resource nodes i'd like to do
if the count were less tight, that would make that much more of the meta
like sam? yeah another mechanic that is essentially just duping. It's not like using all of a resource is a likely or common thing. Just kinda weird honestly.
and idk, i think it would be a good thing
just mod in more nodes if you want more resources
yeah, i'm just at the point where i kind of have a good idea of what i wish to build and what all it'll take and am getting frustrated by the sloop limit
is this looking right, im following the wiki
gg or fandom?
gg
prob fine then
you can get the segments closer together by building a series of supports packed together, connecting a tube btw every two and then deleting every other support like so:
idk if it makes any difference to speed or anything, but it saves a bit of space... I really gave up on using cannons a long time ago since it is such a fussy thing to tune right
i really haven't even tried them since update 7
so... question... when a drone uses rocket or ion fuel, each package is 2 uncompressed units, are costs for the compressed 2-unit package or for the 1-unit uncompressed?
how r u able to cut the hypertubes like that?
figured it out
k
not sure if you can just build the supports and connect them together - i think snapping rules get wonky
so how are u suppowed to connect them together on the inside?
ius this the end product of the first one?
so it is
tested
working on the launch angle currently
found it, gotta work on more power tho
i still need more power
there's a reason most seasoned players forego building them - it is just really fussy & time consuming
well i finished it, its going to the place where i need it to go
i honestly rely mostly on ziplining from power towers to get around
that and just knowing how to move quick
same, but that was to slow to be going 2500 meters every time
the jetpack helps a lot with that
this is my final project of it anyways
if you toss a power switch on it, you can save yourself some power
k
also, i've seen a few people power them with biomass burners and just drop enough fuel in the feed to power them on for a bit
Plan for Caterium factory
would 16 AI limiters/min be enough for endgame
mostly concerned with the ratios of the end products
seems a little low, they're used in oscillators and ecr's
depends on how many mag field gens and assembly directors/min you want
16 per minute would be enough for 4/min magnetic field generators plus 12/min for the supercomputers for assembly directors
That said I also don't use AI limiters on crystal oscillators
I do too but that’s only because I have a mod that lets me change the zip lining speeds
Otherwise they’d be much too slow for me to wanna use regularly
Is this reasonable power shard production? Going up is Ionized Fuel at 1,215.28 Ionized/min
yeah, the speed was much better in update 7 & before... what i've found though is that if you zip up to a tower at high elevation, you can get pretty much anywhere pretty quick
Yeah, you can just fill up like 3 containers with shards feeding into a depot and be set for life
And just use the line for ionized fuel or whatever
Not like we'll be using shards for anything anyways
We're only sharding miners and extractors
for building use, you can just set up a small line that makes them from time crystal & quartz, any systained production needs to be sunk into ion fuel
I’m starting to shard everything at this point
Not sharding makes this a pain
Early game was fine but when I need like 20-50 of each building for a factory I kinda wanna cut down on that if possible
yeah, you'll find that even a crate of quartz & time crystal makes a ton of shards
405 Ionized generators 
update: looping the manifold at the ends was required for 600m3 stable gas
where making shards comes in handy is it makes a lot of byproduct dark crystal
I have water as a byproduct but Satisfactory Modeler doesn't like when you loop a machine output into itself
lol
is that tool still pretty rough around the edges?
you know, turning 75/m crude into 300/min rocket fuel doesn't sound like a lot until you notice the burn rate on rocket fuel.
It's got better but it's quite handy, only issue is dealing with byproducts and oveflows
is there a way to split 6 pipe outputs into 8 pipe inputs evenly?
no, the six pipes have 400m each
so trying to get 2400/min to split neatly 8 ways?
yeah
Well, good news and bad news. The math maths, but the 600/min limit is going to make it ugly, I believe.
yeah that's what i thought, im trying to math it out on paper but math isn't my strong suit lmao
these production values dont seem right at all. is this really the best way to do this or can i push this into nicer ratios with .5 at the end at worst?
like, if i had to do it, I'd hide it away instead of showing it off, because I think you'ree talking about splitting the 6 into 12 flows of 200, then half of them into flows of 100, and mix and match until you get 300 into each line.
makes sense thanks
If your crude oil input weren’t a decimal I imagine the numbers would be a bit cleaner
do you have the blender recipe for diluted fuel yet? If so, you can get more mileage out of that crude than you are.
You can get more with hor, diluted fuel and both recycled alt
well, that too, but one step at a time. ^^
a "vertical manifold" for gasses should be no issue, right?
okay so if i run these recycling refineries at 133%, that knocks the chart down to 40x each
so in theory, this works
if someone could check my work that would be appreciated
I made a storage mall with smart splitters for most items on my current progression, and added mergers behind the splitter layer for item overflow line directing into the sink. Is this a bit overkill if the same effect can be achieved by running the sorting line into the sink at the end? (currently on Mk. 4 belts)
also shoutout, you were right, this makes way more sense after i fiddled with it myself
Probably? Would have to see the diagram to be sure, but the question would be, what purpose does it serve, and within that purpose, does it reduce to the simple circuit which you described?
im planning to funnel all my productions in this area into the mall, filling the storage as they go and the excess would simply drain into the sink
By omission, then, and by mention of funneling, I am assuming there is one "input" (as in the entrance to the belt), many "outputs" insofar as there are many storages, one belt-way which passes through all of them and then finally one sink at the end?
If so, then, yeah, overkill.
(by the specifications of the design mentioned above)
yeah I didnt really account for volume when making the build but soon realized it after lol.
I could remove the overflow system (mergers) and utilize the second belt line on the fat storage containers for faster distribution
for the sink I could move it to the plateau behind this map and add more
Yeah, if you want to add volume to your design goals, that second merger layer won't work either necessarily, you probably need to do some variation of ||parallel injection|| or other forms of ||high-throughput merged belts (harder to visualize how this would help in this scenario though, I'd have to think on it more)||
Of course, ||parallel injection|| would also partially ruin the point of the single belt. An irony, I guess.
using industrial containers has a small perk that I appreciate situationally, which is that you can use the upper outlet port for a lift into a DD uploader while leaving the lower outlet port free for other use.
I was going to integrate dd uploaders for some items to snag them before they hit their respective storage containers along the circuit but so far ive only managed to make 2
the front portion of the mall im planning to leave open for expansion
what would be a good location to have my first coal base ?
Coal generators need water, so somewhere with coal and water right beside each other
the one on the bottom right has a large lake area past it
thanks for the info i shall tackle steel and coal tmrw
the coal hole (north) is where most green feilds starts end up
the area you started is called green fields, because its a flat green feild with the big arch
all the starts are on the same map, just different parts of them
It's actually called that because those are the fields where noobs (pioneers that are still green) spawn
then why is the swamp not called the pit of madness? 😄
I went east for coal for my green fields start.
I picked the desert area as my spawn and i absolutely regret it :kekw: love it
Then tore down my coal plants to use those coal for steel, while my main power was fuel in the blue crater
I picked desert too and it’s honestly kinda nice
I mean east is where you can make a overkill as all heck rocketfuel plant 😄
Right next to water and three bajillion iron nodes available for use
the terrain is horrid for making floor bases though, unless you dont mind thiccly layered foundations if you're not building a sky base lol
My major issue with the dune desert is how far you have to go for oil products and sluminum
Our main base is just kinda chalked anyway because we neglected to align it to the world grid when we first made it
And now we’ve built way too much to tear it down and realign
So all our factories across the map are aligned but the main base isn’t 😭
embrace the chaos, hide it with some curves 😄
Might be worth a teardown in phase 4 to rebuild with alternative recipes
We’re in the last phase now
Working on overhauling all the old factories rn
God bless mk6 belts
MK5 belts doing 780 made clean ratios very difficult to achieve sometimes
now to look forward to mk7
i wanted to make this peak my base but when i got to the top
For the sake of my world I hope not
time to automate some filters 😄
I’m already losing enough throughput thanks to the MK6 belt “bug”
it carries 1234 items / min 😄

1M floor holes anywhere? ^^
Nah, ik about that bug though
The belt issue is due to my FPS being lower than the tick rate iirc
There shouldn't be such issues as far as we've managed to confirm, so it would be lovely if you could make sure things are as you think they are ^^
nice
BTW, this was the last "in depth" post on belts I know of. While 1.0 has touched upon beltwork some, there shouldn't be huge differences compared to this post (new belt, new issues with floor holes, maybe new values for throughput loss?)
https://www.reddit.com/r/SatisfactoryGame/s/CeOK3sxX1Y
Note: U8 didn't touch on beltwork
So east or the little lake up north ?
I'd say north for you, as what I am saying east is about half the map east 😄
Ohh yeah I don’t have a good way to move rn
I gotta make the xl stick
The big pigs take too long to kill with the small one
fyi, i'm routinely seeing mk6's miss items
Are they actually missing when feeding a machine/container? Afaik they detached belt rendering from belt logic in 1.0
no, especially coming out of miners, you sometimes see a hole and it corresponds to the miner's buffer gaining an item
very noticeable if you watch when an autosave kicks in
Oh :/
i haven't diagnosed it in a lot of detail, so i'm going to avoid saying much more
I have seen some reports of smart splitters not keeping up with mk6s
I'd bet on placing a really big blueprint causing the same sort of hiccup as an autosave.
personally, i've just been building around it all and making sure that prod lines are getting overstuffed
i've also caught a few mergers from normal nodes doing 600/min miss items on a merged belt
i noticed similar in u8 with mk5 belts, so i don't believe it is anything really new
replace all your belts with mk3 (?) belts.
whatever the steel beam one is
not yet
and a tractor too
now that i think about it
I never used the first vechile I get
and it can deliver resources, so its just a path to some complex place and I wont need conveyors
Interesting, thanks for letting me know ^^
(I haven't used them at max capacity yet, so I'm just going off what I heard so far to update my knowledge)
i started a map just with my brother and he specifically wanted tractors lol
he will get better... you just have to survive long enough 😉
just make sure you create enough, reliable area for it to drive on and you should be fine
haha ikr
i mean he's learning and getting used to the game
he used to load balance (inefficiently) stuff but he's starting to see the glory of manifolds
that being said I feel like maybe i'm progressing too fast for him
cause hes offline and then I'm like, okay I'll go get some power slugs, then i'm like oh wait i can get some mercer spheres, then i'm like, hey while im out there i can also get some HDs, oh and I can also cheese some early MAM ore for early DD!
and then stuff starts to stack up and before you know it i'm in phase 3 =|
while he's still getting used to manifolds lol
honestly most of the stuff I do when hes not playing is exploration stuff, or just getting us some equipment but i feel like it makes things so much faster
yes, first time SF should (most likely) be at a slow pace
I'm positively confused, how do I obtain Superposition Oscillators?
Tier 9 ?
by crafting it in quantum encoder
Do you use switching stations to “change” freight cars? I have a location where I have the first freight available for export but the third for import at another. So I’m thinking of an intermediate stop where one car drops off at position 1 and another picks up at 3. Am I over thinking this?
so are you having a factory A that imports something from B using 3rd car and export something to C using 1st car?
you can set load/unload per station freight so that's possible, but you gotta check time to see if you need 2-3 freights, as 3 station trains likely reach 6 minutes for round trip which is not enough for a full mk6 of item
i've thought about it a few times, but it is a lot of space to build
Yeah. I thought of mixing items since the output is only 100-200 pm
you can use stations to cherry pick some items out of a mixed train
sushi train needs a sink on the other side or else it could clog up with 1 unused type of item
unless you want a good looking track a 200pm transport line is probably nicer with drone though
mixed trains are a little hard to reason about throughput with - different stack sizes filling at different rates are tricky things to calculate
I never really thought about 1 freight with 2 items depositing in 2 different places though
i've used that before - not my favorite
a stable setup would be 16 stacks of each item in the freight car if it's guaranteed 16 stacks won't be used by the RTT, and just fill the entire freight platform with that type of item
yeah probably not my cup of tea, I don't really care about an extra 100MW of power for an extra freight
I had a sushi drone running it close with throughput (236 sheets and 20 casings pm) because of distance I don't wanna mess with something that unstable
what's pretty bad is mixed loads coming out of a station as a sushi belt - that causes some nasty latency
Yeah I was thinking drone
you can overcome that by sticking a buffer (or two) after the smart splitter when filtering
This is all for nuclear power where I need like 10s of items per minute and either have to transport them 2km or build out a factory nearby to make them
drone is probably the best for that
Yeah I did this at my main base. Fills up storage and then tosses the rest after sorting
I would honestly drone every single parts for nuclear setup
Yeah
if you process the uranium node on site and not gather them in one spot that is
some like silica aren't very easy to transport via drone
I process uranium at the node. Was going to fly the rods to the nuclear plant and distribute rod fuel to drones for the rest
a drone can handle 300 ore if it is a very short trip
Luckily I only need about 90-150. I set up a train for that though
the quickwires are the transportation bottleneck for this line (12 stacks per minute on max uranium rod setup) but if you only process on a 600 node it's doable with a double drone regardless of distance
i've used that a few times to get the rocky desert uranium down from the peak
the sulfur for uranium do have to be trained, but the sulfur for plutonium rod can be droned with reasonable distance
for that, you might as well move the copper & caterium ore
I know it’s distance dependent but how long does a drone operate on a stack of uranium rods?
fused quickwire setup doesn't want to go all over the map with a train though
Ish
they list consumption at 0.007/min
Wow really. I though it was 3x larger
i have a feeling that's probably off by a large margin
Yeah. Even if I assume 0.02 it’s not awful
Doesn’t really impact energy production to siphon off some rods
inverting that, it ends up being 1/143 minutes
I might be able to just move some of a nearby factory a bit closer to make shipment reasonable
so one rod/min production should get you around 100 drones
I personally plan to use plut rods for that. I don't want to make Perma waste and I don't want to do ficsonium so it's either sink or drones/trucks
I don't like trucks so it's either sink or drones
I can move the far right iron/steel/copper works closer to the middle uranium casing plant
that's kind of messy b/c you're waiting forever for storage of them to fill
And ship to the shore
Yeah I have a full industrial of uranium rods and I’m actually sinking them right now because I had other issues to work on and never got around to finishing nuclear
right
i can say, having used plut rods in trucks before that it gets really radioactive
drone ports will be a lot worse with 18 stacks sitting in the distribution ports
i'm personally still debating what fuel(s) to use for drones
atm, i'm using them solely to distribute yellow fuel for a few tractors
i can categorically say that yellow fuel in drones sucks
like it's really bad, lol
I’d love to set up batteries but wonder if the juice is worth the squeeze
I do have the classic battery alt. I could ship in sheets since I’m already bringing in sulfur
i'm still leaning towards batteries as default fuel for most things
my plan is to eventually upgrade this rf plant to if, at which point it'll be kicking off a little extra juice i can package
Yeah I’m thinking 30 should cover it at least for the nuclear plant. Saw the reddit post that says drones consume around 3 per minute
guys, what's your go-to for satisfactory blueprints?
@shrewd oar ive isolated it down to a single machine
i had a setup with two water extractors and wet concrete refineries
all machines run perfectly smooth 100% of the time, the extractor always empties fully between each cycle
i make a save and wait 5 minutes, still always empties
then i load the save from 5 minutes ago and instantly theres a bit of excess water in the extractor
so... hm, what... wet concrete refinery?
something in that factory goes out of sync during game load
is it always the same machine or is it machine a one load, machine b next load, machine c next load?
i think it always happened to both extractors, but its been a while since i checked
tho i see drops in excess of 100mw in my power consumption on load throughout my entire grid
im assuming it happens to many machines or maybe all extractors or something like that
that's a lot more than 1 machine or 1 extractor, yeah
does it ever affect your power plant?
i guess that'd be one of the easiest ones to see
i think production also dropped sometimes, im loading up the game rn to check
consumption is easier to see for me because its perfectly flat
i have trains and stuff on a seperate grid, everything else is always perfectly flat on the main grid
my consumption line's never flat but i have seen my power production hiccup on game load... doesn't always happen, just sometimes
then i go look and it's flat
and like i said it's not the first time i've heard others mention it too
so wth is happening there then
also had someone notice a nitrogas pipe from supply would dip during game load
even though it was oversupplied
it went down as far as 370.6
after waiting a bit its perfectly stable at 26.639gw
ive played for hours without ever seeing it dip below that
well ive never seen it dip below that besides after loading the save
Is my math wrong or with the takeoff/landing times is the actual speed of a drone quite slow?
To do a full round trip I was calculating that the net m/s is something like:
distanceTraveled/(51*4 + distanceTraveled/fuelSpeed)
If I plug in the fastest fuel speed and chart this out with two distances:
8 km - 21 m/s | Roughly opposite corners of the map
2.5km - 9.6 m/s | Reasonable distance between two factories.
But if I compare this with belts:
Drone | Belt
8 km - 21 m/s | 24 m/s (T6)
2.5km - 9.6 m/s | 9.6 m/s (T4)
Or even if we compare with trains assuming the speed averages out to the "flat" speed:
Drone | Belt | Train
8 km - 21 m/s | 24 m/s (T6) | 27 m/s
2.5km - 9.6 m/s | 9.6 m/s (T4) | 19.4 m/s
Drones are just slow, Ignoring throughput entirely.
So is the real reason to use drones just not needing to build belts/track?
pretty much I think, like me sending the nitrogen from the north west resource well, to 3 different areas, it might be better to do drones than belts or a train.
and for me, two of those areas are on cliffsides of different parts of the map 
If I add in a bonus section on throughput:
Distance | Stack | Drone | Belt | Train (Single Car)
2.5km | 50 | 104 r/m | 120 r/m (T2) | 744 r/m
2.5km | 500 | 1040 r/m | 1200 r/m (T6) | 2400 r/m (input/output limited)
8 km | 50 | 70 r/m | 120 r/m (T2) | 326 r/m
8 km | 500 | 707 r/m | 780 r/m (T5) | 2400 r/m (input/output limited)
This really drives home that long distance trains are best for bulk movement. And that drones really are for moving mainly where you don't want belts/tracks, though the annoyance of fuel management with drones seems like a major downside.
As all of these numbers are assuming your drones were fed with ionized fuel/plutonium fuel rods. The drone numbers are even worse if you are using slower fuels.
fuel is just, "ok where can use an extra drone port for a fuel delivery chain"
I just want to thank Satisfactory for making me relearn how to do LCM by prime factorization today. Lol, probably haven't done it since elementary/middle school.
I sometimes wonder if for the purpose of arithmetic would it be more convenient to use and write numbers in their prime product form, by default. 🤔
Maybe if I were (truely) an AI and I could factor large numbers in a split second, lol.
Does the drone have to have any items before it can take off? Or it will go back and forth the same way as trains and cars?
And is there any minimum amount for the drone to take off? Like, will it fly away even with 1 item, or does it need like 10 of them, or the whole stack?
It will run empty if it can
It does need fuel. But it doesn’t need cargo.
You can provide fuel at the far destination port, but still need to hand feed fuel for the first trip.
And It will stop if it cant unload, if the port is full of items
Oh, so it only waits for unload, but not for load?
Yea, it will stay at the port as long it can unload all. Then load if theres any incoming on that port
drones need to unload because of the separated input/output. it can't return to port still carrying the same items that you sent it out with, or things could get messy fast
Is there an online calcalutor that can compute the smallest possible circuit of splits and mergers for a choke circuit? For example coverting 60 ppm to 15 ppm?
people mostly just do manifolds, so I doubt so
what do you mean by choke circuit?
you can't rate-limit a single-belt input to a single-belt output that's less than the output belt speed. you can split into all kinds of ratios. but if you're putting 60/min in and there's only one exit, you're gonna get 60/min out
machines rate-limit your belts already 🙂
If you mean splitting your belts from 60 pm to 4 belts of 15pm then just do 60/15
Yes you can. Its called a feedback loop.
you can use loops to get fancy ratio-splits, but it doesn't work for single-input single-output
What are you trying to achive
You want to take one line down into 15pm and then send the overflow backwards back into the line?
the side belts will back up and then all 60 is gonna start coming out the bottom
No.
What is the point, if your goal is to handle overflow then its going to have the same results as if you just put that line directly in
Moving the mass around doesn't change anything
you are merging more than 60 in at the top, which will clog all the belts entering the merger
thus, the clogged side belts will not be able to accept the full rate of items, and they'll flow out the bottom belt instead
Unless you were turning the input on and off and wanted the backup to be used in the event that that input was off
Your best bet is to have 3 production buildings taking 20 each and if you dont need it all then just sink the excess
You are wrong good sir.
Its backed up
It converts 60 to 20
By backing it up
Yes, hence its a choke
That extra 40 is just hanging out
Yes, your point?
Do me a favor and run it straight into where its going
The result should be the exact same
Just humor me please
I need to convert these non-nice numbers of inputs into nice numbers that round close to them using chokes to minimize the overflow in the sushi lines
straight into where?
Are you using a sushi line to run the raw resources to a smelter
ok, when the 2 side belts also back up the final output will be 60 since it won't be able to output the middle
Its still outputing in the middle at a choked limit of 60 to 20
Why would you want to do that
clock the miners accordingly then
That doesnt solve the problem.
That legitimately removes all needs to limit it?
why are you overflowing ore into sushi lines
it's ore
just let the belt back up if you're mining a couple decimal points more than you need
Not for a stacked bus of blueprints with sushi lines
Also, that would limit the rest of the avaiable output from the miner
Putting ore in a sushi line is horrible, if you cant sink it if the line overflows somehow the ore will get through and back up the entire line
You can turn it up as demand requires
Its not horrible, many of the best builders in satisfactory use sushline and they always terminate at a overflow sink
they control for the amount of items that go on the belt via clock speeds
even if a choke works, you're limiting the output of the miner xD
This is the template blueprint that I made. Its designed to be a universal programmable blueprint. It uses Sushi lines that go from buttom to top/
you use overflow to clear excess OFF the sushi line
not to put a random scramble of ores ON the sushi line
All of you are so wrong, I cannot believe what you are saying. I literally built chokse for this stacked nuclear solution last year. https://cdn.discordapp.com/attachments/927702115411976263/1165404229993775134/image.png?ex=672d33c4&is=672be244&hm=f67c1e214d7ef2637fe981716f65d0c548f3379b8f5b4adbc16e4e28d4c08f48&
There is literaly a guy in this discord called the Sushi Man who is a professional builder in the community.
I'm not saying your solution is wrong, im just saying it's overcomplicating a simple issue
the way to manage sushi is to keep track of how much is going on the line, and the simplest way to do it is by managing clock speeds
i made this platform for my whole nuclear setup... im going to need more platform it only has enough space for the reactors themselves
That doesn't work for miners, because it limits the total available resources of that miner.
you're talking about using splitter/merger shenanigans to mitigate how much random extra ore excess goes on the sushi line, when you could just... manually set exactly how much ore goes on the line
If you turn it up you put too much on the sushi line, this is why you use chokes.
Then you turn it down
you could also turn it to the max and use a smart splitter to handle the overflow
You are being very disrespectful to Sushi builders in this discord. It is not shenanigans.
Wouldn't work he wants a set input into a sushi line
then dont use a sushi line for that, thats what they arent used for
I'd say this is disrespectful to people that like efficiency
You're consuming excess power and backing up a line for no discernible reason when you could just use the excuse to make something else and sink it or not produce the excuse
Wow. I cannot believe you just said that. There is no excess power being consumed.
if you want a set amount of ore to go on the sushi line to ensure it doesn't clog up, then clock the miner to that amount of ore
what you seem to be looking for is a way to mine some arbitrarily higher amount of ore, and then still limit it to an exact amount
which....
????????
No that is not what I am saying. What I am saying is that is a very very very bad design strategy. You are essentially limiting the resources from that miner for all other factories because it was too much of an inconvenience to simply build a choke off the splitter from the miner.
If there's going to be other factories taking up the excess whats the point of the choke
if you need more ore from that node later, increase the clock speed and split off the extra amount you want
To prevent oversaturation of the sushi line
Ok so. I am done arguing. Its clear you guys don't know the answer to my question and do not seem interested in mastering the skill of designing sophisticated sushi lines.
The maths is dividing the input value by the desired output then convert that number to splitters and mergers (Load Balancing) then handle the overflow/excess of the remaining lines
even the most sophisticated sushi line ever devised generally still involves knowing how much you want to put on the belt, and clocking the source machines accordingly
btw, how should i handle my nuclear inputs to the reactors, theres 100 of them and each needs 600 water so i cant manifold the water
Easiest way: build your Nuclear reactors on the water, hook up each one to two overclocked extractors. One reactor is the same width as two extractors, so it lines up pretty tidy.
ok
You will need one pipe per reactor attached to at least 2 water extractors per reaction. I reccommed using shards. You can make it space efficient if you put the reactor above the water extractors. The water extractors can be placed facing each other with a shared pipe junction to safe space. I recommend using the copy paste method on satisfactory world builder with the built in coordinate positioner to speed it up. The rods can be either manifolded or split balanced depending on how quickly you want the system to equilibrate. Here is a 5 way balanced spliter.
splitting is not gonna work with 50 rods a minute
id have to do so much splitting
Not really, you just need 100 = 5 x 5 x 2 x 2 , and you can blueprint the 5 way splitter.
Manifold
You can use a manifold, but it might take an hour before the last reactor in the manifold receives a steady stream of rods.
bro.... i have 100 nuclear reactors whats the worst that can happen if all 100 of them arent on immediatly, i wont irradiate the world as fast?
lol
if there is a mistake in the factory that jams and you ahve to restart the reactor, it can take a while for the reactors to be fully turned on, this is further intentisfied if there is a lot of waste backed up
waste wont ever back up trust me
famous last words
waste backs up if you made an error in the design of your waste managment factory
this is where 3-smooth numbers really shine. 100 reactors? ugh, that's 5x5x2x2. perfectly doable when you know how to make a 5-way balancer, but annoying to do two layers of them.
but 96 or 108 reactors? easy street
Do floor holes still fuck things up? had a pet coke factory working at ~98% bc of water constraints, I upgraded the pipes to mk2 (simply clicking on them to upgrade) and all of a sudden all of the coke gens stopped getting anything more than ~2m^3 water per minute for some reason
yeah, but i can just make a rlly big storage buffer
also i wont make an error, those things dont slip my mind
tbh it's worse to store waste in a buffer because it just takes longer to notice there's a problem, and once it finally breaks you have this massive surplus of waste now
have a smart splitter at halfway to send overflow to your main base and then back, that way you can see the problem when it begins to happen
or better yet, make a simple coal generator, dont hook it up to your main grid, then feed overflow nuclear waste (from a 1 storage container storage) into the coal belt and then when the fuse trips you will get a notification
just make sure your running at least one machine (could litterally be a train station)
so how did they optimize the engine to be able to handle so much more than it did in EA?
Not sure I understand this picture.....how is 60 in creating 140 out? (the S box...splitter, I guess?)
I believe foundations and walls are treated very differently now
seems like foliage is too, otherwise my game would have been absolutely destroyed a long time ago
this should work right? (fuel is fed from middle then goes down and across )
Yeah
Ore is both the best thing to put on a sushi belt (because it has no production time, power, or limitations embodied in it, and thus is low cost to sink) and the worst (because it can be extracted in such high volume that it does not benefit significantly in throughput from merging with other ores). The latter is usually the more important thing to consider and in practical usage, involving only belts, negates the utility of a sushi belt for ore. But at the same time, it implies that if you have a method of transport (i.e. trains) with very high throughput relative to the local ore rates, of many varieties, then it may be reasonable to sushi belt ore into and out of the train...
(that said, I don't especially like making sorters or super-mergers)
How do you guys use trains? Do you get all the raw resources to a central factory? or Do you make mini factories on nodes then transfer them around to other factories?
it creates 20 out
it has 3 outputs showing 60/60/20, tho....hence my confusion
And I confess to being a touch slow and not understanding the purpose
For my dune desert run, I used trains finally, to ship aluminum from the swamp up to the main factory. Later I added plastic just because it was otherwise going to get sunk, and then nitrogen.
once flooded? maybe. manifolds can be murdered when you have fluid elevations in them.
you also want to loop your main manifold
like this
how did you move everything else?
huh ok i didnt know that
Im a new player so I just dont know how to go abt it
Well, I ended up belting most other stuff. I did a truck route for quartz because the desert's mostly flat enough a truck route was pretty straightforward. I might add a truck route for SAM, too, belting it down from the highlands or out of the mesa to a truck stop.
I don't believe I've ever needed to loop manifolds like that.
you often need to preflood a system, generally by down clocking a few machines, until all machines and pipes are full and having a loop in the manifold like the picture
long belts are totally fine especially when you're new 🙂
when do you use trains and stuff?
They're totally entirely different modes of production that require different approaches.
I argue that megafactories are simpler to understand once you have an "expansion protocol" in place -- an expansion protocol is, simply put, just a methodical way to copy and paste things over and over, it is not as hard as it sounds. But since a lot of people don't have an expansion protocol (and build instead, in ever expanding squares on the same floor, which can be shown, with a basic effect of the imagination, to conflict with other expanding squares before long) they don't usually prefer that.
Remote factories, on the other hand... (to be continued)
... require planning. Extensive planning and scoping out of the terrain. The "purpose" of remote factories is three-fold, they open up the usage of space -- space that is compatible with aforementioned "expanding square" builds (i.e. builds with no expansion protocol). Second, they can, in theory, reduce the size and complexity of the actual centralized factory, or where one does not exist, the network of factories that act as a centralized factory. Third, they "compress" resources to higher-density resources (and density's definition may vary, either in stack size or belt throughput requirements)...
In other words, to make a "proper" remote factory, you need to look at what you have, what you're compressing to, and where you're transferring from, and what else may be needed to compress something. But you get the benefit of not having to worry about space, or expansion, and so forth.
If you need a factory with more than 3 stacks per minute of input transported I'd use train
So the question of a remote factory is often --- can you successfully compress to something more advanced? And if so, a remote factory may be optimal. This is almost certainly the case for, for example, ||Aluminum. It compresses water, bauxite, and coal to up to 1-4 Aluminum Products, or even just Aluminum Ingot. This vastly simplifies the supply chain.||
Does my math sound correct?
Regular aluminum recipes gives 1 bauxite (plus some silica) -> 1 aluminum ingot
Sloppy alumina + pure aluminum ingot gives 10 bauxite -> 9 aluminum ingots
So you go down to 90% efficiency with your bauxite and coal for a simpler setup, but no silica?
Spoiler ingot has the same stack size compared to the ore though, transport line for that chain relies on whether or not you want to boost it with quartz
Yeah pretty much, if you can you should do electrode scrap to maintain 100% "efficiency"
I'll sometimes use 1 or 2 trains at some point if I feel like moving a ton of items, but a long belt or two is usually enough. a handful of drones plus belts was all I needed for finishing tier 9
I'll use trucks and more drones and trains when working off a big final plan
Yeah, on the metric of stack size alone, it's not necessarily compressed. That's why I said the definition of "compression" & "density" may vary a lot.
I was afraid you'd say that. RIP me
However even normal electrode normal (with low silica) yields like 10% more than no silica line
yoru new best friend https://www.satisfactorytools.com/1.0/production
I've used this a lot before, but sometimes I like doing math by hand lol
Transport is an issue though, it will depend on your location to see if its worth quartzing or not
On the other hand, for instance, it doesn't really make sense to turn Iron Ore into, say, pure Iron Ingot before transporting, or, in a sense even worse, Screws. These have increased in number relative to the ore; instead of compression, it has expanded.
Would not have been able to build this recycled plastic/rubber plant without it 😂
You know, on the topic of density, I read that someone ships quickwire by train. That's one of those products that I can't see shipping, ever, instead of making on-site. Caterium and copper? Sure, train those from nodes to the main factory, but quickwire?
I mean... it's fine? you just wind up with less filled cars unless it's a very long trip
and if it's a very long trip you probably don't need multiple trains doing the same route
They drone well. The 500 stack size means you can easily saturate a mk6 belt
yup.
I'd have to look at the ratio of ingots to wire? does 1 stack of cat ingots make more than 1 stack of wire?
If you want a higher rate of items per drone. Ingots win. Just means a floor of constructors on the recieving end
why do people say pipes or fluids are very hard?
I know, right 
They can get tricker with byproducts or poor math
because a lot of people make messy pipes and then it's hard
they treat them like belts
ohhh
like, are basic reliable pipes hard? no
are they if you build them like belts?
yes
when i first got to tier 4
i was confused as hell cause i wasent getting any water from the water extracter
and it was because the pipes were very vertical
basic headlift yup.
Have you built a fuel power station yet?
thats often where people's first pipe mess happen
burning fuel for power
is that with coal generators or the refine stuff
oh ye
refineries make fuel for fuel generators
and you didn't have any issues with your fuel power? nice
not really my only issue was figuring out to make fluids go vertical
but i figured that out
cool 🙂 you sure everything was stable and not stuttering? you often need a manifold loop to get them that way
although if you have quite short manifolds you often don't need them
well that was in my old save im starting a new one cause of the story
im at tier 4 rn and almost done with phase 2
Partially why I skipped straight to rocket fuel, no mess with pumps, and manifold loops can be "flat" between floors.
no idea what a manifold is
just go nuclear 😛
do you ever have lines of belts with splitters feeding machines?
yea
Funny enough I havent done nuclear before and I legit only had aluminum ingots being made, no heavy plastic/rubber yet either 
manifold is technically any container that makes something available to something else. in context of the game, it is a belting configuration that doesn't split evenly and relies on machine overflow to get goods to flow to where they need to go
only thing i had a problem in was organization
nuclear power was in tier 5 and 6 right?
aw so the hard part is phase 2
at least based off how far ive gotten
say do mercers spheres and somersloops respawn or is there just enough to get the mam tree full
You have enough spheres for around 200ish depots
sloops is around 103 iirc
and if you had some respawn... ho boy

okay so im gunna be super pedantic here, dont take it seriously.
Its called a manifold because in Euclidean geometry its a line with a one-to-many relationship, where a single input is provided to many outputs
that's fine, i'm more going with the common sense real world definition vs the pure math one 🙂
but I have to make use of my math degree somewhere 😦
just kidding I don't have a math degree
i do
i also have an engineering degree, and i feel the engineering definition is much more accessible
as the math joke goes 'a topologist can't tell the difference between a coffee cup and a doughnut'
That's funny
My factorio degree is basically an introduction to computer science
Shapez 2 is a degree in supply chain management
I agree with both of those
factorio is gate logic, shapez is a primer in JIT engineering
i guess that makes satisfactory analog circuitry 🙂
Satisfactory is a big pressure transducer
im bullshitting here so again dont take me seriously. Where input is unlimited the output is dependent on the perceived input and is limited by the pressure signal received from that input. Higher input = higher pressure signal = higher output.
Thank you for coming to my TEDTalk.
Can you imagine a world where you get extra credit based on achievements you have in game
I want to say there was a company out there that bought its employees a copy of Factorio because they felt it taught pertient skills... let me see if I can find the article
Shopify
I tried to post the link but it was removed; google it, Shopify CEO authorized the company to buy the game for their employees lol
That's so sick
There is a game farmer was replaced, that teaches you coding fundamentals and is addictive
Minecraft is peak programming game
it taught me lua with mining turtles and logic gates with redstone
redstone go hard
Brings me back to the tekkit days
Is there a way to get Satisfactory Tools to make this graph "smarter" ?https://cdn.discordapp.com/attachments/1299927940074700840/1303956025921241109/image.png?ex=672da32e&is=672c51ae&hm=dde3b59487cd22d3cbedf2b9a02329dfa3081d67bb1f93d140f7d2bd986bba8d&
The 600 water should all go to the refineries then the byproduct should go to the wet concrete....obv this example is easy enough to figure it out, but on a more complex setup I'm curious how to get the output to display better
it doesn't really matter which water goes where
I mean, it doesn't, but the flow is simpler if the byproduct goes straight to something else instead of looping back
or viewed from the other point, if the byproduct is contained in the alu factory, this could be split into two factories
There are other tools but it takes more time to make it look the way you want them to
the Tool can't really know what logistic decisions you've taken
it kinda does, in the sense that your exact implementation / layout / per-machine clocking matters a lot in a byproduct loop
whereas there are fewer points of failure if the water is not looped at all
but yeah there's no way for the solver to find the "best" way to allocate fresh/recycled water here
Mostly I would love a way to just hide all water lines to declutter. The tooltip is plenty.
I mean that for the Tool it doesn't matter. For you it might, but that's already affected by logistical decisions. The Tool isn't a logistical planner, it's a calculator
There are some factory planner tools that might be a better fit for you
are the chainsaw-able mushrooms supposed to drop mycelia?
the medium-ish size ones don't seem to drop anything
<@&387163995947270144>
ma'am this is a wendy's
👀
Beat mne to it there bud.
Hmmmmmmmm
meh. another one into the blocklist
gotta be fast on teh draw
yeah, massive wanker
tagged, screencapped, blocked
And nuked! 😄 ❤️ <@&387163995947270144>
damn... I look away from #math-and-meta for a few minutes and missed the mods smiting someone 😉
Rules are there for a-following
Is there even enough material on the map for this production? I'm scared that if there isn't I'll be building this for nothing
this should be the current map limit (without Conversion)
why is water so high? Placeholder value?
Because there’s basically infinite water
Use satisfactorytools.com and find out
I still think it should just say it's effectively infinite, instead of a weird number like that
inf works better than a random number imo
Maybe it needs some limit to function
Also explain how it would work better without a number?
it wouldn't necessarily work better, it's just more informative that you don't need to worry about it
doesn't need changing though, I just find it strange
I don't recall the precision or how it was calculated, but there is a maximum amount of water one can get in the game. The map is limited and so are water surfaces to snap Extractors to
it's easier to figure out how much water can be used
apparently that number is the max numeric value javascript can store or something
interesting
the number you see is the largest number Javascript can handle... "infinity" is not a normal number
Easier than calculating a max? Sure...
The point of having a limit for water is that the user can mess with it (eg: maximize this production using only X water/min)
I'm pretty sure they can just override it, it's not a change that needs to happen but the number does result in confusion (even though I know how to program a decent amount of Javascript I did not know that number)
math operations do (if they work at all) strange things when "infinity" is involved... so "make it as large as possible" is a valid strategy
easier than figuring out exactly how many extractors you can place on such a large map
the water limit is so large on the map that its practically meaningless... you are always limited by other resources
Sure 
I don't think that's relevant to many, as I said the point of having a limit in the planner (that isn't just endless), is being able to change it to one's needs
yeah, you can add more over the requirement of other resources into a design too, right?
"Add more over"?
I'm not sure what you're trying to say
you can pretend you have more resources than you have on the map...
which might be useful together with a Mod
for that reason I think the water limit doesn't matter as long as it's either accurate or a number that appears like a filler number (like 999999999)
I'm just a pedant though
(not in a "oh no, you're trying to suggest I'm too specific in what I want!" kind of way but instead in a "I know I'm a pedant even outside this convo" type of way)
in the code its most likely just a constant pre-defined by the language... ( MAX_SAFE_INTEGER )
and it needs to be "not infinite", otherwise the optimization algorithm will break
yep, I don't believe it matters, only that it's not the best choice of number
doesn't need changing, but if I were there picking it I would've picked differently most likely
gonna afk for a second
I think from a technical point of view its perfect... and building a "number only" input element that also allows for "infinity" would be quite a bit of work for a hobby project
the numbers probably just autogenerate based on the game code they plug in if i had to guess. i doubt they manually change them.
I don't think these numbers are in the game files... you can generate them from the map except for water of course
in that case they would have to make an exception for water, as it has nodes but the vast bulk of it is in the seas
oh makes sense
limiting water can be very useful when you start in the Green Plains... until you get to "Coal Lake West" you are limited in terms of water quite hard ^^
(especially for coal power)
or sometimes its good to limit the water to "one pipe" and see whats possible
Id say your less limited in respects to water when you play in grasslands then when you play in most other biomes.
You dont even have to fight any enemies for getting to the ocean with a ramp up the waterfall
My whole point was that the user may want to change that for their own factory plan ^^
What the max number actually is doesn't quite matter (imo) as there's no way one would need that much water, unless they intend to make a factory making only packaged water or something 
yeah, my point is that while the user can limit/delimit how much water is available, and the program's current values don't need changing, having a number that's either more visibly a very large placeholder or something closer to what you can actually get/use could be good
Ah, gotcha
Satisfactory tools just uses the number 9,007,199,254,740,991 as a limiter to say it's infinite yeah, = 2^53 if anyone was curious where that number comes from lol
Obviously water is not infinite in satisfactory, but since I like doing useless maths no-one needs to know, why not find a closer number. for people who want it for some weird reason.. 
West map; Just roughly tracing the map making sure im not too close to the beaches, you have the potential of 6.5km^2
North map; Probably a bit generous but roughly 4.3km^2
East map; Approx. 2.3km^2 (accounting for some water dead-zones near the swamp biome)
South map; Not really any worth recording since grass fields is pretty minimalistic. Let's be generous and assume 8000m^3 worth of water (overclocked too), you'll see why being generous means absolutely nothing in the big picture of things.
Mid map, ponds, etc; I eyeballed the lakes/rivers and merged them as best as possible in to one location (love photoshop) and got roughly 2.5km^2, but I highly doubt you can get extractors so close to the shore lines so let's just say 2km^2
So without going super analytical, it's about 15.6km^2, each water extractor is 20m*19.5m (we dont care about height) = 0.00039km^2
Which I feel like this is funny how 15.6/0.00039 comes out to exactly 40,000 water extractors but oh well lmao
Each water extractor maxed to 250% is 300 m^3/min, so 12,000,000m^3/min + 8000m^3 (grass fields) + 13,125m^3 (water wells) = 12,021,125m^3 /min
and now you have a number that no-one will realistically be able to hit, but is fairly accurate for the map
the number is Number.MAX_SAFE_INTEGER, which is biggest integer javascript can handle without losing precision. It was quick'n'dirty solution to "I'm lazy to properly implement infinity". whichever number it is, it doesn't matter for the Tool, since it weights it as 0 anyway (well, 0.000001, so that it still optimises for smaller water usage in case there's multiple ways to do something and they differ only by water input).
For new Tools, there's plan to make a proper infinity setting, but I don't see a reason to change the number in old tools
Looking over what I can of the map,
Getting all pure ingots and max concrete would be around 150K/min water
Map limit constrained max sloop max nuclear would eat almost 1 million water per minute, so probably its own ocean 😄
I assume that its main side effect is it makes water very cheap to the planner as its highly available?
Yeah the top Left of map is a very popular region for nuclear, that area alone is above 3,000,000m^3 /min haha (plus being flat, open real estate)
the weights are not changeable in current Tools, and water has hardcoded weight as 0. If the weights were calculated from the numbers inputted in the limits, then yes, it would be because of that
https://www.satisfactorytools.com/1.0/production?share=7oCGvDwi8mT0qIkBvWOY
Found one of the weird states while playing around, curious why it made byproducts / chains that have no relation to the main production
extra byproducts are often because of "maximise" usage (not recommended, change to items/min)
Here is a picture of it working. 60 goes in, and it gets split into 20,20,20, and two 20s get get fed back into the merger, causing 60-20-20 = 20 to only be allowed to continue past the circuit, hence it converts 60 to 20, which i refer to as a choke. It has the purpose of limiting input of ores from a miner unto a sushi line without oversaturating the sushi line and still allowing the miners to be overclocked and utilized elsewhere.
did someone math out how many hours it would take to drain the entire map?
going from this
(but you literally can't drain the ocean, the water level will stay)
12000000 / 300 = 40000 water extractors
assuming very generously that you install one per second, that's 11 hours of doing nothing but installing the water extractors
and don't forget to power them and OC them afterwards!
infinite
Can't you also place some water extractors below others underwater?
oh i misread lol thx
First passing test of function that draws the connections of all recipes and items given a target production item (in this case 'Iron Ore').
With this network list, the next step will be to define all possible production paths and select one based on desired production goals.
alright, so I'm looking to get started on a decently sized nuclear power plant, anyone got a good design for me to implement?
gonna use the two normal nodes around the centre of the map for 1200 ore
you need materials from too many sources I wouldn't try to put them all in one place
this is max uranium you can scale back the numbers
when you scale back into one normal uranium node per processing place you technically can do all transportation via drone except sulfur
neat thanks
it's not actually max uranium tho right, u can make more in converter from bauxite
i still need to deal with the waste right?
yeah waste is a separate line with plutonium
yeah I could, but bauxite is another map restricted resource for trigon later on so I didn't want to assume
for plutonium if you want the waste to be all dealt with using ficsonium you'd only be able to make barely 10 per min per map before converting
you have to grab extra sulfur from somewhere else but those parts are low enough stack per min that you can do full drone transport line
Does power sharding a power generation building have any additional consequences other than higher burn rate?
Seemed the only downside was using a shard so was just wondering
nah just that
Ah, I just built this so I could see what it was for. I assume it's to ensure that you're only bleeding off 20 ore for a project or something. I just prefer to clock my machine correctly, personally, as it's less things I need to build (just need the belt into the machine, no splitters/mergers), but it's the same end result. Also could be really complicated if you're bleeding off a strange # like 12/m using your method.
Guys i just finished phase 2 and got steel running but i dont know if it is enough
How much would i need
for what
like, the things you "need" to make in this game are
- construction mats (a small steady supply of each one will do, and can be accomplished with very few nodes)
- project parts (only needed in fixed amounts, so the rate produced is up to you)
ok thx
also, because of the way miners and belts get upgraded throughout the game, resources from existing nodes increase. so if you're worried that the nodes you've mined won't last you the whole game, bear in mind that their ore output will double and then double again as you progress
my recommended approach is to not think about "how much I'll need in the future", because that question is almost impossible to answer
better is to just think "how much I need now" and build exactly that much
ok
Plan on how you could expand your current plant in the future. Plus, due to miner and belt limits, you wouldn't be able to make "enough for the future" without stretching out across the map.
I wouldn't even plan for expanding. If you always build what you need at that moment, you (in most cases) never need to expand
I meant leave room to plop down more foundries if you end up needing more later
if you need more later, you make another factory
Nothing wrong with expanding a current factory and reusing infrastructure already connected
Are you a player that brings all the raw resources to one place?
Well, expanding existing bases is a good idea for some playstyles
sure, but not my recommendation
My recommendation. If you expand a steel plant, you can put all that new steel on train b that goes to factory b you're building while the already built steel takes line a to factory a
and in my case the steel for B is at B, not at A
Do you use large train networks?
Well there we go. Expanding existing factories doesn't make sense for you.
anyone have tips for getting very far ores or gasses or fluids to the main area faster?
use them where you found them
I know... that's what I've been saying the whole time
ye but if i do that ill have to bring some ore all the way over there if it needs to be in a manufacturer or assembler
in my view it generally makes sense to expand on an existing factory site when the game suddenly doubles the ore available from the nodes (and then does that again), but thats just me
Ores: trains. Also consider smelting them to ingots firsr.
Gases: trains are less great for transportationing fluifs, but you can package and unpackage very efficiently
are trains like efficent will it get enough to last for it to get back?
what I am building is not dictated by available resources, but by demand. I see no reason to double production just because I can. I double production when I need double production
if you build it properly, yes
They're very efficient. But if a freight car can't carry enough, you can add a second freight car, or a third
Or use two trains on the same line
I'm not saying "double production just because you can"
I'm saying "if you need some more copper for your next project, and you just unlocked Mk2 miners, go upgrade an existing copper miner"
Then split the output and build a second factory with it
sure. But I don't consider miner to be part of factory. For me factory is thing that converts raw resources to final product
so by "doubling factory", I imagine "expand the existing machines to handle double input"
while I'd rather split the input at miner and build a separate factory
I said "doubles the ore available"
With mk 3 miners
but in the same message, you said "expand existing factory", which is what I was pointing at
factory site
what I meant was: when the game gives you more supply in the places where you already have infrastructure, it makes sense to use that supply
isntead of going "rats, I gotta expand to a new node, I've already got an Mk1 miner here"
I've never said you shouldn't expand to another node
my point is to never expand factories, which (as I mentioned above) excludes miners
What difference is it if you smelt the ore at the node instead of the factory? Some of my "factories" are only raw resource into the ingot
every "factory" I have ends at final product. I doubt ingot is your final product, so that wouldn't happen in the way I'm describing
So are we arguing semantics then?
no, I'm just saying you're describing a situation I wouldn't have
Not semantics per se, but clarifying definitions.
I do often just slap smelters next to the miner and belt the ingots around, but that doesn't work quite as well once you go for alts
But a situation the player 30 minutes ago may have x.x
and my recommendation was to not do it that way 🤷
It's powerful strategy if they play other styles x.x
it's a recommendation, they can do whatever they want
but they came asking for help, so I responded in the way I personally believe is very good approach to the game
because making 6 steps in a production chain up to tier 5 parts is just asking for stuff to go wrong
imagine how many trains
The original question was "how much steel do you need" and my suggestion was "as much as you need/can at the moment, plan to expand your foundries if you need more steel later. Leave space aside."
ah ic
the game is crashing using the blueprint machine
after today update, someone else having this problem?
I expand my 'factories' by floor. I build a single floor of a thing, that takes up the belt size I want it to use.
In eaely access, I mostly built a mega base, but I produced aluminum off site, in the titan forest. I built in such a way that expanding it was nightmarish x_x
megabases are always hard logistically
hence why I recommend the independence way where factories do not depend on each other
I like having independent but slightly coupled factories. E.g. a factory that makes steel pipes and encased beams sends those pipes and beams to another factory that makes HMFs
Though I did run into an interesting problem last night. My trains "deadlocked" around some path signals. Not an actual deadlock, as in the logical sense, since the train by all means should've been able to move, but didn't for some reason. All I had to do was manually move it forward a bit and everything cleared up
well by "independent" I mean "factories do not produce for other factories", so if you have factories sending things to other factories, they are not independent in my eyes 🙂
megabases always need gobs of space for belts
Fair. I guess some of my factories are "independently operating" in that, my steel will continue to do its thing regardless of what uses it. Then other factories request resources from it via a train, therefore coupling them, but really only in one-direction
"independent ballistic warp drive factory" 🤔
And then I can also swap out one steel factory for another if I build a better one
something something Service Provider Pattern something something OOP something something
i do similar, but i've recently taken to having a few sink stations as the terminal point for nearly every train that moves products btw factories
I created a "resource dump" that was a station with a bunch of sinks. Most trains go there to unload excess. Though I had to stop sending every train there because it caused so much traffic
i'm kind of going hard on the trainifolds in this playthrough
Same
I think I just need a huge landfill trainyard where I can send each train to an independent dump so minimize traffic
Or just keep trains stocked and put the sinks on the input side
a lot of that is to compensate for the fact that mk6 belts sometimes are missing items for me
I just got MK5 lol. I'm probably gonna try to really only use mk6 for loading/unloading directly to stations, and for getting things from miners
Or for some weird belt merging/splitting stuff
Always nice to have extra overhead for that sort of thing
i use them a bit more than that, but my belt hotkey is still bound to mk5's
Yeah, I feel like anything more than a saturated MK5 belt (again, unless for dealing with special logistics on MK5s) is likely overkill in some way. Especially with trains. I highly doubt you can reliably use a single car with anything more than a MK5 belt's worth of input before you get throughput issues. At that point just use multiple cars
well, pushing a train car of a 100 stack item much past 600/min is around their capacity
service provider is antipattern
my rubber train has 4 cars of 900/min and my concrete one is 4 cars of 1080/min
I'm just gonna make everything a global singleton at this point
you're making me twitch
how are you not fired yet (if you have job at IT)
that's the 'i read chapter one of "Design Patterns" and stopped' programming
I do work as a programmer. I've unfortunately seen way worse code than I ever thought possible
so you work as a programmer 🙂
That was kinda what my sarcastic remark about everything being a global singleton was. More or less what a service provider is
I love that (more or less, still being somewhat sarcastic here) dependency injection is just fancy talk for "pass it as an argument"
i have to say, the absolute worst code i've ever seen was in some hacked up chinese version of a bios implementation #include "definitions.doc"
Though I think actually now that I've thought about it more, what I described before would likely fit the strategy pattern way more
well... yes but actually no
dependency injection is basically inversion of control
i also really dislike the concept of design patterns
words penned by Milton Erickson about something totally different fit: "The map is not the territory"
I think on a basic level they can be useful. Moreso that they get you thinking about designing software in a more resuable way. But at the same time, if you do it wrong and take it to far you get AbstractFactoryLocatorFactoryObserver...
At the end of the day, we gotta actually write the code. Can't just think about it for hours on end
(But obviously you gotta think some or else you aren't gonna be able to keep working on it)
I just outsource all DI stuff to a framework
when you try to rigidly taxonimize and classify every methodology, you end up creating a rigid thought process that isn't creative and may not be the best solution to a problem
That's why I like some of the basic design patterns like state, strategy and observer, since they can be a bit more widely used and are simple enough to use in smaller settings
of course, we often need to do this on teams with certain cultures and sometimes those culture are ones that like uniformity, unoriginality and group-think
honestly DI is just universal solution to a "I want an instance of this" problem. Yes, most design patterns have limited use in limited cases, but with DI it's just the ultimate solution 😄
Oh and decorator (I think) is what entity-component systems use
ECS is amazing (at least for game dev!)
When I program, I subscribe to K.I.S.S
That's why I don't use the visitor pattern
But imagine getting to use an actual OOP language. At work 99% of what we do is in PLSQL 💀
The only real oop language is Smalltalk and Java. All others are object-optional :^)
My college was super Java-heavy. And also probably pretty outdated too. Thinks like the singleton (anti)pattern were taught as if they were the best option
I think the only programming "princible" I use is keeping things modular and separation of concerns (despite what Greeny might say about my playstyle)
Yes, encapsulation and separation of concerns are what I argue to be the most important. I feel like a lot of things are derived naturally from there
Especially separation of concerns
What is the phrase? High cohesion and low coupling
I don't like encapsulation cause a lot programmers (or at least professors) are like "the more privater a class is the more encapsulationy it is"
And then procede to write a getter and setter for a class member representing a cache
I mean, in reality it's more about providing access to the outside that prevents you from breaking the internals you shouldn't need to touch
Yeah
But yeah, if you have a getter and setter for every class member, you're probably doing something wrong
Yeah
I was in a course and the teacher was explaining oop by having a function wrapped in a class that you instiante, than call a method, which prints to the screen directly (instead of return the evaluation), and you have to create a new object everytime you want to call this function.
It was a crime agaisnt oop
High cohesion and low coupling is the best
Satisfactory is not programming though
Yet this isn't the first time I've been in a discussion on here about programming. But that might also just be because of me 😂
I think these kind of games attract programmers
Or industrial engineers. I have a friend whose HW was literally like solving a problem in satisfactory, but just a bit more complex. But it was about an assembly line, with time to produce a part, failure rate, byproducts, etc.
Really cool to see
That is cool
I don't like logistics floor cause in real life, you'll need access to every inch of belts.
Although I do want to give it a try sometime.
Yeah that is fair. You can get away with just clocking your buildings correctly. My designs are stackable blueprints with sushi lines so I have to choke the ores coming in to make sure they do not oversaturate the belt.
Man I tried to do out the linear algebra for recycled rubber/plastic on paper and I simply Cannot. That is really annoying
I have satisfactory-tools open to check the numbers. sigh
Last I remember, recycled rubber and plastic makes 50 percent more.
Not entirely certain, but it might require a full on LP, not just matrices. I'd have to actually sit down and try it out myself though
not enough sam
what do you need vectors for?
isnt it just a system of 2 equations, sub in out
what it pretty much works out to is that 1/3rd of the fuel goes to making the predecessor and 2/3rds goes to the end product. The tricky part for plastic is that you need to take the first 50 off of the 800 to convert the resin rubber into plastic first
What I realized is that none of the recycled math matters because I want more rubber anyway vs balanced, so I can just use the first Residual Rubber as a primer but then just split the Recycled plants fuel 50:50 and not worry about it
Which makes 20 rubber + 80 rubber/80 plastic (for 60 crude)
it's really the resin (if you choose to use it) that complicates the numbers on a recycled loop
if you set aside the resin, you can just add up the plastic/rubber you want, make that exact amount of fuel, and you're set for a loop (if you give it a hand-fed jumpstart)
but if you want to spend resin byproduct on residual rubber, then the amount you make will be proportionate to the fuel you make, while also reducing the fuel needed, and aaaaargh
In fact I don't want ANY plastic so now it's
60 crude
160 fuel
20 "primer" residual rubber
213.3333 recycled rubber
106.6667 recycled plastic
all plastic used, output is 106.7 recycled rubber + 20 residual