#math-and-meta
1 messages · Page 239 of 1
alts iron wire and iron pipe are very good for such recipes, i'm referring to them
and very expensive
ah nice. though i still don't have those. but in the future maybe
copper rotor ftw
ye, but they eliminate other ingredients if you look for simplicity
So i did the math and two 5 freight trains are overkill
As max speed is 120km/h and it travels at that speed 70% of the time and the docking often is around 28 seconds, hence: 5.62/(120*70)=4.014, which the train should do in (60/120)*3.934=1.967 minutes *2 is 8.028 minutes + (28/60)*2 = 0.934, so the train will make it in 8.962 minutes
maybe im wrong
sure, but generally I'd prefer resource efficiency
say you need some sam fluctuators for building and you have an iron node nearby - you can make them easily and put right into the DD
Currently my interest is reducing effort (i'm early mid game)
I need to make heavy frame, and just seeing the amount of buildings I need to build for it made me faint
So I went hard drive hunting instead
also note that iron wire takes a lot of constructors - even 5 motors + 5 rotors per minute of iron wires will chomp a decent chunk of your space
if i need 2.461 machines how much do i make the third machine boosted to
yeah so i probably won't, cuz I'm optimzing for space too, seeing as I'm still pretty restricted to ground-based
46.1%
hmm ok its alot of weird numbers and im havin trouble seein how im gonna do this xd
The thing that's displayed after the number is the percentage for the last machine
since 2.461 is a coeficient of how many machines you need which you can express in precentage simply by 2.461*100 = 246.1% of one machine
thats how i got 46.1%
i have to somehow split 44k screws and 5k copper sheets
pm
What
44000?
yes
What are you building
what in the hell are you making
2500 rotors a minute
why
WHY
cuz i can
WHY
._.
USE ALTERNATE
Steel pipe and steel rotor
I wouldn't
44000 screws is just too much of a pain and im making a 240 gigawatt rocket fuel power plant
this is what im goin off of
Why not nuclear
OR put screw machines directly into the rotor machines like I did with my RIPs
more efficient
its 41 boxes of 1200 screws per box
I never thought I'd agree with greeny but yea, screw alts are ok if you make it in-situ
This picture gives me pain
ye anyways imma go figure out how to split this without needing 200 asemblers
Also not-screwless alts at this scale are bad
so your conclusion is just not make it
nvm
You need like, 100 assemblers with power shards
i got bored and wanted 50k screws leave me alone xd
lol
this is taking way too long to get running properly
uuuuuh
of course its the copper
didn't you split your input feeds correctly?
also, uranium fuel unit can be 1:1 direct belted from infused uranium cell
once upon a time, you sort of needed to build nuclear that way so you wouldn't die while working on it 🙂
balance your inputs
whenever you have any input with a big stack size or large input quantity, direct belting outputs and/or balanced splitting solve those problems
not gonna lie working on a such a large project can be annoying especially if you have to balance 187.5 refineries and 600 fuel generators. (which i will have to do haha)
yeah, fuel gets chonky. i find it helps to break it into much smaller standalone modules. That also helps when you have to take stuff down for remodeling or upgrades
yeah thats what im trying to do
however i wont be able to scale up since im using all the recources in blue crator
and i still have to import 1500m3/min
of crude oil
#screenshots message @half cargo Here's the not paper version
i built my 2000 rf/min plant as 8 (almost) standalone fuel plants that share the crude->hor but from there are completely separate except for byproduct sinking
im gonna be at 4750 rf/min
oooh, I see
probably gonna last the entire gameplay
g'luck
though tbf I figured i'm going with 120 rubber and plastic each and max out power
between the APA's and this, i'm pushing 250gw already
because usually I get stuck up building something and trying to prep it for future use, rather than jsut making it for current use and making a dedicated thing once I need it
i'm not yet sure about a design though, what I want the place to look like
because that'll also determine whether I overclock the gens to only use 48 or 60, or if I do the full 120 if I want it to be some massive build
turns out, that was NOT the only line i missed
i always miss something somewhere too 🙂
atm i'm doing a big quartz purification build for 3900/min raw
probably still not enough space for 960 generators
interesting to have to work through figuring out how to build it 🙂
no, i think you're probably going to want some more space, lol... for comparison, the build i pictured above has 192 generators, lol
damn ok ill just circle around
man i wish there was a way to remove the coral things
lot of empty space
you have no idea
bloody corals
yeah, blue crater is a pretty big space if you go up high enough
the things that drive me bonkers are the smaller phallus looking plants in areas like the red cabbage forest & crater lakes
I though i was high enough clearly not
I didnt get there yet
almost as annoying as the huge fucking rock straight in the middle of the flattest area of the whole grass plains
haha
that one used to be more annoying before you could nuke the gas pillars
you go back to look at update 4 era grass fields megafactory builds, they all have this large cordoned off dead zone around that rock
that sounds like hell
Damn 24 crystal oscillators is a lot of effort
Am I right to argue that copper sheets aren't very much used in production recipes?
depends on your recipes
might need them for circuit boards and heat sinks
but you will use alot building
there's a few uses for them (copper rotor and silicon cb), but outside of part-feeding-into-another-part, what you make with your starter copper build should be enough to supply you through the game
i should mention default AI Limiter as well, which used to be the only thing you absolutely needed sheet for
i prefer plastic AI limiters myself, plastic is easy to scale up
yeah, agreed
the alt is much lighter on caterium AND copper, which i tend to value more than oil
So I think I will skip the alt recipe for the sheets, even though it seems very effective
it's a good recipe. using it with default ai limiter and with copper rotor is very straightforward and doubles what you can make from a copper node
steamed sheets is worth it for sure, but probally dont REALLY need it til later
It's just that hard drives are hard to come by
in the quantities you need for other things, using the recipe doesn't turn into a sprawling refinery build like the pure ingot recipes
yea i used my hard drives early to get screws out of the production chain
i use screws in making rotors with copper rotor
that's rather straightforward direct belting though
ahh yea, yea i went with steel rotors and iron pipes.. did all my motors with just iron
yeah, that all has gotten easier to do in 1.0 with the addition of iron pipe
why do you want screws out of the chain? especially with steel screws?
some of us have experience with early game versions where the screw volume you needed to support something like a default computer build was a hassle
as such, the part just got to become universally hated in the game
most of us on our first playthrough didn't know all the alt recipes by heart and made a lot of 'interesting' design choices
they changed the screw amt needed by default frame, i've never worked out what the delta is between the old vs new
*default hmf
i thought it was 1 to 1 with a constructor but i dont remember either
the base recipe still sucks, i haven't felt a need to analyze how it sucks less now 🙂
iirc the amount that was needed before was a multiple of what steel screw makes
I can definitely understand. But would you say that steel screws have mitigated this?
hmmm...
steel screw is 260/m and i believe a heavy frame is 240/m
i thought they made default suck less, seems that they made it suck more, lol
so you could just set up a constructor for each manufacturer and underclock it and get it to 1 to 1
in fairness, much of that change was because they buffed encased beam/pipe and needed to balance the recipe to cost more iron/steel
that's a messy clock though
steel screw works in multiples of 13
heavy encased frames best recipe in the game if you ask me
nah, you gotta put solid steel and the alloy recipes above it
no argument that it is really, really good, but there's recipes that are even better
i dont like screws lol
we all were there at one point if we played older game versions
at this point though, they're just another annoying intermediate component
why are screws such a big deal. it's to teach you to colocate production next to consumption. a things takes a lot of screws and you can put a screw maker next to it. done!
exactly
if the game didn't have screws we'd be saying we hate wire & quickwire for the same reason
i also hate wire
why
i'm starting to develop a hate for concrete, if i am being completely honest
i use the word hate figuratily i enjoy all parts of the game, but the 2 out 1 in constructer lines can get all over the place
that is until you can get to the upgraded belts
that dislike is because it is a high volume part that i need a lot of and am running out of biomes to tap for more 🙂
when i make a new factory i usually set up a concrete factory locally for building
have little concrete factories everywhere
Why is that? Isn't it relatively marginal in production?
I'm sticking with my guns that screw-hatred is just PTSD from having to use the default in the early-game, while in late-game they're no more of a pain than wire/QW
recycled rubber seems to save a lot of oil.
I think the curse with concrete is that the default really stinks, so any question of large-scale concrete involves also setting up some other thing that isn't necessarily nearby, to improve the yield
Any amount should be possible... with enough loopbacks 
Eg: instead of merging 20 and 20 back, split those further merging 4x10 or 5x10; use some "priority merging" if needed to make sure the main input backs up appropriately while the loopbacks flow freely
I feel it'd be genuinely useful to be able to downclock conveyors
is there some kind of planner that i can use where i can insert overclock options and be able to map everything out
How much do you consume for builds? I’m completely ok with one industrial chest with a depo and 120/min production for any projects that I did so far
I don’t think so, but you can always sketch it
haha, i don't use THAT much in building stuff, but parts like HMF's and singularity cells take a lot of it
my HMF factory, which produces 90/min uses nearly 4000/min
You can divide by 2 or 2.5 for shards
If you want sloops i dont think any deal with them yet?
trying to figure some of this math is breaking my brain
What are you trying to map out 🙂
Hopefully not 40000 screws as one guy here few hours earlier
if i'm understanding what you're angling at with this thought, do you mean that if you are able to express your goal simply, often times it makes the problem easier?
Half the challenge of asking a question is knowing what you want answered 😅
yeah, i often find myself spinning around in a circle until i figure out what the actual problem i'm solving really is, and then things get lots simpler
Well, often broad questions lead to broad answer, which may not be the most efficient solution
and that also
What is max waste free nuclear
Somewhere between 250 - 2000 fully sharded reactors 😅
Specifics do help
going all the way to ficsonium?
Ficsonium is pretty inefficient right?
I know the answer. Was more an example
I’m thinking of converting waste to plutonium which I will use in drones, which do not produce waste and are fast
But here we are
Its not that inefficient. But yes you can build a lot of extra uranium, nitrogen and a bit of sulfur for the same sam
In terms of SAM usage, yes.
It uses an ungodly amount of SAM
it requires a lot of trigons, and also needs SAM to supplement the DMR loop unless you integrate it with other encoder recipes
The sam cost for dmr is trivial. Its the trigons that are expensive
Thanks!
if you sloop either the ikea lamps or the fics rods, the dmr loop ends up requiring zero additional
you still need dark crystal for the singularity cells, but i'd think you'd want to build that all as a separate process
I’m not sure why you would sloop the rods since the point is to consume plutonium waste
Without recycling I feel like I have no way to churn up a lot of plastic. I end up with too much fuel I need to burn somehow
to keep the loop dmr neutral mostly. if you sloop the ficsonium, it ends up making the same power as the plut rods you burn
2nd best option for plastic or rubber if you don't want a recycling loop is to use the polyresin alt
I'm using resin as I think it makes more output or at least the same and skips a refiner step
It it's still generating more turbo fuel than plastic and my refineries shut off when I'm full on fuel.
Maybe switch back to normal fuel so the generators burn more
recycling turns 300 crude into 900 plastic or rubber; crude -> resin gives you 325 rubber OR 216.6666 plastic with 100 HOR byproduct
which isn't a horrible yield, its just recycling is so much higher
yeah, recycling is by far the best lol but you can do split rubber/palstic with fuel recipe with no recycling i think
Yeah my issue is that turbo fuel is maybe too effective at powering those generators. Maybe I need to just burn fuel
in any case, if you need a lot of plastic, the best option is to turn fuel into plastic
Via recycling toy mean?
yeah, the recycled plastic and rubber recipes essentially do 1:1 conversion between fuel and either product when built correctly
in case you don't know already, proper priority merge is possible
it fits in a mk3 blueprint, and the version where the prio and deprio belts have different item types is even smaller
Yeah I need to unlock recycling. I did just upgrade the scanner to spot hard drives so that'll help.
should I link to my blueprint on SCIM?
well, I've already got a link to it in the #1278343388814639184 thread so it should be fine
well, I would consider the cells part of the DMR loop, even if they're logistically separated; they also need to integrate with other recipes to become DMR neutral
and cells require so many different resources to converge that it can make sense to build them at the nuclear plant (where those same resources also comverge)
yeah, the thing is you need the cells for portals too, and my plan at least would be to bring them in from elsewhere
Just wanna share my 100% efficient and scalable build (all machines at 100%)
Screenshots(#screenshots message)
Input:
600 Oil/min
X Water/min
1200 NitrogenGas/min
1600 Sulfur/min
800 Coal/min
Output (points):
120 Plastic/min
20 Rubber/min
400 CompactedCoal/min
2400 RocketFuel/min Output
576 FuelGenerator (144GW energy)
Yeah same numbers I went with, just the other recipe, mostly because I was sulphur limited at the time.
only difference being it was 2600/min, but 200 was pulled for packaged RF.
you get more RF without sulfur using the same oil amount?
do the standard VIP and VOP junctions work with gasses?
it flips the costs, like, my setup used 1200/min oil and 780 suphur for 2600 output.
Nitrogen is also cut a bit
I see, you said you'll were without sulfur so if it wasn't for that you'll do the same as mine because it is the most efficient right?
I will note, I wasnt messing with the compact getting fed back into some other turbo setup to get more power, so its a little messier.
Not really
Its dependant on the location.
and preferences
now that I done this one my next will be Nuclear, already have the numbers, will post here (although some of it is in Portuguese)
They are not "the most efficent" by any means, just complexity/costs being flipped.
it uses every alternative recipe besides FertileUranium (which my math says it is not worth it)
Ive seen it mentioned, Fertile is only if you are wanting maximised plutonium.
not a benefit for base calcs
I should have come to this discord earlier...
Quickly using search, someone did this, today 
#math-and-meta message
Its always a good idea to look up things if you have a plan to do something, might find that people did a lot pf legwork.
(conversations are sometimes also a bonus)
nice, mine also thinking about maximizing uranium (the sheet shows 262,5 GW of energy for each 375 Uranium/min)
yes, new ideas could come up and stuff
incl. sloops?
if I use all of the 2100 Uranium from the map I'ld get 1.470.000 MW 😬
nope, zero somers and zero overclocking
if I added Somers in the equasion will be crazy...
equation*
Which production chains do you guys end up using caterium in? AI limiters are unavoidable, HSCs are suboptimal, silicon CBs are superior...that leaves Quickwire Stator, QW cable, infused uranium cell and caterium computer but im opting for Crystal computer.
Do you just end up using a ton in AI limiters?
yes, for nuclear an stuff. I plan to use FusedQuickWire (CateriumIn+CopperIn) in PlasticAILimiter (QuickWire+Plastic)
@remote flame I got a little lost with your "broken" numbers in your last message but I hope this helps you a little as well
I have been summoned 😆
Yep, if you want to maximise plutonium rod potential, go with that method you linked as you can sloop the Plutonium Fuel Units in the assembler for an absolute gigantic power output increase. But there is a dramatic power improvement just be swapping to non-fissile uranium instead of fertile uranium 🙂
It all changes to these numbers instead now:
So the map has a Uranium Potential of 2100/Min Without using S.A.M ore to convert more in
If we want to maximise the amount of Fuel rods possible with 2100 Uranium Without any Sloops or S.A.M in this process, you'd want to use the Recipe chain;
Alt: Infused Uranium Cell -> Alt: Uranium Fuel Unit -> Uranium Waste + Uranium -> Non-Fissile Uranium -> Alt: Instant Plutonium Cell -> Alt: Plutonium Fuel Unit
So you can form two equations for the Uranium and Plutonium Rod sections in regards to required Uranium Ore;
Therefore 1 Uranium Fuel Unit requires 125/3 Uranium Ore whilst producing 50 Waste (1)```
```37.5 Uranium Waste -> 50 Non Fissile Uranium -> 20/3 Instant Plutonium Cell -> 1/3 Plutonium Fuel Units
Therefore 1 Plutonium Fuel Unit requires 112.5 Waste ```
As only Uranium Fuel Unit Production requires Raw Uranium Ore, the calculation is;
```2100 - (125/3)*x = 0 %To maximise Uranium Fuel Units, must equal 0.
x = 252/5 = 50.4``` Uranium Fuel Units / Min , Equivalent to 630,000MW in this stage (and 100.8 Nuclear Reactors at 250%);
Hence Plutonium Fuel rods potentially generated;
```x Plutonium Rods = (50.4*50)/112.5 = 22.4``` Plutonium Fuel units / Min, Equivalent to 560,000MW in this stage; (89.5 Nuclear Reactors at 250%)
Uranium Fuel Units Generation + Plutonium Fuel Units Generation = Approx. 1,190,000 MW (+224 Plutonium Waste/Min) **without using sloops or S.A.M ore** on 2100 Uranium/Min
Extra: if you were to _somehow_ turn all that plutonium waste in to ficsonium, I say somehow because you will need sloops. full stoop. You _could_ make 112 ficsonium fuel rods/min, equiv. to 280,000MW (44.8 Nuclear Reactors at 250%)
👀
I think I worked out though if you utilise Plutonium Fuel units this way, the major issue you have is being forced to sloop somewhere for trigons / ficsit ingots as you hit the Sam ore cap and very closely follow bauxite too lol
I remember you can recycle roughly 15 plutonium rod without slooping with map limit, SAM is the limit yeah
if this shit doesnt work...
I never really played with the ficsonium fuel rods because of this, but I think 120 waste/min is your top limit (12 rods) or maybe it is 15 I can't remember haha
I saw 12 if you feed in dark matter from SAM, I think you can do better with dark matter positive recipe to pump out dark matter instead
Not sure if the singularity cells will be affected but that's a problem for another d ay me
Ahh that might be it, regardless it is one serious resource consumer haha
I'm glad @patent blaze poked me about the Uranium Fuel Unit limit haha, makes it much better in the first stage of power production. Sinking the Plutonium Fuel rods does keep things simple imo and won't cost you any SAM to achieve
Yeah we got the same thing from checking, to eliminate the fractions you just multiply the Uranium Fuel Unit equation by 3 everywhere, and by 4 for Plutonium. I just wanted to know exact resources per single rod 🙂
But I love the added Plutonium sink value and ficsonium calculations! Haven't touched that part just yet
the calcs i've come up with are that you can make around 112.5/min rods/min (or 225 slooped) before you start really sacrificing other needed resources
i've seen some other people's independent conclusions as well, and the number is right in that ballpark
what that in turn means (using my 112.5 number) is that you can in turn burn a max of 22.5 plut rods per min
dude im so sad rn i have no idea how the hell i thought 93,75*32 was 4000
i have to rip out an entire section of the production line to add more copper ingot
kind of a quick sampling of different things i've modelled:
max power you can pull out of 300 raw uranium/min is ~259 gw
for that, you end up using recipes that end up not working well together and end up with an 11 in the denominator of every fraction
I was just shooting for ~100G....we're doing a "no fuel gen" challenge map....straight from coal to nuclear
that's still a chonky bit of power, so i mean, if you wanted to do a small nuclear build and go all the way to ficsonium, 250gw doesn't sound awful
(btw, the 250 wasn't a typo... the slightly easier recipe chain you'd probably want to use to attempt it drops the yield down from 259 -> 250)
the hard part of rushing nuclear isn't so much anything other than getting all the alt recipes you need all the way into phase 4
and having the power to turn it all on before you make the rods 😄
you end up hunting and waiting for recipes like insulated oscillator
ehh, that isn't so bad, you just build and power everything on in small discrete modules
between u6 and u7, i was working on a max nuclear build and the changes made in the update made me wish to scrap it all
i don't think i'm ever going to do that again because you take a lot of shortcuts to get there on shoestring power and have to then go back and scale up production for nearly everything which means rebuilding nearly everything over & over
idk about others, but i really dislike rebuilding my factories
you'd only need enough battery power to kickstart fuel rod production
yeah, once you get a few generators running off of a manufacturer's output, you have plenty of breathing room
much of the power consumption for nuclear is in the loops for plut rods
that being said, you still need to do baby builds for nearly every component you are supplying, then circle back and scale them up as power accomodates
hello quick question. how fast do tractors load and unload at the truck station? lets say tuck station is empty with a full tractor coming how until the tractor gets empties and leaves?
Is it dependant on how fast the belts it has a connection to?
@ruby glade I’d recommend looking up a video guide for setting trucks/tractors up properly unless you want to test how they work. I’m remembering like 12 s for a full load/unload.
You can manually edit the nodes. The pause node for loading you can set to the desired time value. So play around with that value.
i gave up
They asked if they could not if they should 
as the tractor/truck enters the station's hitbox, it starts unloading a stack every 1/2 second if i recall correctly, but bursts something like 8 stacks very quickly. the stuff is transfered into the station's internal storage and from there, the station acts like a storage container to the inbound/outbound belts
so as long as the station has capacity for the vehicles contents, you should be able to achieve 2x belt speed to/from the station
if you're transfering pretty full loads, you'll usually want to set the vehicle's pause at the station (by editing the pause path node) to something like 10 or 20 seconds to allow a full transfer to take place
by default, the initial burst speed + time spent traveling in the station hitbox isn't quite long enough to get a full tractor's load out and for the truck's additional capacity, you have to set it a little bit longer than that even
what the
heh, balancers, gotta love to hate them, lol
I HAVE ASCENDED
i'd spend the time to make it properly but that'd take sooooo long
hundreds and hundreds of conveyor lifts
yeah, pave it over & forget 😉
i was considering that
Why is it idle?! i dont get it -_-
output buffer for the solution is full
what do you mean by buffer? and i havev others in line setup but this is first one in line and cant ge tit to start again 😦
oh yeah u should probably be using sloppy electrode recipes btw
the machine needs to have space for at least 12 units (that's how much each cycle makes) when the machine doesn't have that space, it stops
god me...
i changed thepipe and it started to work -_-
but why next in line doesnt accpet it?
bad connection? not enough head lift? control panel doesn't tell you much
why do you have a pump on a flat 1:1 pipe connection? delete all that and rebuild
becuase it didnt work without it also -_-
likely a weird connection, just rebuild
¸why doesnt it go our
pumps are for elevating water. if the layout is flat and it didn't work without a pump, it won't work with one either
pumps, at teh start of a manifold, can add some stability to it, but it's a niche use
it worked once i removed pipes and placed them onceAGAIN on same spot
you sometimes get a weird connection, especially if building quickly
and now it stoped again .-_-
is there fluid in the pipe?
no
using any mods? multiplayer? server?
NO NO NO, solo. I play over GFN
so by 'no fluid in the pipe' you actually meant, 'there is fluid in the pipe'
ohhh... white color LOL...
how to get the water from the rafienry out?
i made it work now
any tips on how to get it 100% prductive?
i mine 600 bauxite / min
you need to send the byproduct water somewhere to be used; if it fills up, the refinery will be forced to stop making scrap
on other one im dumb... xD
So i dont need pump for same level even if its from reafinery to some other prodution?
generally no
here are some example ways to use the waste water within the same systems. These are different ratios basedd on teh recipes you use
example of me processing 780 bauxite. Blue is fresh pipe, red is waste pipe
how did you get780 bauxite?
mk5 belt
but you can set up this sort of thing for any amount really
i got lov5 conveyor but how you mine it so high?
im on pure node makig only 600 now as i got miner 2lc
over clock the miners?
oh, mk3 miner
ye i need to research that yet 🙂
bottom diagram is for 600 baux using sloppy solution and electrode scrap
but you can do similar for all recipes
what do numbers mean?
that's what the machiens are clocked at
and what is blue/red lines (how many imput)
as mentioned before on the previous image, blue is fresh water, red is waste water
you essentially jsut need to figure out, regarding your recipe choice, what portion of bauxite needs fresh water, and what can run on waste
I love the game and hate it in the same time.. as its basicly my job.. (Returnable packaging specialist in automotive company=
So if you need a total of 700 water to process all the bauxite, but get 400 waste water back?
you know that you need 300 fresh water right?
ye i didnt know that i produced water again so i builded 3x pumps XD at start then realised i got "waste" water...
using sftools is really helpful https://www.satisfactorytools.com/1.0/production?share=UqLl0IntuwXn2otusrSN
i got the tool from Steam as well 🙂
ugh, ignore the part where it uses sam and copper
but didnt used them much as i have spageti mess
SFtools is 20x faster and easier
the steam tool is... like 1/20th the functionality of sftools
Ok this is weird. My refineries keep shutting off briefly, but they have full inputs, empty outputs, and power. Why would it stop production?
i mean i got from spageti to kinda OK.. then back to spageti mess
i saw it the same just replace pipes/conveyers again xD
Even though there's nothing missing currently?
image of the machines and control panels?
It has the inputs it needs, output isn't blocked.
And yet the efficiency % keeps dropping
Just caught a different one doing it
They're all doing the same thing
take off your hover pack
My hoverpack?
are you wearing a hover pack?
it sometimes resets machines when swaping to a new grid
howr packuses 100MW of POWWAAA
Oh weird! I've never seen that.
it's not consistent and it's unclear what sort of hardware/software ect does it. It's never happened to me but it's not uncommon either
First I've noticed it. That seems plausible, but a super weird bug.
i dont like hover pack as it only work in my spagetty mess XD
Yep, refinery is already back up to 95% again
yeah unless you're doing some extremely tightly built suishi
it's not going to really break anything
I also wouldn't put much trust in the efficiency meters. it's unclear how accurate they are
going to bed 🙂
night!
@vapid gorge thanks fo rhelp 🙂 will grind on it tomorrow
or better to say today in 12hours xD
no stress! always happy to help
4am 😮
Yeah refineries are already back to 100%. That's really strange, thanks for the tip
australia 🙂
thats so cool 😄
moved from north america yeaaaars ago
It's a chill place! could be better ofc but it's home now
Big BANANA is great to see in IRL not just from images 😄
I tried to to apply for visa... but got rejected..
:\ job qualifications on migration change all the time. And if you're in the US you might get away with refugee status
Meanwhile Chinese and other aisians (no rasicm here...) get accepetd wihout family backgorund...
nah im in Europer - Croatia 🙂
well there's lots of paths in? doing a work visa and getting job to sponsor you is anothe way
We had it all "setup" even the job.. but then COVID madess hit..
not in my lookup for now...
as i like my job 😄
when people ask me who i work with and what i do.. i just say i do best job ever...
I talk to idiots that dont uderstand SHIT.. ad my main job is the packaging in cloud
🤣
once packaging get to the plant its "fine" for me... I fight to get to the plant...
eh, once your job is done it's done 😛 go sleep
nah
i have issues all the time...
lets say my compnys state currently is like titanic ship
but we have been scraping the bottom of the sea for few moths now XD
yeah gotta do some chores, sleep tight 🙂
yeah, already answered, but that is the hoverpack switching btw power grids. if you want to avoid it, temporarily bypass your power switches (or remove them)
Ohhh like if I have multiple grids in the same factory? That makes even more sense. I definitely did that here.
My oil refinery is two mirrored-but-separate processing lines, with separate power switches.
what happens as best i can tell is that when switching, the game has to do some sort of expensive graph connectivity or distance calculation and it causes s*** to blink
i'd just splice out the power switches until you're done working on it all 🙂
or 200 IQ, run a little master cable between 2 nubs in a maintinance area that you can delete & reconnect easy
I CAN OC IN THE CODEX
I wish I knew this oh 300 in game hours ago
Instant Scrap alt: This sounds like a lot. Sulfur??? In my alum? No thank you.
Wait what
why is it called that
sloppy?
its "sloppy" because it doesnt give silica
im still procrastinating on getting to phase 4
Just slam it and procrastinate on getting "to phase 4" in spirit (or super procrastinate to 5
)
Kinda what im doing tbh
Mainly did it for blenders + nitric acid handling.
procrastination is the lesser of two evils, on my first playthrough in U8 I rushed phases without building much of a factory
the most dedicated production any item had was about 4 overclocked buildings...
I rushed so bad
same
Same, by placig radar towers and making a bigger HMF factory than what I need
i wanna start placing radar towers now too...
Not sure how to get 1200 scrap balanced across 2.5 belts 
Hey there! so Im guessing 2x 480 Scrap/Min belts and 1x 240 belts is what you have at the moment and wanting to go to 3x 400/min each? 🙂
If 1200 is across two belts, Priority to one belt each and let the overflow go to the 0,5 belt?
And let it fill up
That is one option (above @loud trellis ), or if you want to load balance, since 480 -> 400 is 5/6, you can use a 5/6 load balancer like below;
(S is splitter, M is merger)
how much you after on each belt (output)? 🙂
Preferably an even 3-way split, but I want to prioritize Casing production right now for a large-scale Gold Coast project
Coolio, you have access to mk5 belt ye?
Not yet, we're preparing this factory before we have Phase 3 sent off
Although I'm sure belts will be one of the first unlocks, so we can assume 780/min throughput
Easy, Lemme make that for you now!
Appreciate the help, balancing belts and pipes sucks 
I mean the maths is even easier haha @loud trellis
Youd have to priority junction waste water if you do balance clock scrap refineries tho
I wouldnt personally bother with two belt to balance, I would just set priority to the place than need most and let it fill up and overflow to the second place
I used a headlift reset for waste water, (to prioritize waste water to fill refineries - water extractors are headlift reset) see the configuration above
Normal electrode normal (from the diagram) is the worst one to clock nicely too
nvm thats all normal recipe
Otherwise if the fluids ever give you grief, this method will eradicate the fluid build-up issue entirely as it effectively isolates as much recycled water as possible to its own pipe network 🙂, and the remaining one that is connected, won't jam up (not a full mk2 pipe and can not run at 100% without additional water)
Will come back to this later but for now that's enough satisfactory.. it's 2:30 AM and I don't want to end up staying awake until 6 AM playing this game 
How much energy is dis
Energy?
Oh this is someone's aluminium system haha
However, technically it is power. PowerPoint-
how many Reinforced Iron Plates per min do i need in first elevator tier? (sorry for my bad english)
does anyone have a nice & compact design of a belt compressor with buffer ?
However many you feel like making
You can do it as slow or as fast as you like
ur english is perfect buddy 🙏
but yeah just make as much as you are willing to use from the nearby nodes
and probably leave some for depot
@karmic locust The satisfactory wiki has a belt “compressor” design like for converting multiple 600 I/min belts into multiple 700 I/min belts. You’d probably want to describe the problem first as belt compressors aren’t often recommended here.
yeah, don't do belt compressors, just use what you have on the belt
Are you making these charts with a tool? Or just making paint diagrams or something 😅
With the addition of T6 belts, the impetus to conserve ore via belt compressing has been reduced. Now you can design around say 600 I/min belts and have a standard design that works with multiple ore richness patches.
Or just don’t worry about not using ore and if the belts don’t match nicely it doesn’t matter for you. The above is based on the niche I saw for belt compressors of using standardized production line designs which need a set item/min input which doesn’t always match ore patches cleanly (ala 780 I/min).
quick question, is the percent by the bar graph icon the percent of time the machine is active?
trying to balance w/o having to count all my inputs
copper dust ><
yeah it is
so you have another 16% of 1200 to use
assuming your machines have ran for long enough to show the correct %
for those who finished the game, did you feel like you needed plutonium power or were you satisfied with just sinking it
you dont need it, you can finish the entire game on fuel
aight, think I'm going to make my plut prod simple rather than efficient
if you want to do plutonium, you're forced to also make ficsonium
and that uses a buttload of sam ore
so you better lock in if you wanna do plutonium
why forced? i can jsut make a massive storage area like before 1.0

this time ill just call ficsonium shit and wont argue about it for an hour
its shit, no further explanation required
I mean that I don't need to make ficsonium and can store the plut waste
I know that ficso is shit
i will, im just very disapointed
by the way, are sommersloop required for t9 stuff or can I comfortably use a bunch of apa
not required, but its a lot easier with
since the resource requirements for some of the stuff are unreal
I see
You will be slooping the SAM at minimum, so every node will eat a few sloops.
im curious, what is m and s?

mergers and splitters
for fluid or is that for the scrap?
Scrap, colour choices werent great for the lines.
#math-and-meta message
@edgy leaf context posts above.
How do I interpret this on the interactive map? Does this mean somewhere I have a deficit of iron ore in a running machine? Or does it factor in machines that are running but not being consumed
Because my iron ingots are well into the green
Hm looking at other items it seems like it takes into account machines that aren’t running but have those requirements. I’m not using automated wiring but I have a manufacturer plugged in and offline that requests it
i think its stalled factories
Yeah. Good to know. I was worried I was using reserves somewhere and would eventually run out
Ah so it’s machine capacity and not current production
There’s no way to check actual yield on a machine in the save editor, though, right?
your production setups are over-demand
it should be mostly red
if there is a lot of green, there is a problem
especially on your nuclear recycling setups
But that includes ones that I’ve cut off. Like derelict factories
Hmm. I think for nuclear I want half red half green. In =out
yeah, it mostly doesn't mean anything except for I/O sensitive items
nuclear you want heavy red
im only slightly overproducing for nuclear, no issues yet
Hm I disagree. For example I make 2.7 rods, I consume 2.7 rods
i mean, your waste recycling factories not your rod factories
Right.
if something goes down there your entire save goes down in flames
Yeah. Redundancy
I wish I could see which machines were producing at 100% or 86% etc within the save editor
scim's analytics for your factory are sometimes a tad bit off
why some things are red when prod & cons are equal is due to how it rounds fp numbers differently from the game
We (https://discord.com/channels/370472939054956546/1278343388814639184) are making boolean logic in satisfactory. for those who dont know... dont think about it, its not important ...and we have problem, we are using binary system and 60 items/min is 1 and 0 items/minute is 0. so when we split signal, its 30 and 30 wich is in weird super position between those two states wich is...bad. thats why we have another input, so for example splitter should have 1 Input and 2 Outputs but since we cant make items from nothing we have second input (and output), thats some sort of helper input wich goes through only when main input activates, we need name for that input...
that info is just not in the save file, the save contains a snapshot of state, the % efficiency numbers are running averages over time and are constantly being updated
this is an old-as-dirt problem. your trying to do digital computation with analog signalling. you need a clock to set the polling interval and allow things to transition state between clock beats
how the heck you can figure out how do that with belts idk.
but until you have a clock, you'll be stumbling through all the problems early computer pioneers wrestled with involving analog computation
also it assumes all your machines are running at 100%
yeah, well, as i said, save files are static snapshots in time
imho it is another case to be made for why the game actually needs some built-in analytics
Is that alt recipe really worth using?
"worth" depends on you only
oh no, i have to think
well... yeah. It's a sandbox game
im going to use the OG 😎
Pipes is nice for a few reasons, one of which is using concrete for some gain in steel savings.
But that entirely depends on if you have limestone ect you are willing to work with.
concrete is a nice trade for steel
Its also nice for streamlining a production line
yeah, idk if i've ever built default or flexible frame at a scale where any differences would become compelling
This was my "byproduct" HMF factory using only steel made from my RF fuel plant.
i'm still not crazy about using steeled frame for hmf's
Here at least, numbers played nice 
yeah, i know
it takes more space but i prefer default mf + steel rod
the rips supplying it all are a bit situationally dependent on what is easiest logistically
both stiched & adhered plate are very good recipes, as are coated and (to a lesser extent), cast plate
im considering it now
Using cast in my first "steady supply" HMF factory that does motors and other bits and bobs 
This factory's area too uses Coated and Adhered 
im not in da mood to make 570 steel/min
yeah, you need the oil tech going for it all
anyone know what the tally for alum ingots is to make 1/min hmf?
aluminum alts? or something else?
THE DIFF 🗣️
this... doesn't suck!
4200
!!!!!!!!!!!!!
you'd be doing a lot of direct belting from constructors to manufacturers, it isn't that awful
i'd do something like place a shelf of constructors above the manfacturers and just push the screws down into them via lift and have the rod->screw supplied by a line of alum ingots which is mk4 tech
but i missed a 2nd round of screw making, give me a sec, the 4200 is JUST for mod frames, lol
it honestly still doesn't suck
probably not where you'd want to spend aluminum, and you probably won't start on aluminum until after you build your hmf supply, but it still isn't bad
You can get down to 382~ ingots for 30/min if you do pipes (this is for 1/min)
Forgot to trim
yeah, my goal in recipe choices was to make as much out of alum beam & rod as i could
clocks are invented already, atleast I think and we have the basic building blocks (NOT gate, OR gate, AND gate) if you want to know more I can write it all day but name of that helper input is the thing atleast I am struggling with
'ground current'?
I'm trying to make a central item hub/warehouse where I have access to every single possible item for crafting, but running into conveyor throughput issues, got 2 freight trains tations plumbed into this, both at around 1200 items a minute. Storage system is an industrial storage container connected to 2 sushibelts with smart splitters on them, do I have to basically double up the whole system with buffor storage containers that then feed into the main one to prevent items from backing up?
something that may help you is that you can set in a train's timetables filters for which items a train drops off at a station. you can use that to pre-collate out high (or low) volume items at the cost of extra stations
my goal with this is to prioritize hand crafting and always having a buffer of every item, over sending everything on to assemblers and such, so idea is that from each of the factories the items land here, go through filters and then overflow gets sent on for further processing in factories or gets sinked if item is "at the end of chain"
but in general, you're going to end up always chasing the belt capacity off of mixed station drop-offs problems
so I guess I have to just force it
its just the trade-off you make with that design choice
and slap more belts on it, as from what I see it will be quite a while till I get mk6 belts
right now at mk5
at this point i use mixed train loads very sparingly. When i do make the choice to use them it is for low volume stuff
i'll remind you that dimensional depots exist. and it doesn't matter if you place them at remote or centralized storage
I haven't gotten to that yet
I want to flood a single spot with all of the trains and all of the conveyor belts tho
very early to unlock tech in the alien stuff mam tree, you just need to find a few mercer spheres
I do have a ton of those but haven't bothered lol
never was a fan of teleportiing stuff
their use kind of sidestep the problems you are trying to solve
prefer my factory cart and bunch of storage bits all over the place, with ability to just slap a conveyor on the storage container and quickly route items to assembler or something if I just need like a bit of specific items for some milestone or objective
my storage at this point is converging on constructs like this coming off of train lines
Overall not too bad, will se how it works out soon™️
Now I wonder if this will work out..
Squints
lol
Here's a hopefully brighter image
Also the second junction (where the two pipes "connect" at the buffers) is just clipped over them so the clipping is covered 

needs numbers to math with, but if the start of your input is gonna run at near 600m3/min a buffer isnt going to save you
1,200 in from extractors (on both pipes)
And they're headlift reset on that floor to prioritize the byproduct 600 water
silly question
but since I am about to set up a 28GW diluted packaged fuel powerplant
should I just immediately ball out and make a turbo fuel plant
Wait for rocket fuel
that was my next question lmao
because thing is, i haven't even finished phase 3 yet lmao
ah
can't even make that without blenders, then nvm, but turbofuel I could do
I finished phase 5 with only diluted fuel, so there's also some personal preference.
yeah, defo
I just wanna avoid having to revise for 50 hours once I unlock new stuff
but i intend on making my power plant more of a premise than a single building anyway, so it should be possible to upgrade to rocket fuel in the future
Do you run manifolds on slower parts? I’m working with Crystal computers and filling up stacks of oscillators in 10 assemblers is a bear
not at that point yet but for slow parts i'd use balancers rather
else it takes ages before it reaches full capacity
Rocket fuel is a straightforward upgrade. If you do turbo blend fuel and only do default turbo fuel with the byproduct compacted coal, you can do rocket fuel without any coal at all. Just oil, sulfur, and nitro
or if you have excess tickets you could technically just buy parts and manually fill machines to bump it a lil
Ive primed before where I run the part for a bit while I work on the next part and then just stack them but I come back and find some inconsistency because of another problem later
that's the thing, I don't have blenders yet, are there other alternative recipes for rocket fuel that don't need compacted coal?
Yes. But stick with diluted packaged fuel for a good long while. That should more than carry you to blenders.
oh hell ye
@steel knot Manifolds good.
wait so is there a turbofuel recipe that doesn't require blenders NOR compacted coal?
I love manifolds. Don’t get me wrong
ah wait nvm I was on the rocket fuel page, mb
Basically something like this. Fundamentally it's just oil, nitrogen, and sulfur.
but i'm guessing you yield more using diluted fuel and the default turbo fuel recipe than using turbo heavy fuel, right?
Turbo heavy is almost useless. If you have diluted fuel, it's definitely useless.
okay yeah that seems doable
alright alright, thank you!
another question, I initially planned on 2400 fuel a min and 120 rubber and plastic
now I remembered smokeless powder exists and that i can finally automate rifle ammo, and I could automate nobelisks and cluster nobelisks alongside it
should I crank down fuel gens for that or should I cross that bridge another time
You can probably turn off some fuel gens, fill, say 10 ISCs with smokeless powder, and be good forever. If you want.
of course i just mean whether you'd do that or not
if i'll be using 900 crude oil anyway
I mean, if I don't care about it being a bit sloppy I'd just make a side machine to siphon off a bit of fluid and let it keep working until the ammo buffer is full
entirely depends on the stage of the game I'm in
for example if I'm at the point where Im' making a bunch of perfect factories?
I'd probably just make 1 factory for all the varieties of Boom
but ... maybe you don't care about that or aren't at a spot where you're making everything perfect
i was thinking 60 smokeless, 40 of that to rifle ammo, making 300 a min, and the remaining 20 to storage
that could work?
Satisfactory is much more Art than Science, you have to figure out your direction and if it works for you.
could probably crank that down since 300 rifle ammo is kinda overkill too, and use the remaining for nobelisks
Like, does building everything on curves make sense to you? probably not. But it's how I like doing it 🙂
20 ammo pm would get yo ua full buffer pretty quick tbh.
yee defo, i just prefer talking to people about it that have passed that point once or many times already and to see if there's any bumps I could possibly avoid that more experienced people ran into
yaknow
also true
oh yeah def, the one big issue is your bumps aren't our bumps 🙂 most of the time you won't share bumps since you're at different points of the game and/or like doing things dif.
like make the 300 and have fun with it? it's an option 🙂 it doesn't remove much power
If you sloop ammo it builds up insanely fast too. And you really don't need much over the course of a playthrough's lifetime. SO you can just make some temporary janky setup and remove when you have a lot.
yee, that's true, it's partially me being an overthinker and wanting to avoid problems ahead of time and also being horrible at decisionmaking, so I'm never quite sure how much i should make of something D:
that's kinda what i've done with just buying smokeless and slooping
oh yeah, don't try to future proof, you'll melt your brain and waste your time and probably not end up with any proofing
my advice? be sloppy until you unlock everything, then decide on a world goal and make great factories from there
that's fair, ye
you may even want to start a fresh map! tune up your skills even more.
or make a big project, mess it up, and then learn from it 😛
I said this before,
The only future-proofing you can really do, putting a smart splitter after a miner so you can just split and use/merge old excess values for something else.
Otherwise yeah its just as Cobalt puts it.
The worst method of all. PowerPoint 🤣 and the colour choice was abysmal agreed @unborn ermine 
honestly, if i were you, after finishing the playthrough i would just make a new map, slap a rail megaprint on, and make a fat factory from scratch
well, nvm this, I don't really have any reasonable way to transport 1.5K coal and sulfur a min yet 💀
well, 1.5k each
i don't even have mk3 miners yet
If its multiplayer, even 75 rifle ammo /min (1 Assembler) non-stop would be enough to keep everyone supplied in between factory building, combat etc.
Future proofing I suppose comes down to each individuals play style! I personally do this for any items from Heavy modular frames and beyond, it isn't worth it for anything less (minor part of a new factory). So I typically go for 100 Heavy Modular Frames a minute and use 20/min dedicated for upload, 80 for future factories like fused modular frames, then 40 of that for pressure conversion cubes, 20 for upload, 20 for thermal propulsion, etc
But all it does is simplify a future factory at the cost of a larger initial factory. It can drive some people mad with the logistics of getting intermediate items from a to b
yeah i mean tbf this is the furthest i've ever played so i'm practically walking in the dark 90% of the time anyway
but i could futureproof the powerplant by just already building the 60 assemblers and 100 refineries for turbo fuel, and just not overclock the generators yet, since with fuel alone i'd need 120 roughly anyway
once I get mk3 miners, trains, better belts etc i can start worrying about hooking all that up and overclocking 100 fuel generators
So play reckless! build shit you need and don't worry about being perfect with it. You'll learn lessens along the way and have even more fun the next time you try to build a world. Best to experience the game as a noob and then come back to master it.
i'd say this is a good plan tbh
it's still a ton of work overclocking all the gens afterwards, removing excess etc and probably redoing all the pipework since I can then supply more gens per pipe
but I don't need to rebuild the entire thing, or somehow else rebuild something entirely, I can just build the turbo fuel line in preparation and once I have the means, bring in all the sulfur and coal
since i'll be saving 90 packaged fuel a min (which I know, is also a lot, but it makes the math easier) i practically have enough turbo fuel for 250 gens, fully overclocked exactly 100
I promise you @half cargo, you will have much more fun with the game if you enjoy the story first, and then restart and build master-crafter factories next time. If you worry about being the best the first time through you'll struggle with it, and then if you try to restart after learning those lessons you won't enjoy the next playthrough. Unless you intend to pump and dump this game, I would highly suggest just building the basics of what you need, getting to the end and then restarting and doing it right with the lessons you learned from just barely reaching the end.
i won't lie this is kinda fun for me
sure, sometimes the overthinking gets a little much and I burn out but trying to figure out the maths, when to do what etc, i enjoy that a lot
i find the first few tiers of satis too "stale" to wish to go back and redo them D:
i wouldn't necessarily say that I wanna pump and dump the game, i just hate starting over, in most games, even if i've learned valuable lessons along the way
What I mean is to not go too full scale with your factories your first time. I mean that you'll get more bang for your buck if you build medium factories the first time through, get to the end and then restart with your newfound knowledge of what the endgame looks like and THEN build big factories. Restarting the game after finishing it gives the the chance to make those first basic factories perfect, and it's even easier given the math involved is very very simple. So go through the game without trying to do it perfectly first try, and then restart and ACTUALLY do it perfectly. The early tiers will be a lot of fun now that you understand what you want out of them and how to build them beautifully, I promise.
normally I don't to be honest, with my motor factory for example I just aimed for 10/min rotors, stators and motors, I don't typically go overboard as much as I do rn
but with power i prefer just doing it large scale right away
i built my first coal power plant with mk2 miners, for example, so I can immediately go for 32 coal gens and not worry about power for a good while
kinda dump and forget
i prefer building modular, and just creating parts on site so I don't have to worry about logistics between factories too much, moreso just how to get the raw resources to it
but with power, idk
The “don’t burn out irl by building too large” is good advice.
it is, but it's hard for me to follow, because once an idea is in my mind i struggle to deviate from it
but that's why I wanna break down everything into individual buildings closeby rather than having one massive building
Overdoing power is a normal and good thing, the right way to play the game as most I think would say. The problem is just that you lack the experience to troubleshoot a factory with hundreds of machines, and that is costing you time asking discord and waiting for good responses to figure out.
Best to build a smaller powerplant, learn how to troubleshoot those issues and then later build huge ones like that. Asking us how to fix your factory is fine and we enjoy doing it, but it's best if you don't burn yourself out on designs you don't have the experience troubleshooting. We will identify a lot of issues with the design, and a lot more issues in the early stages that you should have designed around/already identified, causing the troubleshooting time to shoot up a lot, stalling your progress and making the game less fun
makes making changes easier and breaks the task down into multiple smaller bits
i do the same with coal but even bigger, i pick a spot with 4 normal coal nodes, build 64 generators and then OC and upgrade as needed until it is pushing 12 gw of power, which is usually enough to get into phase 4 before building out fuel
now with the APA's that is very viable w/o any power thrift needed
Anyone know the max amount of power that someone has acheived in one world?
i've done smaller scale fuel power plants in the past, the troubleshooting in that sense isn't so much the issue, rather just weighing out between getting some clean numbers but also not overproducing on other things, like smokeless or rifle ammo, nobelisks etc yaknow, i haven't started building anything yet and i'm just planning it through
kinda get the idea down, then figure out the visuals, where I want stuff to be and where it makes the most sense logistically, and only then i'd start building either way
1.0 hasn't been out long enough for people to have done it with the current state of the game, but in past updates, max nuclear would hit around 1.1 tw of power and you could also do an all-in turbofuel build (which i forget the yield on)
I do get your point though, and I appreciate all the help I can get! genuinely
but once I set myself a goal of something I genuinely cannot steer away from it anymore until I either hit failure or I somehow make it work ;-;
people have hit the max caps in past game releases
i know using 22.4 plutonium fuelrods with 50.4 uranium fluel rods provides 1.19 TW of power, but has anyone done better than this?
i'm working on a design that should hit more than that
but wouldn't ionized fuel be better than turbo/rocket?
i would've gone bigger too probably, I just didn't feel like travelling too far away from the desert, and 2.4GW seemed like a solid number to shoot for coming from 15 biomass burners lmao
like if I did all oil nodes/used all the sulfur which would probably run out first i could get 2 TW for sure
ionized fuel is kind of funny, it generates a fair bit more power, but it requires some form of dark matter generation to make
my current rocketfuel factory gets me 500GW and there is way more oil on the map

what you find as you start getting into the numbers is that with ionized fuel, you start needing a lot of time crystals/diamonds
but I would probably need to use a more complex system because my current factory uses like 7200 sulfur which is too much for all the oil if i keep it up i think
and you end up with a project of rounding up entire biome's worth of coal
so yeah, it makes more power, but the effort/watt is a lot more
like to be honest the 476 nuclear plants worth doesn't really seem that bad
that should be pretty doable with nothing more than rocket fuel
obviously it's a lot don't get me wrong but like i expected more
so your saying i can get to 4 maybe?
tryna hit the highest ever power
well, the question is what do you want to build along side that to use the power?
you can sacrifice a lot if that's your goal
i'm bouta sacrifice my family life
but you probably want to reserve some sam and sloops for the APA's as well since they can give a +40% power boost
ehh, i think it is only 30%
well, my tower of stupid:
i honestly started stacking them just to get them out of the way and it sorta just kept getting taller and is where i 'store' my sloops until i need them, lol
it isn't a build i'm proud of or put any time into besides to make it look like it isn't floating bp cheese
i'll delete and re-add the apa's as i need or can spare the sloops
in any event, i've run a lot of numbers on nuclear designs, and max i've come up with as a build that doesn't start sacrificing too much to other goals and uses 2500 uranium/min gets you 1.875 tw of power
that's using SAM to create the extra 400 right?
past that point, you're going to have to start really looking at how much extra same is out there and what you can convert
yeah, it isn't a ton of sam to make 400 uranium
yea only one node
but like 2400 copper lmao
u could theoretically make 10,680 extra uranium
nonono, you're going to be using probably all the copper on the map for it to make the pasta needed for sigularity cells
by my rough estimate, i think you'll need every copper node on the north side of the e-w line that you'd draw through the pink forest for pasta alone
i finally solved my copper problems
that really should give you some sort of indication as to how big a max nuclear build can and will get
the numbers have been crunched and i think that looks good tbh, i just wanna have everything automated and forget i have it so that when I need it, i have it
are you using satisfactorytools? that shit ain't working for me rn. plutonium rods aint' showing any recipe
not only for singularity cells, the quickwire gets out of hand too
you have to manually enter plut waste as an input b/c the reactors aren't considered production machines
^
errr, uranium waste is what i meant to say, but you have to do the same for the plut waste as well
give me a sec to find the numbers i'm working from
360 if you sloop :^D
oh shit true
yeah that's a problem
there are 120 on the map so only 20ish plut fuel rods extra i guess
53,000 water ;-;
relatable
this is the max chain that i think you can reasonably build
180k water
in that chain, you'd be burning 72 sloops in the encoders for the frods
i would have to use all the bauxie, all the SAM, allmost all the copper, almost all the quartz, half the linestone, all the nitrogen, all the uranion
300 pipes
is ficsounium better than plut?
it doesn't seem so bad, but when you start drilling into it all, you'll find that you're eating much of the world's bauxite & sam
they burn for 1 minute instead of 10
wouldn't that make them worse?
or like 20 seconds with overclocking
different
you can make 5 fic rods out of the waste from one plut rod
so it gives you 1.5x the power of the plut rod alone and gets rid of the plut waste
damn i could make 64 ficsonium rods
the better option if you just want a ton of power is to go all-in on uranium rods and then make plut rods to sink
why does the wiki say only 30.54 plutonium fuel rods can be made per minute max?
sounds right
because that hits the uranium limit of the map
and you DO NOT want to make the max number of plut rods because it sacrifices power that you could be making with uranium rods
so how many of each is the right amount then?
i should spawn in a big chest full of sloops and do some crazy shit
i wonder what 300 plutonium rods looks like
i'm thinking about doing 30/22.5/225 build for nuclear
which is a slightly less-than-max 1.5tw
30 uranium 22,5 plutonium and 225 ficsonium?
yes
weeeeird numbers
technically only 112.5/min fics rods, but the qencoders will be slooped
how do you get 22,5 plutonium from 30 uranium
so you use the uranium waste to make the 22.5 plutonium and the plut waste to make the 225 ficsonium rods
fertile+plut pellet+plut cell
Names I'm familiar with: Your 30/30 state could be considered "floating". Digital circuits use "pull-up" or "pull-down" components to give a high or low state if not driven, so pull-up input, pull-down output?
oh instant plutonium probably isnt as efficient or something
im using that
wait wtf
fertile?? isnt that like actually useless
since it uses uranium
i can't ever find a good use-case for instant cell
when fertile is used with plut pellet, you aren't converting all the waste and the numbers work out incredibly nicely to save on a few resources
give me a plan and I'll build it
i posted one a few minutes ago
i can't read that shit tbh
25 uranium + 50 waste into 30 plutonium pellets
overall
i wonder why satisfactory calculator made me do instant plutonium cells if the other route is more efficient
maybe hte pressure conversion cube cost would've skyrocketed
yeah, you need a lot of them
tf do you use all the water for?
the reactors
oh duh
one overclocked reactor uses 600
...
thats only about 45k
its just a ton of water at 600 per reactor
"I like reactors you deal with fluids less" HA

I remember people saying that long ago
i mean reactors are really simple for water lol
just one pipe into one reactor x amount of reactors
just wish that blueprints connected so that we wouldnt have to place every single pipe manually
@prisma kraken anyway you can get this into satisfacotry calculator to be cleaner for me to plan out?
i'm sorry, i really don't want to fight with sftools for it all
So I’m doing phase 4 elevator, turbo motors, nitrogen stuff for first time. Any item production you especially like building together? I’m doing crystal oscillators with RCUs for example.
Seems like cooling system and turbo motor pair.
just like what alt recipes are you using
those things with little squiggly lines are letters, the combinations of letters make words. the combination of words corresponds to the name of a recipe
uranium fuel unit, infused uranium cell, fertile uranium and plut fuel unit are alternates. i think the only base recipes are plut pellet & encased plut cell
💀 i was looking at the wrong side of the recipes on sft 💀 I was like these are all already checked lmao
basically, you're using the most efficient way of going ore->uranium rod, the least efficient way of going Uwaste->plut cell so that you can burn more urods
what you can do is mix and match the different plut rod recipes for a total of 4 different results that have wildly different resource costs
what is listed is the one i like the best
i'm probably going to be building nuclear off the west coast of the map and a lot of choices i've made reflect the resources i think are easier for me to marshall to that location
i'm gonna have to sloop some nitric acid/non-fissle uraniumprobably because i'm using a lot of nitrogen gas alr
yeah, well, not a good place for sloops
don't have a choice, Also I have a few dupped ones in my world so it should be fine
you're going to need a bunch to reduce the ficsite ingot cost
the bigger you go, the more you are forced into doing things a certain way
what you may be able to do is convert some caterium to nitrogen?
u can do that?
this image is from the wiki's converter page
i've found it very helpful in wrapping my head around transmutation
i'm gonna just collect all the sloops in the world and then see how many extra I have probably first and then maybe
106 on the map, you need 3 for the mam
i have dupped some idk how many tho
so if you didn't luck out with the patch misfire and were able to collect the extra 29 that were 'gifted' by a bug
in any event, you'll have btw 103 and 132 sloops to do stuff with
i count 72 needed for ficsonium encoders and 20 needed for ficsite ingot converters which leaves 11 extra - 10 of them for an APA and then 1 discretionary
really past the size of the build that i pasted above, you just start running short of everything as you push the numbers up in small increments and blow out the worlds resources at the next size where all the numbers line up in a nice way
i've learned that when you start forcing things to be weird clock rates and non-integral numbers of machines, you're signing up for a lot of extra work in building things and i'm not willing to put that sort of annoying effort into this all
you definitely can go bigger
its just i really don't want to do stuff like convert raw iron into uranium, lol
when you ask sftools to calculate the maxes for this, it does some very, very strange things
so SFT is tell me to use SAM to convert into 2500 uranium for Inufsed uranium cells, and use SAM to convert 750 into Fertile Uranium, does the rest of the actualy uranium on the map go to the plants themselves?
or is SFT just being stupid
and my game keeps crashing now so bruh
wtf
i can't even open my world lmaoo
yeah it overly values the converter recipes
you need to turn off converter recipes to make it actually use resources
i see
Does it make a difference which side (A or B) on a priority power switch is connected to the isolated factory/main grid?
no difference at all
the switch just determines whether power is shared between the grids at that connection point. it doesn't care which is the "main" grid, which one has power production happening in it, or whatever else
How do I fix fluctuating water pressure
Threw in some pumps and valves but still dosent solve the issue
none of the pumps are exceeding head lift height
now, I need a logical place for 24 OC nuclear plants that need 600 water per plant.
wdym by pressure? because Satisfactory doesn't have pressure
I meant water flow
machines high up need lets say 100 water. But as for the pipe flowing to it, its getting 300 and then back to 50. Thus the machines is starting and stopping.
that's normal
flow won't be consistent, because machines take things in batches (when recipe starts, it takes all it needs to complete the recipe)
Tried to overcompensate for it by supplying 2x the water it needs, but still its start-stopping.
The machine only needs 2 water to work, but during the time its working, I cant get the excess 2 water for the next shift.
would be nice to see some screenshots
for some time its gonna run like this, with plenty of excess
then its gonna keep dropping till it stops for a few moments
screenshots of the system
have you prefilled the system with water before turning it on?
both the copper refineries are getting water properly
I didnt know that was a thing. I guess I can give it it a try by shutting down the system for a while.
Wiring up 150 refineries to 70 blenders is gonna be a fun project.. ugh
Turned on the machines one by one from the top after each got full. seems to have fixed it. Thanks mate.
for most projects I recommend not grouping things like that. Instead figure out some small ratio of blenders to refineries and hook them together and just repeat the setup 🙂
dude im losing my mind, i have 3 refineries outputting 600 alumina solution total with 300 water byproduct feeding into 3 refineries that use 600 solution total. The total water cost is 500.001 and the water byproduct feeds back into the sloppy alumina refineries. I've tried underclocking pumps to 200.001, ive tried valves, ive moved pipes to prevent any kind of back flow, ive dried the system and restarted it, and it still keeps stalling out due to too water byproduct getting overfilled i think.
separate fresh and recycled water (and don't use valves ever)
sloppy with electrolite scraps?
sloppy alumina into scrap refineries
and yeah i was told to not use valves, since id never used them though i figured id try since conceptually it should solve what i thought may have been a back flow type of problem. im about ready to just package and sink the water by product lmao
personally, I use valve to limit fresh water intakes.
yeah the valves use seems great but ive had a couple people tell me to never use them now, not sure why though
i guess it just adds an easy to over look failure point later down the line so people avoid them maybe, id have to look it up.
Valves limit liquid only in set intervals and generally don’t work how people often expect them to
valves are crap at doing anything remotely useful, heavily recommended not to use them
it does work for me, 6 sloppy on the left, 8 electro scraps on the right, water never get backed up. I have 2 setup like this. one at Blue Crater and one at Eastern Dune Forest.
eh, my recommendation still stands. 99% of people have issues with them
doesn't change the fact that it's unreliable because when it's not consistent and 'fixing' things like that means just general fiddling. if it even ends up working
essentially they don't do anything and yeah are a point of failure
if you restrict flow to a set of machines that consume X fluid pm? those same machines will restrict the flow because that's how much they consume
they also don't stop back flow.
if you need to feed into a fresh water pipe, which isn't a good method in the first place, you're better off with a powered pump as that does stop back flow
i wouldve had to show you the setup but what i figured was happening was my water feeds from the roof to a manifold, then from the second refineries it feeds back into that manifold as a byproduct. i assumed the height difference was making the water from the input side flow into the other side and clog it up, i place a valve on the byproduct side to hopefully prevent the fresh water from flowing into the byproduct side.
tried a few other things, a valve was my last resort basically, cause you were the one that told me not to use them, i figured id try though in that scenario
i ended up just packaging and sinking it
does this seem ok for endgame?
uses up 2 pure caterium node, 2 impure copper node, 2 impure iron node
produces 50 circuit board, 30 HSC, 32 AIL, 30 computer, 15 supercomputer / min
what is 'endgame' ?
honestly just make stuff until you unlock all the tiers and make your own goals is my advice. Make stuff and learn
fair
I have them mixed and use valves at fully open and I’m not having water issues 
You can totally configure it to work with mixed fluids, just depends on how it's set up
if you want to supply 10 of the phase 5 elevator parts per min computer is slightly overkill (you need like 20)
the rest are lower tier, frankly they're too much for building materials only but too few for an actual supply line
I see
AI limiters does not seem that few tbh
does depend on what you want later on, you can swap things around for more HSC or circuit board to round up RCU
you can make more but I don't rely on smart splitters for blueprints so my AI limiter usage is super low
when in doubt I just make more AI limiter for ECR
that doesn't make it reliable or recommended
Wow, so the thing, clearly explained, as an unreliable solution, and sometimes works, and you’ve shown an example of it working?
Amazing
will i run into troubles if i combine multiple blender outputs to a total of 600 m3 in a single mk2 pipe ?
If you have bad pipes? Yes
But that’s true if any output
wdym
If your layout is messy and helps break flow you’ll have flow issues,
But you can have flow issues at any volume
imo its pretty clean. so far i've concluded that fluids works in some kind of sinusoidal way where it averages to the right amount. with an averaged 600 m3 flow im pretty much losing efficiency do i ?
or will it just plateau over time ?
that's not the issue, if your input manifold is unstable you won't get full flow.
yeah i've done this so far but for the setup im working with its a bit different lol
i tried to recreate that for my particular setup but im not sure it'll work
shrug can't tell you without seeing how you're setting it up
anybody got a picture of a 6-6 balancer i can take a peek at
i generally don't use balancers but in this one case, it has proven necessary
what is the case?
6:6 balancers are easy, 3x (2:2 balancers) -> 2x (3:3 balancers)
I think the only place I ever used a balancing system (since learning about Manifolds) was in my nuclear setup in U7... everything that was radioactive was balanced to make buffering unnecessary
I used it to load trains
so (12) (34) (56) then (135) (246)
makes sense if you have less belts coming towards the station than station wagons...
good for a "will expand later" situation (looking at my Plastic/Rubber production)
each belt had different items / min and balancing it gets me a few more seconds of leeway on the round trip time, probably
I made the mistake use a 1-4 train for plastic (and another one for rubber)... and I am still only producing 270/min of each ^^
i figured it out, slightly more compact too https://i.imgur.com/qfk9uKO.jpeg
now make one with no disgusting criss crosses