#math-and-meta
1 messages · Page 240 of 1
I did 8:8 in three stages, it fit perfectly inside the logistics floor
that's for balancing 6 outputs?
aight. using all uranium in the world and sinking plutonium rods, I need something like ~40 100 control rods / min
which means I need something like 80 AI Limiters / min
maybe I dedicate this factory purely to building materials + computer / SC, build AIL somewhere else
yup
I'm having trouble with my Rubber-Plastic-Pet. Coke Build, I have 20 Refineries for Plastic and 20 Refineries for Rubber all producing a combined 600 Heavy Oil, to which are fed to 16 refineries to make petroleum coke, all pipes are Mk. 2. However, it seems that it doesnt work at 100 percent and the first refineried being fer on the plastic side doesnt release the HO by product to the pipes. (This is a prep build for me to make computers so all are sinked properly including the coke, which are divided into 4 groups since i dont have the mk 6 belts yet). I even built a buffer between the plastic-rubber refineries going to the pet coke factory still, the front (plastic-rubber) and end (pet coke) refineries are having issues. pictures for reference.
@slow notch google for “600 pipe bug satisfactory”. Tldr you need to do particular things to manifold a 600 fluid pipe at full flow.
It still exist!? omg huhu
mostly because it's not a bug
will try this! thanks
just unintuitive behaviour to people expecting them to behave like belts
It’s, a bug or not great behavior.
the latter
In the case of recycling plutonium where waste water = input water needed for a previous step, do I need a VIP junction? Or can I just run until the pipes are full and then shut off the pump/close the valve
You should be able to just closed loop that kind of system. You’ll need to be careful not to completely fill the pipe as it can deadlock due to overfill.
safer to burn the output water elsewhere, like a coal plant or wet concrete
I was having such good luck with VIP junctions. Suddenly they stopped working well for me
do 2 machines, 1 for fresh 1 for recycled
it's not actually a bug. it's people not knowing how to use pipes
but yes, those are some basic rules for consistent and reliable piping
600 pipe thing is a bug that the devs can’t/wont fix making it a “feature”. Still a bug.
checking the pinned tab - is satisfactory modeler not recommended for planning?
it's not a bug
I mean i just figured that it does a real bad job maximizing stuff, i just wondered why
they've literally gone on record to say 'this is how flow works with pipes'
You need to be able to manage back flow. And it's not hard
I mean, from all the vids I've seen on it it seems extremely awkward and slow
it's like a half assed SFtools you have to keep manually altering things
We’ve had the discussion; all good. Just giving the other side for the random people here.
'factually wrong' = 'other side'? why spread false info?
what is this, republican propaganda?
That is an unkind wording. I’ll choose to ignore. No @s pls.
So SFTools is the way to go? I'm trying to figure out which alt recipe I wanna go for
playing around with numbers and stuff 🤔
imo it has the most user friendly interface
will i need smart plating for pahse 4 space elevator?
if you want to play with alt recipes what I do is when I choose a new recipe, I'll uncheck the other, forcing the tool down a specific path to see the outcome
check the wiki for it's uses, I think so
Yea I'll clone the base one and choose an alt for each clone, thanks
and you can save plans by copying it's url and pasting it somewhere. I keep mine in a spread sheet
there's another way to save them downling it as a file but I don't find that as flexible
i'll probably end up saving them in sf modeler. works fine for keeping track of my current projects, just horrible for calculations I guess
as far as I can tell it's much slower making them in that and tools gives you a flow chart too?
you build them as a chart 🤔 and I'll just input the numbers satisfactorytools gives me
I like the visualization
may be unkind, but it's correct. You're spreading false info, the game doesn't have a mk2 pipe bug (there was one at 1.0 launch that got fixed quickly)
I think I fixed my VIP issues by adding a small buffer to the nitric end. While it was equilibrating I was filling up on output and things were seizing up
wait what recipe are you doing exactly? the 15 water from non-fissile to 15 water for nitric?
cause you can just do a 1-1 and not bother with a vip
Yeah I was just being safe.
I truly don't understand the fascination with VIPs.
But yeah that was my initial question: all I’d have to do is run it till it fills then turn off the pump?
Isn't it better to just only pull exactly enough from the extractor?
wdym? direct feeding it back in?
VIPs are generally for when waste output and fresh input aren’t the same
So you get 105 recycled but need 120 total for example
It's just not nearly as reliable as keeping the systems seperate is all
and VIPs work off voodoo
Say you're making sloppy aluminum and you need 200 water. But 120 water is also produced at the end. You can just under clock the extractor to only pull 80 and it should balance itself out I think
also VIPs have a tendency to just not work sometimes so my suggestion is to avoid them
stop agreeing with me, it feels dirty 😛
blue line is fresh water, red is waste
Oh that probably works better than what I did
it's the most reliable way to manage byproduct and feeding it into it's own process
The pipe manual pdf has diagrams if you need a different view for that setup.
basically unbreakable and will always work unless you screw it up on a fundamental level. Which can happen to any build ofc
example ratios for all the recipes
also what do i do with 1500/min iron ore
im thinking of remaking my modular frame factory, but i wont use allat
and you can implement it with any of the waste loops, like the nuclear one and dark matter. though the variations in the dark matter ones may need additional working
imo you'll be better off if you work from an end goal. So pick a project you need to progress or as just something you want to do.
does it work with the 1500 iron?
if yes? combine it.
if no? don't do anything with it
i just kinda wanna know whats needed for a good start in phase 4
or ill make 6000/min screws
what's the next milestone you want to work on?
I honestly cannot remember the last time I made screws
oh im not there yet im waiting on my manually fed manufacturers to make 500 modular engines
oof, just make some long belts
Why not spend the time to automate it...?
ehhh
gotta build like 3 more trains
to bring them all to one place
i mean its working
I don't bother with that while going up the tiers xD
just take from depot, shove it in a box, box goes to manufacturer, profit
why wait for trains when you can use dematerialization
and im also studying on the side so it gives me a reason to wait
you can make a lot of heavy modular frames with that
you will run out of aluminum far before you can use that many
like 50-60 HMF's lol iirc
i dont think i have it holup
you need mk6 belt throughput to take that many screws though
oh i do
its 1:1 or 2:1 with the screw constructor
i forgot
so many people are afraid of screws at tier 9... no idea why 😭
"very inefficient" as i heard
whats the mk 5 belt speed
900?
oh 780 im too optimistic
so many people are afraid of screws at tier 9, no idea why
Afraid? I just don't like them. And I have so many alts, the planner hasn't even suggested I make anything with them in over a hundred hours.
so many people are afraid ~~of screws at tier 9... no idea why 😭 ~~
depends which planner you use 🤷
some just blindly use whatever recipe you select
and my message could read "so many people don't like screws, no idea why", would be the same
as long as they fit on a belt, just produce them locally besides the machine that consumes them... problem solved
is there even anything beyond HMF that might need lots of screws?
Crystal Oscillators kinda
why is ADA so damn sassy
HFF has highest requirement of 390/min at 100%... which very nicely fits into one constructor of steel screws at 150% 🙂
or groups of two HFF with three 100% Steel Screws... sounds fine for me
or that yeah
perfect for a nice blueprint floor 😄
Taking notes
oh wait hover pack takes power from train tracks?
any alumina alts that dont use coal?
Coal or coke, that's what you gotta do
!wikisearch alumina_solution
love the wiki, praise the wiki
🙏 The one true wiki 🙏
Just opened the wiki, the wiki is treating me good.
i understand Fandom is poopoo bad now
Correct, and google sucks so I had to get an extension to block it from search results
The satisfactory tools item pages are quite nice for manually planning around alts also. Shows you the alts and what they're used for. Quite good.
Being able to easily click through to say RCU when looking at crystal oscillators to check for shared resources for example.
will having repeating decimals in output or clock speeds cause any discrepancies or are they safe to use?
why...
dont be like 0laura and clock everything to 100% efficiency 😭
but yes, floating point decimals dont matter too much
okay ty
you have like 4 extra sigdigs
for aesthetics. I have three floors, four towers, I need 50 refineries in one, 150 in the others
maths don't math unless I underclock them
nah just some pure copper ingots and bunch of caterium ingots for a ton of quickwire
i see
this mess now that I finally have a dedicated rubber and plastic plant
should be my last stupid big building for a while
What tool are you using? Doesn't look like Calc or Tools to me.
satisfactory modeler. It's free on steam, devs does regular updates
prefer it over the others since it lets me map out my whole factory overview
Since when industrial storages don't load balance?
Correct, the inputs outputs aren’t balanced. Like 1 in 2 out isn’t a 1 to 2 balancer.
what's the exact balance then?
From what I've senn it's like 20% going out the upper output and 80% the lower
Having two outputs, an Industrial Storage Container usually prefers the belt that is built first, but it can switch priority after a save-load
bruh
most consistent satisfactory feature
it was never intended to load balance
if it has enough items inside/entering to saturate both output belts, it will.
otherwise, all bets are off
if you need to control for particular amounts to come from each output, and they don't match the belt speeds available, you will probably need some kind of balancing/priority setup after the container to make sure the right amounts get to the right places
ok after a few minutes of trouble shooting i built my 1st aluminum factory. 500/min
That’s a lot of storage.
pff i just need a bit and depot
im gonna make casings later
oh wait
theyre ingots
i cry
omg one strip of bauxite was mk 4
Never did
They may on accident, if both sides are completely full, and your feeding into a single merger from the left and right side.
how do i use power augmenters optimally
Put all your power on one grid and hook 'em up
the only optimization involved besides that is whether you choose to feed them matrixes too
(your grid needs to be somewhere around ~90,000 MW for matrixes to add more power than they cost to produce)
is there an actual reason for that many fluid storage tanks?
idk where to put the excess water
so...you just keep building storage tanks?!?
too bad you cant just open pipe flow it back into the environment
yeah i didnt know that yknow
no wait, you can NOT do that I said.
DUDE
It would be nice, but nope.
MIXED SIGNALS
SORRY.
but also, the way you're doing isnt ideal. you need to eat the water somehow
or i guess you could just flush it
wait can u make an auto flusher
Closest to an auto-flusher you can get is... well... using the water somewhere else 😛
just make a literal wall of storage containers
so that you can reach it from any place on the map
thus making flushing trivial
Can also loop back the water into aluminium, to cut down on fresh water needed. Creates some logistical problems, but if you separate the fresh and recycled water machines, should not be terrible.
i would
I think you are not correct here. If you have more then 1 item in container It will be balanced output.
I'm having such a hard time deciding how my computer factory is going to work. If I go crystal computer and the normal supercomputer recipe, I can probably make oscillators and RCUs there too, but it's going to be a massive amount of plastic and rubber, not to mention several caterium nodes worth of ore.
Something like this, perhaps, but I suspect that's not nearly enough RCUs.
And Electrode Circuit Board is a really convenient alt, mats-wise, but it takes so much /min for both ingredients that I'm not sure it's that attractive. I'd need 15 assemblers for 75 CB/min, which is 300 rubber and 600 petrocoke per minute...
I’m planning the same things for first time. Kinda leaning towards super computers w default (oil, cat) srperate from RCU, crystal oscillators
Seems like lots of options
honestly i just try to build whatever recipe produces the most
I did it with empty container fed with 1200 ore on one mk6 belt and feeding 2 freight platforms with 2 mk6 belts, so you might be right. I will fill everything up and see then if it balances
plan it around specific locations, maybe break it up into 2 or more plans
Yeah I'm eyeing that spot with all the caterium and quartz on the edge of the titan forest and swamp. Just that the caterium is in a cave I've been told is very full of spiders.
It looks like if Container has just one item system put it each time to one output. If you have 2 and more then it will split it on 2 outputs.
if you think it's going to be too big make part of it elsewhere and ship it
I'm already debating choosing alts that use a bunch of aluminum parts I can ship in. OC Supercomputer, Radio Control System or Radio Connection Unit (the latter seems better, but wow that's a lotta HSC...)
does it stay that complicated if you ship the ingots to you?
Here's the current fiddle status
Need to ship in copper sheets, cooling systems. aluminum casings or heat sinks...
And of course plastic and rubber
god I hate scim user interface
yeah, much harder to parse than tools and the writing for the middle parts is tiny impossible to tell what's going on
If the container has 2+ items inside, and it can place 1 item on each output belt, it will.
If the amount continuously entering the container >= the rate of the output belts, both belts will stay continuously filled.
Otherwise, the container will favour one belt and not split evenly.
I mainly like SCIM because it doesn't require switching tabs constantly to change stuff
anyone who hasn't seen the "belt bug" yet, here's a treat... don't think it's actually a belt bug, but more like a nothing-can-output-to-belt-fast-enough bug, and this "nothing" includes mergers, splitters, containers, machinery... everything...
https://www.youtube.com/watch?v=L2PS4LJw4Cg
first port of show is actually on autosaves, regardless of hardware
that's... a terrible trade off
I mean it's convenient lol
saves you a handful of clicks in exchange of a terrible user interace
Ok here's the Tools version of the same diagram
gaps showing on the belts are not a visual glitch either, they're the actual "belt bug", originating from whatever thing saturates the belt to 1200/m as that thing's output gets delayed so it 'misses' the gaps on the mk6 belt
kinda like having a mk4 belt with part-part-gap-gap-part-part and a mk1 belt trying to fill both gaps on it... it'll miss one
you're importing a bunch of stuff, which is fine if you don't mind the logistics, I end to try to make it as local as possible
Yeah same here. Debating just using the default supercomputer recipe instead.
Then I only need to import plastic, rubber, aluminum casings, and copper sheets.
well you could use CAT CBs to cut out copper
and just move the oil to the location and make the plastic/rubber as needed
that'd simplify it a fair bit
assuming you have enough on location obvs
True, downside being it costs quite a lot more plastic.
And 636 caterium ore/min haha, definitely need that swamp cave's nodes for that
Hey guys question regarding trains - do the locomotives itelf only park at the station or can I have one the freight cars line up where i want it. I was trying to do a long train (about 6 fright cars) picking up items for each freight car at 6 different locations then coming back to the main station to onload all of them. But if I am understanding this correctly, all the various stations would need a train station as the same length as the main station as the locomotive always parks at the train station itself and not past it.
Correct, station must be train-length, although I've never tested if extra cars can hang out the back of the station.
are you using hte recycled loop?
uggg,
Yep, my refinery makes 480/min each of plastic and rubber
I have enough atm for this, just a question of how much plastic I'm going to need elsewhere.
well that's only like 160 oil, easy peasy to expand
and use Pure or Leeched Caterium
Pure Caterium would need 18 refineries 💀
OC them, it'll be fine
pure caterium and pure aluminum are the two "pure" recipes most worth using, though i guess I could see using pure copper to stretch an impure node.
Yeah I'm definitely planning on using pure aluminum. It's sooo nice
worth being very subjective.
commonly used is a better description
well, caterium is uncommon enough that the pure recipe is a decent tradeoff of value for effort to me, while copper and iron (for two examples) are common enough that it's virtually never worth it.
for me, anyhow.
Side question - is 4 supercomputers and 7 RCUs/min pre-sloop a decent amount?
It looks like I'll need 2 RCU/min for pressure conversion cubes, maybe 4/min for turbomotors, with 1/min leftover for me to build stuff, so maybe I could half my actual production and then sloop it.
Supercomputers only get used by neural-quantum processors (3/min) and assembly directors (0.75/min), leaving 0.25/min for me to build stuff, so again, maybe I can half it and then sloop it?
unless you hae a specific goal past it? seems fine. Just have a container to catch them by the hundreds/thousands over time
What's the best recipe for crystal oscillator?
@true pier They’re all fine. Just different tradeoffs of ingredient items.
I'm currently considering insulated crystal oscillator, since it synergizes well with the computers (using the crystal computer alt) I'm going to be building in the same factory.
Was thinking about if the math for these fuel blenders was right but forgot to look at XXX per minute.. oops
When you say "seems fine", do you mean my current numbers, or cutting them in half?
It’s the generic response since any value of item/s can beat the game eventually.
current. or half really. You'll still get piles of items in your containers, but since you aren't planning with a final goal it'll likely not fit with whatever projects you plan post the Phases
I mean... I may never complete phase 5 😛 Now that I've unlocked everything I'll just make my own world goal and work towards that
I don't really have any post-phase ideas. I'm mostly just in the "build it once" mindset, so whatever I'll need to make a decent trickle of the super-late-game items.
So I'm sizing everything along the way to make at least one manufacturer worth of everything late in the game.
The scaling is really unconstrained. One method is to scale based on one belt/pipe of each raw input. Maybe supercomputers with 1200 max of caterium, 600 oil, etc. then calculator scale within that limit.
But maybe oil is trivial to increase so you limit to 1200 caterium.
1 manufacturer per item is fine, but quickly needs the earlier items to scale if you aren’t doing each item from raw (which is a lot of logistic routing).
Yep that's the idea - I don't want to scale the earlier items later, so I'm building the earlier items to account for later game needs.
So limiting to say the single belt raw input first and design for stackable layers for scaling is a method.
So I built 6.5 HMF/min pre-sloop, since that's an easy one to take all the way to 13 pasta/min if I need it.
Stuff like that
Fair. The common advice is to either plan it out by looking ahead or design it for scalability.
So yeah, trying to figure out what the ideal number of supercomputers and RCUs is atm
And then syphon off some of their precursors into the DD
It is funny that we’re both at the same point of our playthrough.
Haha nice. I'm 270 hours in and only JUST finished my rubber/plastic refinery at around 260 hours. Now I'm building out my train network. I did jump ahead a bit with coupons to unlock the blender (for diluted fuel) and hoverpack early.
I've never automated HSC or computers at all previously 😅
yeah futureproofing is rough. Are you just going to be done with the game after phase 5?
Probably(?), at least until there's new content released. But it'll likely be months before I finish phase 5 at the rate I'm going. I need to play that Factorio expansion next.
I’m at like 300 hours with a lot of afk for testing/equilibrating. Think super computers with a rework of rubber/plastic is next.
Gotta play around with alts for it (recycled stuff)
ah, well.... t1-9 are really just a tutorial. It's to get you used to everything for your own projects. It's more like mine craft than factorio in that way.
My refinery does 480/min of plastic/rubber/fuel, which I'm hoping is sufficiently future-proof, given I'm not planning on building anything truly massive to finish the game.
gets you all the tools and then you make your own world
I'm having some issues with a pipe network I have set up for nuclear. I have 10 reactors using 2400 water a minute, which I've split up into 4 pipes across 6 pipe networks.
The blue and red pipes are feeding 480 m3 of water into 2 reactors each, and then splitting their remainder between the fifth reactor (Purple) on each side. This should be an even 600 m3 per pipe (and 240 m3 per reactor) but some of the reactors seem to fill much slower than the others. Is there anything I can do to fix this, or a better method to balance the water between the reactors?
(Also I'm not just being anal about it, this is causing brownouts and it's annoying)
is this some attempt at load balancing pipes?
because load balancing pipes, while technically possible, doesn't fit into most people's set ups as it is very exacting in what you can do with it
you're also bottom feeding your generators I see
It's more just trying to be space efficient, because I don't know that I need 10 pipes for 10 generators
Yeah but it's like 4 meters, there shouldn't be head lift concerns
head lift isn't the issue, fluids have grav priority
do you want the simplest solution?
Sure, but I'll also hear you out on what you think the best solution is.
1 pipe dedicated to each generator. no merges or splits
doing a bunch of splits and merges with manifolds? tends to be a bad idea in general
this is not in anyway the way to go about load balancing pipes
I was afraid you were going to say that.
like... I don't think it's feasible to load balance this set up , and 200% so bottom feeding
So are there any alternatives that don't involve running 10 pipes?
that will have a good chance of working w/o screwing around with it for hours? not really
btw this is the sort of thing that you have to do to 'load balance' pipes
basically no elevation changes, exact distances between points, equal distribution
exactly
don't. it's not going to work either because you have so many high throughput needs
no I mean, run 10 pipes
ah right.
Can you just build the gens above the water?
cause then you just need a couple extractors under each
Not without moving literally my entire nuclear setup.
is that where you also make the rods?
Kind of, but it's also where I'm converting it into plutonium and disposing of it. I'll just run the pipes, that's less annoying than rebuilding everything.
drone it to the coast
and then drone the waste back. Stacks of 500 are great to drone
for example, this bad boy, when fully operational, will make 50.4 rods pm droned to the coast to burn.
Why do you burn them at the coast, but make them here?
because that location, pre 1.0, had essentially everything I needed to make the rods within a 400m radius
basically just had to drone in the uranium and 1 sulfur node
Oh wow, I didn't even recognize that spot. That's where I've got my HUB.
RIP those quartz nodes
yeah I'm likely going to mod those back in >.>
is it possible to transport 1600 coal p/m with trucks?
sure?
the answer will be yes, you might just need more than 1 truck
lmao I am no operating at that scale but I respect it
and if you don't have mk6 belts more than 1 station each
I mean drones are great for smaller scale too! and thanks xD
what are you tryign to do with all that coal btw?
it will go into 32 foundrys to make steel ingots
what do you need all that steel for, then?
make it there, then move the steel parts
much more compact
there's some limestone there too so you could make encased beams
ah yes i didnt realise there is iron there i should make it there good point
well my start area is at the other point
a pure and normal limestone , on the cliffs I think
which has 6 pure iron nodes
yeah, that area probably is highest concentration of iron on the map
there's also about 7 limestone nodes around if you're looking at making hmf's
150GW NPP is online
Possibly a dumb question (or asked 100 times, so sorry if I and asking again) but do splitters always split in three regardless of belt speed and regardless of amount of belts attached?
Nevermind, think I found what I was looking for.
they split evenly in 1/1, 1/2 or 1/3 depending on how many outgoing belts are attached. The speed of said belts means nothing. The exception to this is when a belt is getting oversaturated. Say you're spliting a 780 line into a Mk1 and a Mk5, the Mk1 can only handle 60 so the Mk5 gets 720.
^ very useful if you want to just manifold a return belt. Say, of empty canisters into packagers for a water + HOR -> Fuel loop.
the gotcha is when you're splitting off slower belts from a fast one using smart splitters
yknow the scale of whatever FICSIT is cooking up never really hit me until now
2GW is just 4 fuel gens
now that I am looking at nuclear
the alts does make the math easier
and I want to balance everything so there is not too much radiation
the only bad ratio is between the uranium plant and nonfissile uranium, 90:24 = 30:8
but then, the throughput is low enough such that you can merge then balance
I guess there's an even worse one, uranium ore -> Infused Uranium Cell, 1:30
which requires 5-balancer somewhere
5 balancers aren't actually that terrible
hm
you may be right
https://satisfactory.wiki.gg/images/f/f3/Balancer_odd.png
remember when we used to strive for flat power graphs?
holy shit how even
how did you manage to get your consumption above both your production and your max consumption?
that's one hell of a power storage if it can get you 4 times your production
power storages can provide infinite amounts of power, their capacity is limited.
100Wh will provide 100W for an hour... or 1000W for 6 miuntes..
or 10000 for 36 seconds, etc.
the games power storages work like real batteries, without the pesky real world limitations of resistive losses and heat.
theoretically you can build as many power storages as you want
just make like 10000 of them and you'll never run out
You will not get a flat graph in Tier 9 once you start using particle accelerators and quantum encoders for production.
and lets not forget the "free" geothermal energy
How much better is it to fuel drones with rocket fuel instead of turbofuel ? And what's the ballpark in fuel consumption for rocket fuel ? Because the need for aluminium for the tanks is making me considering the easy way out and just using regular turbofuel instead
drones with Rocket Fuel are (according to wiki) 25% faster...
also the fuel value of RF is much higher than with Turbofuel
Yes, that I know, I've already looked at the wiki page
I wanted a ballpark of how much packaged rocketfuel/min would be used for some distance, compared to turbofuel
Or is that just the ratio of energy from the fuels (so rocket fuel last 3.6 times longer than turbo) ?
should be easy to test yourself with two drone ports... put in a stack of fuel and see how many flights it can do
at least for a rough estimate
the answer will most likely depend on the flight route
can anyone double check my maths i have 57 fuel generators @ 250% which need 10.42 rocket fuel p/min supplied by mark 2 pipe i should be just under all pipes and genes prefilled before turned on and the last 3 still run out
Good ol' close-to-600-flow issues
make sure you're doing all the usual stuff - flood your pipes, loop them, no weird/messy branching
So 4.16667 x 2.5 per fuel gen, x57, so approx. 594RF/Min for all gens. It'll be a circuit issue as just said above lol
Pipe flooding and looping are probably the 2 most important things about pipes I've learned
Do remember that it is also a choice you can make, wether ti have all machines in the very same power grid or not 😉
roger that i havent looped them so will try that
You should be able to run x58 at 250% but perhaps see if looping fixes the issue first before adding one more
separate power grids are usually a nieche application 😉
oh nvm x57 at 250%, and 1 @ 150% (bang on about 600/min)
Also : turn off every generator, wait for them to fill up, wait for the pipes to be full, then and only then turn them on one by one
yer already done that
not sure they fill up while switched off... but you can easily wait for one to be filled up and THEN switch it off
yer they do
And they'll keep being that, with that attitude 
Generators do, all they need is to be connected to a grid
Producers don't
I wish there was a sorta hybrid power switch + power storage that'd let you hide the variable power consumption from the rest of your grid. But I dunno if such a thing is feasible and I imagine it's intended by devs as another challenge to deal with.
...but I do miss my flat power graphs
You might want to connect them after having filled them up 😅
It's the cable connection that makes them start consuming fuel, but they intake it even without power (unlike other machines)
I meant manually turning them off, using the switch in the interface
Just put the variable stuff on another grid...? 
Someone has made variable power (geothermals) explicity generate their battery power system, which (im not familiar with how power priority switches work) but they made it only add on to the grid once the battery draw was about to come on. not my cup of tea though I can't say I've messed around with that at all..
how do I estimate fused modular frame/pressure conversion cube production rate for tier 9
mostly based on singularity cells I suppose, but are there anything else to consider
Yeah, just look for anything needing Cells.
You shouldn't need Cubes for anything ekse
It goes by energy value, if a fuel unit has 2x the energy it goes 2x the distance
Doesn't fuel also affect the speed of the Drone though?
after battery the difference seems minimal if the wiki speed is correct
That's fair, I guess... XD
I ran a quick and dirty test in creative and rocket fuel was ~2.9/min for a trip almost across the entire map (vs. 11/min for turbo)
for FMF I suppose multiples of 24 work for a full bauxite node
24 should be plenty to finish the game unless you have big plans ^^
I'm sitting at <10 total
slightly big plans, but I suppose one at a time
They're also quite worth slooping (the cells or whatever is made from them)
pressure conversion cubes pretty much have the only use for nuclear pasta (plus some alt recipes if you really wanted). And even Nuclear Pasta only has a use for singularity cells / Ph5 Project assembly. So you won't need to make many, maybe 5/min is pretty good (which = 50 Singularity Cells/min). = 5 FMF. As for Fused Modular Frame, it has uses in constructables, another Project assembly part.. so Maybe 24 FMF is a good number for scalability ?
personally I make 30/min and it's overkill has no issues keeping up still, I should really be using portals-...
24pm is probably a good start, don't wanna overdo it until I really need the cube/cells for ficsonium
makes sense since rocket fuel has about 4x the amount of energy as tf
But then I'd need two grids, with two power plants (or one bisected one). Bleh
I highly doubt it's a challenge set by the devs as a flat power line is extremely specific and not needed for literally anything xD
and yes, you need wild and silly things to have a flat power grid
Reddit has a few 1.0 drone fuel testing posts that have the info desired.
Fuel type does change drone speed, but it’s an irrelevant value. All you care about is fuel cost per round trip to compare between fuels.
I guess the per drone round trip time does mean more throughput per drone, which tells you how many drones a given use case requires.
It’s just not relevant for the fuel considerations since it’s already standardized to a round trip.
and plutonium rods
iirc its much more efficient than the normal one
How do you guys calculate item input when using something other than belts? So far i've only been using belts and you know exactly what your input per minute is. But how do i calculate stuff when using trucks trains or drones? is it even worth trying to calculate that stuff?
You get an estimate of the throughput after each trip of the vehicle in their station interface
But if the throughput at the origin is lower than the demand at destination unless your round trip is too long eventually you will reach saturation and your flow will be stable
e.g. I'm importing copper for my alumium plant, I need a bit less than 200/min
I've set up a train line between the plant and a copper node, who extract a bit more. Eventually the buffers at the alumium plant would be full and the space between each trips of the train would correspond to the 200/min consumed
you just need more vehicle throughput than what you're providing the station.
with trucks? I think it tells you, but if you're loading material is getting backed up just put another truck on the path
this is good for drones #math-and-meta message
there's a train throughput formula on the wiki
ah okay, i think i get it. First focus on how much of an item you are putting in to the loading station, and then just make sure the vehicle can keep up with that
for trucks anyway, should probably do some calculations for trains since that requires some big changes to the station if you need to alter it
Yeah, probably gonna dip into trains very soon, but kinda daunting 😄
just assume your first couple of train systems are gonna suck, there's a learning curve to it
Yeah i try to remind myself of that mantra in this playthrough lol
yeah that's basically describing every time you try something new in the game xD
I assume 600 pipes also need looping the input
but then, it still fails occasionally
Just built a factory for turbo blend fuel. Needed to send HOR to some blenders and other places. Was producing 600 HOR, and had to loop both inputs and outputs to ensure it worked
So it can absolutely help if not fully solve the problem
I guess it did help in that it now does not fully stall, instead only dips to ~300
but still
it feels like I just wasted 2 hours
Uranium waste recycling facility: The cliff/spires just north of blue crater, around the nitrogen. Train station with 5 freight platforms (two not even needed?) under the nitrogen in the natural rock tunnel formation.
I'll be belting in the concrete from the swamp, a little more north and east of here, as well as the pure sulfur and coal nearby. Iron all around.
Train brings in ECR, alum casings, and rubber.
Drones bring in the uranium waste because I'm trying to ONLY allow radioactive stuff on belts or drones; no trains! I don't want my trains radioactive.
The final question might just be the qtz/silica that I need, and I can probably put a train station near the blue crater quartz and bring it in that way, leaving me one unused freight platform.
Thoughts?
What is dipping, the flow in the pipe? Flow is almost always variable (unless you managed to get a true 600 flow rate). I.e. if you are trying to push 400 through a pipe, sometimes it will show 600, other times it will dip down to 200
I'm trying to get a true 600, but yeah it dips occasionally to 300
The real way to tell if things are flowing is if fluid is emptying from output machines and input machines are not starving
I'll divulge that it is bottomfeed, fully knowing that people will blame everything on bottomfeed
It will depend on what part of the pipe you look at. The only place you would get a true 600 is at a "bottleneck" pipe
I'm indeed looking at the bottleneck pipe
Meh, I think people are too harsh on bottom feeding. It can work, just takes extra work is all
pure oil node demanded that I use 600
so I grouped nodes in 600 because might as well
then ended up underclocking everything to 200
So is the bottleneck coming out of the oil node? If so, you can also watch the machine itself for buildup. Flow rates shown to us are technically derived, and so can also have inaccuracies
as soon as I fully overclock the machines, the efficiency drops
Gotcha, so you definitely still have some problem
There is a chance it is headlift related since you are bottom-feeding, but it could also absolutely be something else
there's a mk2 pump near the beginning of the loop
it should not be a headlift problem
Sometimes the loops also need to warm and fill up. If they are not fully flooded yet, I'd try turning off some machines and let things backup a bit
(Or just let it run for longer, if there is space and fluid can flow, eventually it should)
it was fully filled, before I OC'd the machines back to 250%
the oil extractors show less than 100% efficiency too
probably input manifold problem
How much less than 100%? Could still just be warming up to an extent. Pipes do have (IIRC) a 40% overfill amount that is not visible
~80 iirc?
Gotcha. I'd honestly just let it run for a bit more maybe? Fluids can take so long to stabalize in complex systems
And in the meantime ensure you don't accidentally have a silly MK1 pipe somewhere
if I had mk1 then it would have clipped the flow rate at 300
Not necessarily. Fluids are weird like that
Because the fluid in the remaining pipes will flow as much as it can, which depends on the amount in the pipes, headlift, etc. So at times you could still have >300 flow, but other times <300 flow. The average would be 300 (if the MK1 pipe fully bottlenecked the system)
don't think it is doing 600
tbh I'm sick of this
The solution is simply learn to love it. we've got something like 300 GW on our save so far and I'm working on adding more.
the water hammer thing is practically a bug - when so many people, including the dev team, thought it was a bug for so many years
All I've done is build a power plant though. need to build an actual factory that's not power lol
and now when prompted to fix the bug, they just smugly reply "Skill issue"
I play games to, ya know, enjoy things
I don't play games to constantly fight with the game
fuck this.
Pipes; cursing dreams since update 3 😢
But on a constructive note, ever since I bothered to read through the pipe manual mcgalleon made it hasn't been too bad. (Don't have the link on me right at this moment sorry). And when something unusual happens in a design I have, it's helped to troubleshoot it way faster than normal or hoping a valve here and there fixes things haha
That's one solution, it's up to preference what approach to use ^^
I personally prefer separating the grids so I can monitor a good portion of the factory just by checking the power poles
they should not have baited the player with pure nodes
and don't worry, I also read that book too
loops still does not work
loops does not solve the problem, it is just a bandaid
it has never worked for me, and will never work in the future
I went through the entire pipeline several times
it is not a headlift issue, I placed pumps at appropriate places
input loops - the middle oil extractor randomly fills up
isn't it supposed to prevent that very problem?
Sometimes I don't use fluid loops at all because it behaves fine. I notice this mainly when I have gravity assisted, and don't end the pipe on a junction. There are finniky things for sure though I can admit, any pipe length shorter than 1m can behave erratically so I sparingly use junctions.
For fluid loops, if looping all the way to the extractors too, you just have to be careful of pipeline 'priority' , the middle extractor now has the lowest in that case and will shut down
why should I play a game with such obscure and hostile mechanic when modpacks exist
all I can add is that loops, no loops, it breaks down all the time
even on the simplest pipe configuration
600-pipes are, by all purposes, bugged
it's 600 extractor on one side, single line all the way, some pumps in the middle, then into the output loop
I don't have a mk1 pipe in my hotbar
So the last recommendation that surely should fix the current manifold issues;
- Water tower design for gravity assist
- Input pipe is always the top of a junction, the top part of the loop is one side, and the bottom part of the loop is bottom of the junction. When the bottom pipe doesn't want to flow as expected, it'll dedicate more fluid to go the full length of the top loop (flow priority). Fluids are not simple splitters sadly
Sometimes people put a valve on the bottom loop just before the first building so that when it does bounce, it won't disrupt as badly in that junction.
- a 'sloshing' equaliser, effectively an in-line fluid buffer that dramatically reduces this effect
Part of me does wish that pipes were directional. Yes it isn't as realistic, but I think it could've made things a bit simpler to understand, and we likely wouldn't have seen all of these issues, since then pipes would act the same as belts, just with fractions of items (which if you use fixed-point, is still whole numbers)
Or alternatively, I still feel like a valved junction (i.e. flow only in on one direction, only out on the other 3) would actually fix some problems, as it would allow 3 valves to pull directly from a single fluid box. Though that is still speculation, but it seems to me that it would work
I'm doing 2)
and I'm doing 1) because there is a mk2 pump at the entrance of the loop
at the minimum they need to explain the technical details in the game
then we should be able to actually fix things, instead of doing cargo cult
If my miner does 120/min, then I need mk2 belts for tranporting at 120/min otherwise it would be just 60/min right?
correct
GG I want to rebuild my layout for tier 3 and up, reinforced Iron Plates it is
Help, fracker question. How does OCing it work? Does each node just increase to match? I assume so because I can't imagine any other way. I am not in game and haven't tested it before.
Each individual node provides more at the clockspeed
E.g. clocking to 200% would make each normal node on the well produce 120/min
If you overclock a reactor at 250% doesn't it take more than even mk2 pipe can handle permin?
It takes 600/min exactly
Nuclear Plant take exactly 600 water per minute at 250% OC. Which also proved that MK2 pipe does give 600 Fluid flow per minutes for those that denieing it 😉
I think they even talked about this "problem" on a livestream recently (or maybe a while back, I don't remember lol), saying that the "MKII not sending 600 due to floating point errors" was an old issue and was fixed ages ago
Is this big enough or should I expand to the second photo?
Yes
If I expand I have to put my factory at least 2M higher because the rocks are higher
it's part of the game. Adjust as you go and fix problems.
Yes true, I try to make it also good looking factory maybe just put a extra level then?
Doing a single elevator belt of lift looks cleaner than 1 m if you are doing multiple level.
Yes i'm also unlocking the wall with belt window
So floor level 0 is better to put the right height you need? Like on the right side
I didn't even try. I'll try cranking them up
so i made a factory doing 10 modular engines per minute. i was going to do the same with adaptive control units, until i saw what was needed. i think i may have overdone it lol. what is a general number people shoot for for space parts?
really depends on how fast do you want to reach your goal
im in no real hurry but ive been on this phase forever just making trains and what not
no idea what to prepare for in the future
imo best is to not prepare for the future and just build what you need now
we will deal with it if Phase 6 ever comes.
yeah i get that, im just nervous i will underbuild and regret it later
later you'll build what you need later
lol yes i think im ready to hit it
right. thank you
there's no reason to build "for future", just build what you need now and once you figure out what you need "in future", then you'll build exactly what you need for future
future-proofing in this game just doesn't make much sense imo
makes sense
my indecisiveness is killing me
these parts will eventually just be used to make other parts, right?
There's also the extent of "build what you want to build". The game can be completed with some incredibly inefficient builds and a lot of AFKing, so it is really up to you what you think is good.
For example, right now I make 20 HMF/min and 20 computers/min. Seemed like a nice round number to me, and reasonable to hit, while being a fun challenge. Gives me a good start for future projects too, since it isn't too small, and if I need more, I can always make another factory that makes HMFs. Don't just need 1 factory that makes all of them, no reason I cant have 20 factories, each making 20 HMFs (aside from maybe resource/sanity limits)
I'm so slow it doesn't matter how much per minute I make for space parts because I'll fill up two sides of a train station and have enough for the rest of the game
Nut or speed runs are the only reason to care about space parts per minute
yeah, but that's what I mean by "don't bother with future"
if in future you'll need something, you make the something. You don't steal it from existing production, you make it from scratch
that way you never make anything for future and never use something that you already have (because that's needed elsewhere)
unless you have ur playthrough planned out
yeah, but practically nobody plans their playthrough from start to end (and even if you do, it's pointless to build things for future, when you can just build what you need now 🙂
You can save on some logistics if you premake enough of a thing to last until the endgame and then just reuse the nodes/production for other things. I did that with time crystals and motors. But it's not all that necessary
#screenshots First time doing drone delivered nitrogen gas. Didn't realize how tidy the dune dessert nitrogen gas lines up number wise. Definitely feels like the devs tuned it for drone delivery.
For drove delivery do you typically load fuel at each port or is it okay to have one side always fully loaded?
The one ports i have has a buddy port that delivers fuel for itself and others but I don't know if I've made a needless redundancy
Drones'll stock up for a round trip, just load up one side. You do need to give the drones on the other side a one-time fuel supply just to get them over to the fueled port.
Thank you!
The way the elevator parts build on each other really makes it tempting to make some mega factory and evolve it over each phase, but it really is better just to cobble together what you need right at the moment. That’s the only way I can get past the analysis paralysis lol
Yea. Analysis paralysis really kicks in for phase 4 if you aren’t careful. Especially w all the alts.
I just started phase 4 haha
I farted around way too long in phase 3 trying to crack a perfect system like that
And the builds get larger so you really don’t want to mess up and have to redo heavily. Things start requiring long distance transport, etc.
Right, and your older production won’t have the throughput you need anyway, bc you didn’t have the miners and belts and recipes back then
Mhm
That was the true lesson of phase 3 lol
compact 
That's where I'm at but building up my final factory.
8 manufactory for each part fed by a minuim of 16 assemblers making each part. Being fed by 32 of each constructer for each part. I'm now working on a train that brings 16 fluid containers of oil.
Does the math work out I have no idea honestly but I am shinking allot of overflow from splitters
I kinda did it a different way. A main bus, factories far away producing simple things like plastic or aluminium ingots. Those get turned into the things I need for the other things
Damn that is nice
No clipping ?
i kinda hid all the light poles in the splitters so i will have no idea if something doesnt work as it should 100%
but I already mathed it so everything should seamlessly work
Would this be the correct way to set up a VIP junction for my aluminum plant? The pipe coming from the back is output from the refineries, the pipe from the floor hole comes from a water extractor
I did that in update 7 so this is a switch.
I may even have a combo of simpler items if say coppy and my aluminum are near one another..might as well transport some heatsinks
If I'm doing a Turbofuel factory for 600/min & using turbo blend fuel & don't underclock the extra blender required, will it cause issues in the long term?
If you have extra production speed that is bottlenecked by inputs, it’ll just toggle on and off.
People often clock exactly because they really like flat(er) power graphs.
bean decided to joing my setup, any way to overclock him?
Day 2 of trying to make 600 crude oil / min work
I have 1080 crude oil /min and am a little overwhelmed on where to start with it. I need computers and turbo heavy fuel
avoid doing 600/min in a single pipe, that way madness lies
am I dumb. If i have 600 crude oil do I have to have 120 refineries?
for HOR?
jk confirmed. I am dumb
turbo heavy fuel
I'd advise against that tbh
I am going to do 600 a min towards turbo and try and figure out how to manage plastic and all that
ah, nvm
yeah if you have 600 oil, you need 20 refineries if you are using it up for HOR
what makes u say that tho. I am curious and am only doing it really because I have the alternative heavy fuel and can do compacted coal relatively close
should i use both a water tower and a pipe above the input pipe to avoid issues with fluid transfer or will i be fine with just one or the other?
so most of the time, turning HOR into fuel with Diluted (Packaged) Fuel then turning that fuel into Turbo will be more oil-efficient
usually, just with water tower and feeding pipe at same level as machines are fine. if you feed from under, that's another problem you have to deal with.
but yeah doing this requires a lot of space
shouldn't water towers fix feeding from below?
and by pipe above input i mean having an extra pipe that connects to both ends of the input pipe
water tower doesn't stop water to go back down from machines, it only help with headlift(how high it can goes).
if you don't have diluted fuel then yeah turbo heavy fuel (16/15) is more efficient than default turbofuel (20/36)
🤔 I do have the space for that..........
the water tower
alright, it's getting messy
thats exactly how i did my constructors lol
it works great
i guess there's only so many ways to save space, any more and we get into non-euclidean shenanigans
this is how mine are
my bp of em anyways
If you wait, until blenders & diluted fuel & turbo blend fuel, it's really nice.
Is a great time to start
If you make say a 12 smelter BP & then save 10 & 8 Smelter variants aswell.
All those nodes you tap soon, become wayyyy quicker
ah yes the age of the reinferys lol
this one is very tame compared to my first box of spaghet
my main base is pure chaos
its always a mess at the start
does a looped fluid network ever fill? ive been waiting for it to fill for about 30mins and still has flow even know the pipes are full
if you let it backlog of items yes then turn it on
even if the pipes are fluctuating
If it backlogs of items it will fill liquids then start filling
Or just don’t put inputs
show an overhead shot of the whole layout. Or multiple if yo ucan't fit it in 1 pic
would need to see hwo the pipes are laid out
oh you're bottom feeding everything
is this rocket fuel? turbo?
god I kidna wish they never made that a thing in teh game.
getting fed down the tupe so it shouldnt be a flow issue
gas doesn't care about headlift
nah
so buildign at the top doesn't make a dif
"As it is a gas, it lacks head lift requirements. "
wiki/Rocket_Fuel
wait it is lol\
which causes different issues
right
yup
ok, so is it impossible for this to work? no.
would I be surprised if you have flow issues? also no. flood it and see
In general, even with gasses, having the manifolds split over multiple elevations seems to cause a lot of issues
so unless you have 1 pipe per ring...
what I am curious is that, is it mathed out?
The tricky thing with flooding it first when using fuel gens is that you do have to disconnect them each from any net or is there a better way?
down clock a few from each manifold
I just turn them off for a moment
with gens you can turn off a few until it floods, but good habit to down clock since other fluid machines don't accept fluid if off
Yeah true. One usually doesn't cut it and you would still wait long so it has to be a reasonable percentage
If you build say 300 fluid/(min * manifold) you can sloop the RF for a while to fill also.
yeah that's the trade, the more you down clock the faster it floods, just more work
if you're lazy? down clock 1 and come back in 10 minutes
or longer
it got a lot bigger than i anticipated, but i guess its finished for now
ahh roger i think i am just gonna underclock the last few of each line and should be fine
to flood? yup thats fine. fingers crossed you won't have a flow issue that will slowly starve it
strange question... what is the most inefficient recipe path from uranium waste to plutonium rods, the most waste used per rod? (in other words, for a fixed number of ficsoniums, i want to maximize how many uranium rods are burned for it)
The regular uranium waste recipes
that's what sftools implied, wasn't sure if it was a side effect of it trying to minimize raw inputs
That's max waste usage, yep
valid. due to my "the sink only accepts elevator parts" challenge, my amount of nuclear power is capped by how much can be converted to ikea lamps 😓
Is it just me or do crystal oscillators kinda suck to make
i use that one if oil is available.
nah after flooding
eh, you can almost cut them out of your world if you want. I think there's only 1 item that you can't get around having them involved and you almost never make them in huge bulk
so you can almost ignore them
I was considering the Crystal Computer alt, but I'd need like 10 manufacturers to make enough...
What in the heck is that
this might give you some idea to deal with manufacturers scaling. 4 per floor with looping out upward to scale input materials to next floor. 24 per stack.
547 fuel gens in a circle lool
Bruh how much power do you need 😭
I did an oil-less electronics factory
With the crystal computers
There was indeed a lot of manufacturers
just a fun project
Yeahh maybe I'll do Caterium Computer 😅
We love the because-why-the-hell-not builds
Honestly it's fine
Not having to deal with liquid at all is nice, and it's pretty easy to have all the resources you need not too far away
I made 140 crystal oscillator pm for eventual nuclear recycle and RCU
Never again
Went with insulated but either recipe takes so much space
Yes. My answer is yes.
😆
W emoji name...
Assuming I only need crystal oscillators for my own constructioni use, and for superposition oscillators, is 6 a good name to aim for?
Basically just to finish the game. I'm not planning on building any megafactories or anything.
Imma build some real shi
High-speed connectors are also not terribly efficient to make
@shrewd oar oh yeah, I'll help fixing up VIPs and things like that, that's fine, but this whole thing was about scafolding knowledge. Just gets right up my nostril
a question about trains. do they slow down noticeably on turns? only on sharp turns, or gradual as well? correspondingly, when designing a railway, is there a technical reason to go for straight lines vs more organic designs?
Quartz are nicer for circuit board HSC tbh
Slow down on turn is not that noticable
Downhill train gets faster and heavy train gets slower noticably
does my head in too, sometimes i deliberately wander off somewhere else because i'm so tempted to go 'oi, are you serious?'
ime they don't slow down for turns much, and they'll slow down as fast as they need for a station, even going down hill
yeah, elevation is obviously a big factor, no question about it.
i never see trains slowing down on turns
i see them slowing down when they're going too fast, like 180+
they do slow to 80-90 kph on tightest turns
for seemingly no reason
red signal pre-break?
My understanding is path signals can trigger a slow down? but I don't really use them, could that be it?
they do
i don't use paths at all, but yeah trains slow down if they see a red signal up ahead
250m in advance, or whatever the automated breaking coefficient is multiplied by the distance required to stop
that includes a red block signal
whichever is closer
how do you do crossings with no path signals? just with block?
vertical tracks
grade seperation
so any crossings aren't actually crossings, they're basic splits and mergers path signals have no use for
block signals do work even w/o grades, it means junctions are slightly less efficient, but honestly there's probably only a handful of people who play the game and has that many trains going through that it's going to cause an issue
ii mean if u have a big factory with like 6,7,8,even 10 trains going into it, there is a bit of an issue for sure
they'll spread themselves out over time to a good degree that you won't see much slow down in trip times
not at all, i have 22 trains going over 1 junction... but vertical tracks... there's no such thing as a 'crossing'
but yeah like Lady said, slip lanes and having them not interact with other lanes is the most efficient
Turbine interchanges!
plus it's always funny to see a train at full speed come to an instant dead stop in front of a block signal
the legends were true, water tower does work
so for this set up to work can all 6 water extractors be on the same lines ?
i only have mk1 pipes and the max flow is 300
but all 6 water extractor would be about 720
Well, you just answered your own question
technically they could be put on the same line, they just have to merge onto the pipe in different places of that manifold
so the consumers have time to eat the water and make space
but considering they're in the distance over there it's probably easier to just run 3 pipes
i think that will work but it still does not math since there are 16 of them one line would have to handle 6
but ill try it till unlocked mk2 pipes
or mk 3 cuz if it just doubles then still only 600
2 extractors per line
i got that but do i unit the lines at the end ?
you said you had 6 extractors, that's why i said 3 lines heh
Do splitters split equally?
generally easiest to keep them separated, but you can do the math and merge a 240 when the gens have taken enough water out for 240 to fit back into it
I am dealing with uranium fuel rods and I tried to split them to the nuclear plants but they split rlly unevenly for some reason, is this the case if the input to splitters is too low??
u mean something like this ?
still do a single line but join the other 4 after i make it past 5 gens or so
splitters try to split evenly, but a standard manifold you have a 1 in 2 chance for a rod to go to the next splitter, and then another 1 in 2 chance to go to the next splitter, then another 1 in 2 chance..... making the front of the manifold more well fed than the rear
or 1 in 3 chance if you have 3 output belts per splitter
Here is example, where it fed one side a ton and the other almost nothing, I am aware of manifolds but this is not one.
5 gens eat 5x45=225 water... one of your pipes has 240, joining the other 4 after 5 gens or so wouldn't fit
You will still be limited by the throughput of that bottommost pipe
unless that's a smart splitter set to feed a specific side, that more looks like water is an issue on your reactors and the right side one tends to idle
water is constant, i will look into other factors
Stupid question, but is the generator hooked up? 😛
Yes haha
and do they have the same clock speeds
yeah
must be going idle then 🤷♀️
water was the problem...
i waited 5 more minutes and it completely depleted
i am gonna limit the flow with valves and hopefully it fixes
Don't do that
o
They use water in burst, so limiting a valve means it can't catch up when it needs to
ah right
this is how far I am up, and i have been transporting with staircase of the buffers, is there a better way
just use pumps.
Yeah just use pumps and clock those reactors to use 1 pipe each
so headlift compounds.?
A pump gives its headlift from its location so chain them... 1 pump to give it headlift to reach the next pump, etc
my friend led me to believe 1 pump per section.......
Your friend told you to do that?
Yup
Is that person in slapping range?
Occasionally
Lol
Yeah get rid of those buffers, just lead 1 pipe straight up, put a pump at the bottom, and follow it a bit up to see a blue band... put next pump slightly below that band
And slap your friend when you get a chance
Repeat that with as many pipes as you need
Thanks!
So about 3-400 slaps? 
apparently it needed 150 more meters of headlift
What is the best way to deal with Nuke waste? I am about to start a Nuclear power plant and wanted to know what is the best way.
probably turning it into plutonium *rod and sinking it
at least, that's what I am planning
there's only one way to deal with nuclear waste - is turning it into plutonium rods and sinking
and inability to do that before particle enrichment is precisely why I don't start setting up my nuclear before this milestone
So I'm tempted to use Super-State Computer for supercomputers, just because it doesn't involve feeding RCUs or HSCs. Dumb idea?
Why is using the recipe you want dumb?
Because it seems like it's a less-popular recipe, I think
And batteries are an uncommon thing to make these days. So it seems like a bit of a weirder recipe
The only good recipe is the one you want to use
I'm just waffling hard on how I want to make supercomputers, because RCUs and HSCs suck to make in large quantities.
Batteries are good mostly if you use classic battery, which makes 30/min and uses only solids, which means it be easily done on your base
If you have a common base for everything, that is
350hrs in & i'm still not done clearing the map
still gotta do the swamp, both deserts, & whatever that area to the south of the swamp is called
got a 13x16 grid of large containers full of leaves, & about half that of wood so far
why are you clearcutting the world?
he just hates nature
How can I put 14.4 250% OC Water Extractors in Red Jungle?...
Annoyingly
16 water extractors clocked to 225%, space is your problem
(they do 270/min iirc)
Are you trying to process all the bauxite or something?
NUCLEAR
It's definetly not the most resource efficient, but it is hella convenient ^^
mostly to say i've done it, but also to kinda test their optimizations 🤣
but also i wanted to see just how much of it there is in raw form
don't forget all of the mycelia you can harvest, then
If they keep pushing updates that respawn foliage, I would argue there is no limit. Just an unpredictable respawn timer.
respawn all folidage that doesnt intersect a foundation
oh i'm doing it all. leaves, wood, mycelia, mushrooms, nodules, even destroyable rocks & stalagmites/stalactites
so far my save file delay still isn't as bad as EA, but i'm guessing it will be by the end
oh i'm also blowing up all the gas pillars
can anyone tell me how this even works? This is a downloaded BP. The pipe on the far right has supplied water. But the other pipe, which is completely separate, is also getting water for some reason
oh wait the refinery on the far left outputs water
I generally recommend to not download other people's blueprints (at least not factory ones, decorative ones are fine
I do agree. Though this is my 2nd playthrough so dont wanna go through most of the production again. Focusing on decoration this time around. (1st playthrough had floating platforms and box factories lol.
(though only 2nd floor decor is complete) this has a downloaded Computer BP at the top. The 3 floors below it are BPs I made myself to supply rubber, circuit boards and quickwire
Turbofuel complete, 600 Crude available to fuel 110 Fuel Generators
I origionally specified Gold Coast to use 4,500 Crude but this is a start
Now to just figure out how to overflow excess Turbofuel into packagers
maybe just an extra refinery redirected into a packager?
This works, it looks like it has two behaviors
A: It pulls however much through the valve that the valve is set to, if the pipe allows
B: The pipe pulls overflow, I'm much more inclined to think this one because fuel gens are still getting all of it, with the valves fluctuating frequently.
It pulls however much through the valve that the valve is set to
this is not true
valves have slightly different limits than what you set them to
I'm aware, the numbers aren't exact
(also, heavily recommended to just not use valves at all)
In this case I will, it doesn't hurt anything and makes it easier than some other convoluted option 🤷
what is the goal?
Just pull oveflow turbo for packaging is all
then easiest is to have a separate refinery for that
That one would need to have rebalancing of existing systems, and I don't really want to redo the piping of over 100 refineries and blenders, so I'll just try this and see how it works out
wdym rebalancing? you shouldn't (and can't really) balance pipes
just take one of the TF refineries that makes excess and route it to packaging
it's literally just taking one refinery at one end of your manifold and disconnecting it from the manifold, hooking it to packaging instead
or if the current Refineries produce too much, just underclock one of them and build an extra refinery that takes the remaining input
(or overclock one of the existing ones)
They don't produce enough to fill the pipes completely, so I think all of it is being used for power
then how do you expect to have overflow?
I am thinking about building some "additional" RF myself... but I have to see how much Oil/Nitrogen I have left
not sure I need it at the moment without drones ^^
This channel is for game sreenshots, not IRL pictures
20 Biochemical Sculptor
7 AI Expansion Server
200 Ballistic Warp Drive
Is there a better ratio for P5?
"P"5?
Can anyone give me a reason as to why satisfactory calculator would be recommending the Alternate Polymer Resin recipe here?
Looking at the options for creating heavy oil residue it makes no sense to me
if it suggests to use "Heavy Turbo Fuel" there is no help anyways 😉
Is that also a stupid recipe?
I think its quite inefficient... but as always, IT DEPENDS!
as a sidenote this looks like the Wrong wiki, is that Fandom?
wiki.gg is the proper wiki these days
don't think those recipes changed between then and now, but more of a general note
you could try using Satisfactory Tools instead of Calculator and see what you get
I tried, it would keep giving me an error with everything set to default 🥴
Let me try again anyway
gotta make sure you actually enable the alts you want
I had everything enabled but it's working on a fresh browser, maybe I broke my session somehow
The satisfactorytools plan seems a million times easier AND capable of almost 10x the output
This does unfortunately make my last 8hrs of gameplay worthless
Tools is generally considered a better planner tool
Calculator's main thing is the map
Thanks for your help :)
feel free to elaborate, happy to help 😄 i prefer SFtools
for complicated stuff it can take a little getting used to but there's an FAQ on the discord server for it now and yeah, folks are happy to help 😄
yeah it should be satisfactory-map.com, frankly 🤣
thats why a lot of people just talk about SCIM... "what do you mean, it can calculate things?"
Continuing a conversating I started with @frosty owl , now with pictures.
This is Point B, where my Plutonium Fuel Rods are made for fueling the drones. As you can see my Empty Canisters are being distributed here. They are made at point A and get sent to the left drone port. I call it "Empty Canister Gathering Out". Now I need the Empty Canister at two different other factories so I built two drones ports for "distribution".
But I now thought of reducing that to one drone port. Meaning I build the drones at the drone ports in the other factories point C and D and set the destination to the "Empty Canister Distribution In" port, the right port in this picture.
Can I do that? And more extreme, can I just to that with more factories which all send their drones to this "pickup point"?
if your throughput into the single Drone Port is enough 1:N connections should work... of course each drone can still only go between two drone-ports
But they wont get "stuck" at the pickup point for any reason?
I don't think one tell the drones to go from B to more than one other port 
that's why I would build the drones at Point C and D and send them to the same port, instead of building the drones at the port shown in the picture
So you could set many ports to go to B, but B could send back only to one of them...
Or in other words, to make this work the drones should serve all ports in a circle of sorts (going back to the initial port only after having docked on all other ports)
if you have A,B,C all going to D, the drone that started at A,B,C should all build up a bi-directional connection, carrying material on both ways...
of course the drone starting at D can only fly to one other place
yeah that sounds right, so my setup should work
I will try it ingame now and see if it works as I imagined it to work
its just a matter if D can fill up all the drones fast enough to prevent the whole thing from stalling
like I said, throughput issues ^^
but even if it stalls it will never be "stuck" right?
I have several of these setups for items where I need more throughput, for example two steel pipe setups
as "lets game it out" discovered the waiting queue of a drone port is unlimited in height 😉
yeah I saw that 😄 but they only "wait" at the drone port if they can't unload, not if they can't load enough right?
that's what I am worried about
perfect
I'd appreciate a ping with the result ^^
I'd be pleasantly surprised if drones coming from A and B to C were redirected from C to their respective origins rather than both to the same port
C has no "destination" port set so how would they even decide where to go?
So why would they even leave the port after docking?
to go back to their home port, where they were build
I thought that's how it works ^^
Should I make a battery factory for drones?
But... They, haven't been set to go back to home port. You deliberately didn't set them to... 😅
well that definitely works though
Also how much batteries do drones consume /min?
I have the setup with the "gathering" already, drone ports A + B + C all sending to port D, and they all come back to their own port
Up to 3 or 4/min for each individual drone iirc (wiki has details)
Not really
yeah wiki sadly and weirdly doesnt have that information....
You can use almost any Fuel for drones, but Batteries are a good choice early on as they are high tier fuel (drones go faster with higher tier fuels, faster drones have more throughput)
Only the energy value of batteries and the fact that the fuel consumption will be shown after a trip
Packaged Fuel is 21 /min, Plutonium Fuel Rod is 0,02 /min, perhaps that helps you in some way
Mhh, that's quite a miss...
Perhaps @deft lichen should be notified about this lack of pretty crucial info (examples of fuel/min consumed) in the Drone page of the wiki 
Even just having a number for the MAX fuel/min used would be quite handy (the number should be easy to obtain factoring Fuel type and the max distance possible between two sides of the map)
including drone supplying fuel a drone on map uses roughly 3-3.5 battery or packaged rocket fuel per min
Thank you
I thought there's a table
There kinda is
It shows the MJ values of the usable fuels and how fast is the drone with this fuel, but not how many MJs the drone consumes
Not even anywhere else on the page
Afaik it's fixed + per distance cost?
What's the cost though?
Oh right, there isn't a per min value
It is indeed only distance based
You're right that we could include a formula for this, the problem is that we'll have to, uh, actually figure one out 
Or just be lazy and add an approx. 😄 like setup a test system across half the map and show consumption based on that
most people don't need exact numbers for drones, most people just want to know about how much they need to produce
is anyone looking on measuring that?
all we need is to science it a bit with a stopwatch and some note taking of data
Should i make 500 plastic and rubber with 54 refineries or make 550 of both with 94 refineries?
the issue is that to compile a complete table, you need to build all those fuels for a testbead, and i don't think people have really built all the fuel types
you're honestly going to find that plastic and rubber are needed in pretty large quantities in the latter game, mostly for the electrionics components but also as additional ingredients in alt recipes that you unlock that are much more efficient (heat exchanger and insulated oscillator come immediately to mind), so in general with plastic and rubber, i error on making too much of it and being able to use the excess where i see fit
in past playthroughs, my tally for rubber and plastic use has ended up being 3-5000/min
Okay, but for now i'll probably stick with the lower quantity keeping your tips in mind. Im not really in the late game just yet, and this is also my first save but with the limited amount of oil in my area i'll probably go with 500 since I can just build another factory at a better place. Thanks for the help!
yeah, it is also very dependent on what recipes you use
the only other thing i can share about it as general guidance is that i've found i need about 2x the rubber as i have needed plastic
I know, checked satisfactory tools and it could chance like with 20%
Okay, thanks
where plastic really gets used is in the default recipes for the components needed for default supercomputers
Okay, but for a oil factory I'm thinking about building it north of the map. Found like 6 nodes right there
13 nodes nevermind
yeah, lotta oil on spire coast
Yeah, how do I know the names of biomes btw?
something else to keep in mind is that oil can be used to make diamonds & time crystal
Haven't gotten there yet but i'll keep that in mind
you don't need a lot of that to make the phase 5 delivery, but if you're building something like ficsonium nuclear or a large ion fuel plant, time crystal is something you'll end up needing a lot of, and the 20:1 coal->time crystal conversion rate is biome-sucking
in my 1.0 playthrough, i'm starting to push the rail network out in directions that will satisfy the demands for that and for copper
i'm not really sure there's anything else besides bauxite that really stretches resources like that
is there a way to get a miner onto a blueprint?
is there any fix for mk6 not enough for maxed pure nodes already?
that's a shame
I'd gladly see mk6 belts as "tubes" similar to mk6 lifts to save on performance and fix the bug
efficiency > looks
How do I I know how much extra power do my building consume when overclocked it does not display on the building itself
I did play for 10h so maybe the game bugged
When I play again today I’ll double check
lol is this an old screenshot or are you using an older build
Just found random thing on reddit, the UI is the same
old supercomputer and early access tag on top left lol
just name it whatever, people will know
Will they though?
left to right, top to down is rocky desert, spire coast, dune desert, red jungle, crater lakes, bamboo fields, lake forest, northhern forest, maze canyons, desert canyons, dune desert, western beach, jungle spires, western dune forest, paradise island, snaketree forest, grass fields, eastern dune foret, titan forest, swamp, grass fields, southern forest, blue crater, abyss cliffs
its a lot lol
the big ones imo are rocky desert, spire coast, north forest, bamboo, crater, dune, grass and crater
If only there was a way to apply names to an image, something map like (/jokes)
biome map for reference
that would be so helpful mhm what a great idea
Oh thank you, it helps
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something's wrong with my power grid
i built a new copper plant and it just died
even isolating the power plant itself doesn't seem to work
i don't get why the power production line goes like that
Check the coal generators. If they are low on coal, feed them some Coal to help the system restart (long enough for the coal from the miner to reach the generators)
If they lack Water, you can use a Biomass Burner to power the Water Extractors or keep switching the fuse on until enough water reaches the generators for them to stabilize
Hi there, is there a better solution than this?
We got 5 Input Lines: 310/min, 340/min, 340/min, 340/min, 340/min
And normally would need 3 Output Lines: 105/min, 720/min, 845/min
Since we only have access to Mk.5 Conveyor (780/min), we need a 4th Output belt and later insert it somewhere in our manifold that requires the 845/min
Is this even working?
Edit: Top left needs to be 110, not 100. Sorry for bad english btw
No, damn. Doesn't work lol :D i made a splitter with 2 inputs and 2 outputs. Yikes
solution is to use what you have on a belt. So if you have a belt with 310, connect it to machines that need 310
yeah but what about my OCD dude
OCD should be very happy that you perfectly match inputs and outputs
im screaming internally when i have to put new 310 belts into my manifolds constantly
I don't think greeny was suggesting not to merge anything, just to avoid the "merge with the overflow" parts
So (eg) instead of 105, 720 and 845 you could do 310+340, 340*2, 340
Hey guys, I have a question, Im building a nuclear power plants and I have problems with balancers Idk how I need to build it, to use 12 nuclear power plants for 3 pluto things in minute, help me pls
What's the issue? Clocking the generators or designing the beltwork?
Designing balancer, I just dont understand how to build this shit
most balancer issues can be avoided by not building balancers 😛
Yeah, I did it alllllllllllllll my game, but with nuclear shit, its not working well
I went out to get a notebook, ruler and colored pens just for this game
Now that I have mk2 miners I wanna re do my initial iron base set up
my advice is to never redo, always just build new
But is not efficient at all
why not?
I can take a sc
efficiency doesn't change over time if you don't modify the factory
I'm personally fond of this setup to balance all the belts going into my factories (orange lines are set to overflow). Works in basically all situations, although the order of belts can break it (eg if in3=in4=10, out4=120, or if out1=out2=720, in1=10)
It's especially useful if most belts except the highest numbers are near max