#math-and-meta
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i know the guy is still relatively active, i've seen some of his updated stuff for dyson sphere in the past year
Can't say if they are pllaning to or have done
i am trying to figure how the calculator satisfactory works.. i set two max for wires and cables (just for a test) and it's saying that just 2.031% of limit (360), why so?
But one could so on their own ๐
i'm not crazy about his designs, but they're always interesting to look at
Well like I said; I like the concept of this, but the limitattion pre 1.0 was the lack of the larger designer so you HAD to make the 100% on your own (Or as a series of 3x3 prints I guess)
part of it as well is i'm not even sure what a useful format would be, do you give someone a floorplan, a list of machines & recipes, a connectivity diagram? a blueprint?
Personally - Which is of course subjective. I think this becomes to tower-y for my taste, but I've no inclination that says it's a poor choice
yeah, shavingfoam's stuff is very vertical
Probably that's what someone would need to figure out if they were to do this in their own way
most of it he came up with before bp's even existed in the game
(i'm assuming 'he' without knowing)
Looks like they are updating something
What's wrong there?
I mean, i thought that it will show me how many cables and wires will produce if i set maximize while i got some available resources. maybe i am doing wrong, still learning how to figure it hehe
How many products are you maximising?
If you select more than one, it will only make equal amount of all. And generally I don't recommend using maximise
if both the default recipes are turned on, and you're only making wires+cables, then that should prompt the solver to use up all the copper you give it
but if eg default wire is turned off, then maybe it'll try to make fused wire instead, and then you get bottlenecked by whatever caterium you've input, preventing full usage of the copper
hard to know what's up without seeing all the settings you've applied
Oh, just curious. Why you don't recommend using maximise?
I hadn't any ideas about recipes. Just checked on the list of base recipes and turned on (wires and cables) and now it's saying of 100%, so it's working. interesting.
maximize finds one way to make the max of a selected material, but it doesnt actually minimize resource usage
and when you select multiple things, it tries to make all of them in equal amounts
the solver is also more prone to making weird extra decisions when you maximize (ie, processing byproduct in ways you never asked for)
in fact, you are right. good to know ๐
I only use maximize as a quick ballpark for what's theoretically doable and what recipes may be involved in achieving that
then I punch in an actual number to start creating a real functional plan
yeah, limiting the recipes and doing max for a quick look, set, then do the next thing on my list like that if I decide to go a bit lower.
It doesn't optimise for resources
Im thinking on doing some kind of alarm system, with a sink or a machine and an underclocked biomass generator
if the item gets through, the sink is activated, and the player hears that one of the fuses is broken, propmting the player to fix it
it can be useful for aluminum, to take care of the water
What else could I reasonably want to use petrocoke for aside from the better aluminum alt? Maybe that diamond alt once I get there?
Electrode Circuit Board is kinda meh, maybe the "temperered" alts for copper and caterium ingots and "coke steel" for steel ingots?
(Just debating if I should build capacity for more than the 200 petrocoke I'm going to need for my aluminum factory)
Coke steel
Looks like gets you +25% more steel for iron ore, compared to the 1:1 for the default recipe?
Wait, maybe that math is wrong...
33% more steel?
To make coke you need heavy oil residue, you can turn that into either fuel or coke.
For coke, it's all that you said, for fuel, there's recycled stuff and power
you can also put the coke in coal generators
Yeah, I need to make coke at my existing diluted fuel refinery for the electrode aluminum scrap alt at my aluminum factory, so I'm just tying into the existing HOR pipe. Just trying to decide how much extra HOR I'm going to need.
but you might as well use the heavy oil to make power
This place already has 10 fuel generators at 200%
So it's purely a question of how much extra petrocoke I want beyond 200
don't think of it as using for power, it's just another way to get rid of it
you can also sink it
Currently consuming 100% of my HOR. I'm going to need to bump up production to specifically make petrocoke.
is it too wasteful to use the electric motor recipe? it uses elec magnetic rod and rotors "only"
the alternative would be the traditional recipe but for a 100pm+ factory I would need quite a lot of iron
i mean, it's a harder recipe than normal motors
does anyone have a 100pm+ motor factory? where did you build it?
You can use a place with just iron or iron and copper, or go steel with coal or coke
If you aren't already in the dune desert, that place has lots of iron, copper, and a bit of coal.
iron allow is just so efficient you can do it anywhere
With enough alts, I imagine you could just take copper and coal out of the equation.
the man is worried his iron won't be enough
What is the base resource cost on 100/m?
on base, 3150 iron, 900 coal, 800 copper
What tier are we working with?
T5 belts
then why are you talking about electric motor, you don't even have ecms yet
i have everything except the new stuff from 1.0
oh the MAM tiers... sorry i misunderstood it
no, the spelev tiers
lol yeah i meant that
So we have Mk III miners, and slightly over 4 belts of iron.
that's if he chooses smelters
i would go with refineries
The conversation rate for pure is what?
7 to 13
That's less than 3 full belts in for iron ore then.
You can get that with 3 overclocked normals.
yeah it's like 2k iron ore
1700 rounded up, so 3 normals would be a little extra.
yeah
if the man wants to use pure ingots I say go for it. Personally, I find foundries much easier to work with
There are a lot of places with that much iron, copper, and coal next to each other.
I agree, on both parts.
I do find steel really annoying to work with though
The 45 out is what gets me, I've started overclocking them to 100 even, usually.
for me it's the coal. There's hundreds of locations with iron and copper nearby, but coal is way more rare
Southern dune desert has a good concentration of it. That's where I make all of mine currently.
that and you want to split the coal for power and coal for steel
My coal for power is in Northern dune desert. There's a decent supply right next to the waterfall over there.
On the north eastern edge of the map.
yeah, there's also a spot further south, depending on where you made your first base
I was a bit of a goof and just built my first base in the sky right at the dune desert spawn. I looked around for a moment, and said good enough.
However, not all locations are like the desert, with 3 pure coal nodes, and plenty of iron around
Northern forest has a ton of iron and copper on one side, and a ton of coal and 1 iron on the other
I haven't actually tried the other three yet. So I don't know where the actual start points are, just a rough region of where.
you don't manage that 1 iron correctly, you're going to have trouble
not only that, due to low belt capacity and miners early on, you can't output a lot of steel
(I'm also never satisfied with the layout)
Also this, I've redone my initial steel output at least 3 times.
I don't really redo my things, I try to get them right on the first try
First try was actual first try ever this time around. So every time I had an idea about improving it, I came back and changed it.
I've got to say, satisfactory is pretty weird
In the beginning, the low throughput makes me want to have multiple bases
But biomass and the lack of options makes you centralize
But once you actually get options, for that, like power towers, hypertube cannons, and even drones, you also get a lot more throughput
so you could expand your base, but you'll go somewhere else do other stuff instead
What am I saying, satisfactory wants you to decentralize
It sure does, but I refused as much as I could manage.
I just finished a 40x40 foundation run with my friend
in 36 hours
Looking it up, it is worth it if you're going turbo electric motor for turbo motors
How many layers up did you end up having to go?
5
Basic, oil, aluminum, nitrogen, phase 4 spelev and phase 5
it's pretty disorganized, but that was also the idea
it's also very conenient if you have other oil items you need on location
is this the most rocket fuel u can get from 600 oil with a limit of 1200 sulfur?
I think so yeah, it just gets weird with the compact coal being used to make more.
What about slooping
true, i guess without slooping
and okay ty. i dont mind reusing the compact coal so not to big of a deal for me
In any case
I'd recommend having a bp for the generators
ye i do
Are you in phase 5 yet?
yeah this is my 2nd plant actually
just moving it to diff location and wanting to maximize
my bp has them with power shards and max clock speed ๐
Nice
yeah it makes it so much nicer/quicker
If you like cleaner numbers, I'm going to build a setup next that output 1800/min + an extra 240/min packaged
The numbers work out pretty nicely, and you can pretty easily split it in smaller sections
you mean this one?
So we're looking at 200gw?
240 packaged +1800 regular, so almost this
i believe its 625 mw at 250% so roughly 141 gw
Well no actually never mind, in what I had (not at the pc rn) I end up using both version of the rocket fuel recipe
Absolutely ridiculous
And I do use all 600 crude oil
What will you even use that much power for
who knows but i am also doing a playthrough with others and the guy never did a RF plant so he wants to do a huge one
so i planned this out
Setting up nuclear
For even more power
anyways gtg. cya and gl out there pioneers
They both need sulfur though
You don't consume that much to do rocket fuel
+it's really nice to use with drones
I'm at 900 or smth
is it basically this? Quick setup in tools and this is the best my poor brain can get without actually planning.
Do the ratios not work out properly such that you could use up all the compacted coal for turbo/rocket fuel?
I think with stratigic slooping people said they could
I cant recall the fine details
I'm pretty sure I had no byproduct compacted coal and cleaner numbers (because I forced 1800/min)
I was also making a bunch of compacted coal
As a necessary step
If you're interested, in about 8-ish hours I'll have access to my pc and I can share you the planner link
I think im missing a recipe in here 
mucking with a cloned tab and I might have picked the wrong turbo
Deactivate maximise for rocket fuel and input the 1800/min, that way you get the ressource optimized result instead of the product optimized one
So my liquid biofuel has the refinery, the solid biofuel, AND the biomass constructor slooped. As long as I don't hook it up to a generator, I think I've basically got infinite packaged biofuel now lol
Ended doing that in another tab 
either way, I like cleaner numbers and charts
You don't really need the sloops tbh,just by using the stuff I randomly collect while building I've filled an ISC of packaged and 2 industrial buffers of liquid biofuel
Now I've setup another chain near a sulfur node where I convert the biomass into coal to make gunpowder
Yeah true, I'll probably take the sloops back out once I fill up the two industrial buffers hooked up to the output
sloop = somersloop?
Just for the initial fill I don't want to burn through all my alien protein too quickly
I also almost feel like if you DO want to make your rocket fuel compacted coal into more power, better to just have a separate diluted fuel or something planned to input into that instead of "making more" for the whole of it all.
Mind you, I have just over 350 alien protein, so I probably don't have to worry regardless...
I did sloop the protein, but then I also slooped those into DNA for the points
I was doing that earlier, but I'm effectively done with the coupons now, aside from the novelty items in the shop
I did a mass of more DNA capsules, only 40 away from the golden nut. 
I wonder what you get if you sink the nut lol
Recycled rubber/plastic alt question. Am I understanding correctly that the recycled plastic/rubber alts when used together in a loop effectively convert fuel into plastic/rubber using plastic/rubber as a catalyst? And the conversion is 1:1 if you ignore the resin byproduct?
150 crude -> 400 plastic/rubber + 100 resin (HOR + diluted fuel)
Yes basically
Although it's not 1:1 unless you use the resin byproduct to even it out
The maths for the Recycled loop is as follows (Original Credits to Apocalyptech and Haxton)
Note: this does use the Residual Rubber recipe for additional rubber input.
Fr = (16/27)R + (7/27)P - (2/27)F
Fp = (8/27)R + (17/27)P - (1/27)F
Where;
Fr = Fuel to be fed to recycled rubber refineries
Fp = Fuel to be fed to recycled plastic refineries
R = Rubber output desired (can be 0), P = Plastic output desired (can be 0), F = Fuel output desired (can be 0).
- If outputting just rubber or just plastic is desired, then 3 Rubber/Plastic output = 1 Crude oil input
these are my plastic and rubber factories, using a 600 oil input. I went for a little surplus of fuel (to generators) just to get rounded numbers.
The nice thing is that if you realize later on you need more of one of the three outputs, you can just over/underclock the recycler refineries to change the ratios around.
you will probably not need "less" of anything and will end up building another factory
I mean, if you realize you've got far too much plastic after finishing the computer factory, you can probably divert more of it into rubber
more computers ๐
Looks like you do a 1:2 ratio for the final loop of recyled rubber:recycled plastic (if outputing plastic). And you'd flip for outputing rubber. Fuel input -> rubber/plastic output.
Idk, guess I'm surprised by how it works relative to how it's discussed on discord.
also, I took T5 belt speeds as a limitation at my design
rubber will always sink a lil bit
Quick testing loop I was playing with as an example.
Overall, really cool alt recipe chain. I'm quite pleased with the design from the devs. Very nice.
Maybe a bit lame that it's another HOR + diluted fuel combo.
Pretty much the standard recipe way;
You need 3 Crude oil for 2 Plastic/Rubber (3/2 Crude > 1 Plastic/Rubber)
Recycled loop;
(1 Crude > 3 Plastic or 3 Rubber)
By using the recycled loop method, you cut down your oil consumption by 4.5x, so it is always always worth doing if maximising oil efficiency is on your mind
The 1 crude to 3 plastic/rubber assumes you utilize the resin from HOR correct?
But aren't residual rubber and residual plastic different ratios of resin to plastic/rubber?
Yes
Yea, so the actual amount of rubber and plastic aren't identical ratios from crude.
Yep, you need to correctly balance the plastic and rubber refineries to get the amount you want of each.
Easier to use an online calculator imo
Alrighty, makes sense makes sense. Was seeing a lot of slightly fuzzy math on the internet for it. This clarifies nicely for me. Cheers Dehve, Jinn.
Yeah if you aren't using the resin or HOR recipe, it will change it all up, lemme write it up quickly for ya
I don't care about peak efficiency, so I'll probs just sink the resin and only utilize the fuel to plastic/rubber components for simplicity.
HOR, diluted fuel, recycled plastic/rubber. Nice and clean.
Cause if you want a single output belt of say plastic, you have to merge the resin plastic with the recycled plastic. Which is probably fine, but I could see weirdness if your consumption isn't 100%. Sink the resin and it should be very robust.
Well maybe it's not an issue because if one or the other output plastic gets backed up, it'll cause the other output plastic to slow down which opens the other other to being consumed. Hmmm
Alright, definitely bedtime.
You can use resin for fabric using an alt
Kinda the question of does the setup work with the plastic/rubber underconsumed and overconsumed and perfect consumed.
Cheers
I present my originnal modual alumium. 240 bauite , 240 water 120 coal to scrap.
to 1200 scale no clock
the two lone machines are for processing 780
i should do an up clock test.
still need to unlock mk6 belts for it but this took me longer to figure out than I care to admit
input: 1200/min, 600/min
output: 720/min, 720/min, 360/min
it is for coal for some aluminum scrap manifolds, made the inputs work out a lot nicer since each machine needs 120 coal/min
Also I know I could just do 3 600/min lines and have the numbers still work out nicely for coal but this layout made it better for managing water and bauxite
set up this factory that produces 750 turbo fuel, but the fuel is not reaching some of the gens, and other gens are constantly turning off and on
Try a pump, even if you don't need headlift
can you draw a layout of how your pipes are put?
looks a little like this
oft times if you disconnect the power lines to the generators and let the pipes and generators to fill to 100% (so the flow in the pipes drop to zero), reconnecting the gens then ends up being stable.
One at a time, from back to front.
it looks as well like you've got some pretty long manifolds which often leads to a sloshing effect
If that is a completely straight line without drop ins, then it'll slosh more, like moonchild said.
i recommend in such cases breaking your fuel output into multiple pipes that supply smaller numbers of generators. Another option is to connect the ends of the manifold together to form a loop.
there's no 100% effective solution to making stuff that checks out on paper to work with the game's fluid simulation. other means people try include goat sacrifice and valves ๐
also, it doesn't appear like you are overclocking your generators (i see green status lights), you may wish to consider lessening the number of generators you need with power shards
tl;dr it boils down to the first two rules i follow with pipes: keep pipes full and keep pipe networks small
If youโve yeah youโll want to loop the pipe and flood the system
Like this
yeah, that's what i meant by looping the pipe. Cobalt is a lot more of a believer in that solution than I am
ever since my first playthrough back in update 4 a few years ago, i've observed that pipe manifolds past a certain length get rather unstable
its rather frustrating to have built it all out and to see it all not work correctly afterward
i'd have to go back and look at exactly what i had built, but it was something like 600/min yellow fuel using residual fuel, lol
i think we all made a lot of sins and mistakes in our first playthrough of the game ๐
so i bought boom box tape which say thier added to the boom box but my boom box says it has no tapes
got it this item is so worth it. probally the most important item in game
Loops literally make longer manifolds more stable ๐
i'm not going to argue, i've had some successes and some failures with it
as such, i'm not a believer in espousing solutions that situationally work
I've seen them work in like 99.9% of cases, when built properly (loop, feed from above, prefilled before running, etc.)
yeah, its just the outliers that get you
if you're piping 600/min of whatever fuel type down a pipe into a bajillion generators, I'm never seen that really work properly
I've never seen that fail ๐คท
i don't think i've built something like that since my first playthrough where i got burned by it
as far as i know a pipe that carrier 600m to be used somewhere else must be looped. a pipe that carriers 550m does not need to be.
the pipe creates back presure becuase the fluid has no where to go when the machines back up.
if you divide your flidud segment into smaller sections then 600 m you aviod all the weird mechinics and your builds are much simpler.
nah, even significantly lower than 600 often needs looping.
and if you have too many machines drawing too much fluid pm from too many points along it a loop might not even be enough to stabalise it
but that's fairly rare
if though, for example, you had a 600 pipe feeding only 3 machines from 1 junction? probably doesn't need loop
my unproven hypothesis is that how much machines draw per cycle and how often they draw what they consume off of a manifold can lead to 'empty places' in a pipe that cause liquid to backflow. if backflow happens, the forward movement capacity of the pipe is reduced and you'll not get full capacity. If my hypothesis is correct, it really depends on the staggered timing of when machines pull off of a manifold as to whether you get backflow.
i'd posit that there's probably some pathological timings that reduce flow to perhaps as little as half capacity, but i've never sat down with the math in detail to figure that out
How many drones are needed to transfer items produced at the rate of 1200/m across 2.5km distance? And is it possible to build a large enough drone dock to transfer every type of resource?
depends on stack stize
and of course, there's more than enough space
well, giving a few numbers as data points... it usually takes 2-3 drones to move 600/min ore between points
yeah I got space I am building over the ocean on the north west part of the map
i've seen people do extremely large drone setups before, and it is possible if you make enough fuel for them
i think it is much better to rely on trains for really high volume move-lots-of-stuff tasks, but you can do it, its just not really what they're made for doing
just need to slap down more drones for more throughput
Yeah I know just doing this purely for the aesthetics or rather theme
the only real considerations are making/distributing fuel and paying the 100mw per drone port power requirement
that does add up
the only other thing i'll mention is that you should think through how you supply fuel to the drones, i'm not sure if the issue is fixed now, but in past game updates, some people were reporting that drones used double the fuel they should have if both the source and destination ports were supplied with fuel
i'm unsure if that issue ever was fixed or that a workaround was found for it that just sidestepped that issue
Well you only need to supply them on one anyway, so it's hardly an actual issue
tl;dr, ports use a fair bit of power and you'll need to do some planning and probably a bit of tuning to sustain higher volume rates, but going drone only is doable
And since their pickup locations are going to be scattered it's beneficial to do on dropoff anyway
yeah, it requires some thought and planning - all i'm saying
The thought and planning is fairly simple though. Prio inputs that produce what you need to fuel and power then and anything past that comes after.
In 1.0, would that be equivalent to drone speeds if they are powered by batteries?
If not batteries, what is the baseline fuel comparable to pre 1.0?
not super clear, it'll be rough. You'd have to ask Sev
I don't think he's been around since 1.0? Probably better to just start from scratch
I've seen him over on the valheim server
That post is dated September 6th, before release?
he was around for a bit 1.0. Don't know how long
Gonna go out on a limb and say he wasn't banned for no specific act ๐
but yeah considering there aren't multiple curves I don't think fuel type was done
there were no conflicts for months?
He was abbrasive bout it and if you didn't like it, you didn't have to talk to him
I had no issue with Sev, so no need to talk to me like that, but I'm pretty confident "no specific act" doesn't warrant a ban. Surely there was a reason
see? not you're making up some sort 'way I'm talking to you' when I just pointed out no one had to speak to him
people tend to project how they feel something is like that is totally divorced from reality
People can still get offended by something that is not directed at them which can warrant a ban. I'm not saying I necessarily agree with the fact he was banned but I wasn't online when it happened, so it's kinda hard for me to claim what the reason was other than saying I'm having a hard tiem believing it was for nothing. In any case we probably shouldn't be discussing this.
nah, there was no event, just got told to leave
One thing Sev isn't is a liar and if there was some event so awful they had to scrub all chat logs from it something would have been mentioned
He was banned pre-1.0
ah, must have been jsut before
Was really no reason at that time. I'm just assuming they did "pre-1.0 cleanup"
which is honestly silly, ofc there was going to be a surge on the server for a bit, but it's already dying down
unless they do dlc or expansion it's just going to get quieter
The "official" reason was "accumulation of complaints" or something like that
If you want a raw ballpark a quick and dirty test I did gave me 11/min for turbo fuel and 2.9/min for rocket fuel, for a distance of about 3km
they should have done that at the time of last complaint if that was the case.
can u try plutonium just for fun
Not at my pc atm but it should be pretty damn good
But then you have the headache of massive radiation around every ports
Guys, help me pls, where de fuck is this quartz?
Is it bugged? Because there is no any of them
There's a very big cave underneath
How do I get there?
There's 4 entries to it, but the most obvious one is all the way to the west, at the back of the cove with the 4 coal nodes, behind rocks you need to blow up with nobelisk
There's also another on the coast East, pretty close to the iron node near the 4 coal node you're already exploiting
The final two are harder to spot and are on the North coast irc
why someone did that
Logistical challenge
I found it
Thanks sm
The cave is big enough to run a train through it, or you can use the fact that the ceilling of the cave is actually pretty thin and run a conveyor lift directly through it
And thanks with this one too
(about lift)
Ah, I was wondering what happened to Sev. Hopefully he takes something positive from the experience.
Satisfactory hard mode: everything has hard collision
I recall that pre-update 1.0, Classic battery was superior. Still the case or no?
there aren't a lot of uses for batteries, but I know I'd say the simplicity of classic battery makess it a good option
No recipe is "superior", nor was in pre-1.0
It saved sulfur and used more plastic and copper or whatever.
Nowadays, neither recipe is really useful as they are completely optional now.
Besides the super state computer alt
Main benefit was not using fluids and having no byproduct
Yah I'm only using it for SSCs for the phase 4 assembly directors
Packaging rocket fuel for drones
You can use either recipe.
The resource saving benefit you get from Classic is negligible. Its really more just about not needing to deal with fluids
Mmmm not having to build wire or plastic is pretty tempting...
If my train route is shorter than the allowed throughput I want, will adding a pause at one of the stations fix this?
I thought Iโd be able to select โwait for full load/unloadโ but the train doesnโt wait any differently
you need to set the "wait for full load" AND "x seconds"
if you dont change the OR to AND the train will just wait a few seconds and then head out
Hm but what is a full load in this case? Iโm unclear on the two options I have before the and/or wait
full load is a full freight car
Hmm. Iโve sent an empty car to a station without enough items to fill it and it left partially filled
i think the setting used to be somewhat broken, not sure if it now properly waits for the right cars
Ahh I wonder if itโs because I have a second platform Iโm not using
So maybe itโs saying โI loaded 0/0โ LโHopitals train station
i think you should first check if your wait condition is AND or an OR
Will do. Just curious why itโs necessary if the โwait for full loadโ condition is essentially supposed to be a variable wait time depending on the percentage of capacity
But good to know I can just change wait times to adjust the throughput
its necessary because if you have an OR, it doesnt have to wait for the first condition
Oh duh
because the OR tells it "Either you manage to get a full load or you just wait 5 seconds and then piss off"
And of course it pisses off after 5 seconds
Got it. Thanks
Just rounding out this discussion. This should get me close to max on that line with only two stations and one train. If I had multiple, it would still theoretically work for equal inputs at each station, but probably mess with say a pure and a normal node input at two separate stations on the loop before heading to a third
My scenario in the red forest has a lower loop with 3-4 bauxite mines and an upper loop with 1-2 and converging to a main refinery
My theory on the Mk6 Belt Problem..... https://www.google.com/search?q=nyquist+rate
The polling rate can be set to 30/s.. which is only 50% greater than the frequency of 1200/min belt which is 20/s... so you need a sampling rate of 40+/s or you lose data
you may be on to something with that observation
I had a fear about this awhile back when they came out.. and now that I hear mk6 do have issues I bring it up
Whatโs the mk6 belt problem? Iโm following how your solution applies but havenโt come across the issue yet
People are reporting inconsistent practical rates of the belt well below spec of 1200 apparently
i observed similar issues in update 8 with mk5 belts
Oh nvm. Frequency of a mk5 is 13
incidentally, changing your video settings seems to alleviate a lot of these problems... setting the belt updates to 30 hz and fps to unlimited makes the issues largely disappear for me
mk5's 13 is such a strange frequency
Is there a best way to notify the devs? I don't want to bug them but i'm curious ๐
post something on the QA site https://questions.satisfactorygame.com/
something else that you should most likely understand before going on a crusade is that the game's simulation runs differently when you are in render distance. I believe these problems only occur when you are able to observe them
Quantum Wave function collapse granularity proving the universe is a simulation! lol j/k
i find it somewhat unsettling that some unintended behaviors are observable and emerge from the complexity of the game's simulation logic
I'm a math/physics guy not a programmer so I'm limited in understanding how the engine actually enforces consistency in tick rates under other load. But even the optimal scenario is under the 40.. so thats all I got.
this bugs me
From dev comments, factory logic goes something like this:
When on low fps the game time does not reflect factory sim. For example your game runs at 40 ms. Factory is clamped at 30 ms. Which means the factory sim loses 10 ms. So the end result is that all factory sim will be 10 ms (25%) slower.
This is done to avoid errorswe can only move 1 item per "substep" per frame from a belt to a belt
substeps are factory tick related
if we are sub 30 fps we add a substep
so we run the factory tick twice
hence factory time != game time
we also clamp the factory tick delta time for this reason
if the game hitches, means the factory logic is technically "paused" for that period of time
the most recent change to the system, afaik, is that belts and pipes are now handled by the GPU
Does a splitter have specific speed? Or can I just use a mk3 belt?
splitters have no innate speed
It can use whatever you attach to it. It has a small internal buffer, to help overcome any speed mismatches.
it's all based on attached belts
inline 4x4 balancer
probably not going to end up using it, but started on it before bed last evening and decided to bp it
i found a way to force the game to have stutters
and i now see regular mk 6 belt gaps
it has something to do with the subticks
or whatever else the game is forced to do below 30 fps
just watch during an autosave ๐
unless you're really building minimalistically, your save file is big enough by the time you unlock mk6's to see a stutter
and its just shitting itself
that doesn't surprise me, honestly
im kinda tempted to ping ben with this
my hmf factory is sort of serving as a canary in the coal mine, having several miners at 1200 as input, if i see the manufacturers on the output end start tanking in efficiency, i'm going to start digging into it all
just look at this
yeah, well, yeah
yes
the closer you are to 32 fps, the worse it is
if you are below 32, its better
if you are above, its also better
32? terrible
probably why when i capped my belt updates at 30 fps i saw problems lessen considerably
i'm not familiar with the console variables
gotcha, i'm working on stuff atm, may take a look later
Splitters and mergers have "infinite" speed. You are limited by the fastest belt attached. Which some people exploited in the past by attaching splitter directly to miner output via save editing, to extract full 1200 from pure node.
I'm currently setting up my train system and I was wondering if coal is used in large quantites in the late game?
Coal's mostly gonna be big for steel, but I don't think you need it in massive quantities besides steel and (iirc) diamonds late game
diamonds gobble up entire nodes of coal/oil at alarming rates
yeah, you end up needing tons for diamond/time crystal
however, I wouldn't worry about future-proofing your current factory for diamonds. it will probably be least disruptive and most efficient to seek out new coal/oil nodes for that, and then round up the diamond product from the satellite locations
because it is a 10:1 boil-down just to diamond and then 2:1 diamond->t crystal, probably makes more sense to be marshalling the end products instead of the raw coal
my goal is to have a megabase with everything made in it with trains coming in with every ressource
we'll see
inadvisable, but we all tried it once. you'll have fun learning ๐
the more refined you can make goods where you mine them, the less logistic infrastructure you need to build
I will have 8 trains with 16 wagons each
seems like too small of a number, honestly
i mean, i'm pushing around 8 train cars of rubber alone at this point
ore is usually not great to transport unless you have no choice (ie, if it needs to be combined with something else that isn't available near the node)
pretty much the only time I ever put ore on a train is for aluminum, since the resources involved tend not to be right next to each other
yeah, you either need to get alum to copper or copper to aluminum for most uses
with 1200 rubber/min in each wagon?
i have 2 4-car trains moving around a total of 3600/min of rubber. one train wasn't enough
similarly, i have 2 4-car trains moving 1740/min iron ingots around
just a function of how big the cars are and how far the trains need to travel
yeah with 1200/min with each wagon you need a train coming in every 3 min
each car for the rubber is averaging 225/min.
you'll be hard pressed to have any non-trivial train routes that are that short of a round trip
the load & unload sequences alone are about a minute of that time
i'd say my average route time for trains on my network is probably around 5 minutes with quite a bit of variance
the train network isn't very large either
when you start doing hauls from like deep dune desert across the top of the map to rocky desert, trip times can get rather lengthy
but if you put enough trains that one train comes every 3 min ?
that is one of several solutions
does that wait for every wagon to be fully loaded/unloaded or just one of them?
i like to keep my trains to a 4 freight car length so they can negotiate height changes with ease - after 5 freight cars you need to start doubling up engines on the train to be able to climb inclines
i have 4 locomotives with 16 wagons
i do not monkey with the default settings much at all
unless there is something very exceptional i'm needing to do, i just let trains schedule themselves and spread out at the timing the rail signals allow for
when you start changing those settings, it becomes very non-intuitive what is happening and behaviors such as priority inversions can manifest
train can't leave a station because something it needs to load is being starved because another train is waiting on a full load, etc
in addition to that, those settings don't work quite how you'd expect. there's some bugs with it where the triggers for loading and leaving stations trigger at the incorrect times (when a stack has a single item in the storage slot instead of a full stack)
Last time I tested it, it waits for all the cars to be empty/full
it all adds additional complexity onto something that is pretty complicated already
i'm speaking of the 'wait until full' in my example
that's a shame
I just want a train going every 3 min but if it starts to get blocked and desync then i dont have 3 min between each train anymore
imho, i really feel that the game needed one more update where they focused on polishing the train behaviors and made rails easier to build
is nitro rocket fueld a good alt?
Yeah, if you have a ton of sulphur available
It could work if you balance the loading/unloading at each station I suppose
it is easy to build for tons of power, but resource-wise, you'll do better with blended tf + default rf
yeah i guess but i dont have 1200 for every ressource in each wagon
or i mix both ressource then smart split them
Yeah, and the whole train has to be 1 resource otherwise one could back up while the other starves
or sink
this tbh, I used this because, less sulphur needed, hadnt tapped my oil yet, and I wanted to save a bit on nitrogen @verbal fjord
excess
i used it it's simple factory
your idea of centralizing everything is something we've all tried before. I'll tell you that it doesn't work so well in my personal experience, but i think it is sort of a lesson one needs to learn themselves to really understand why.
what sort of happens is everything just keeps getting more and more complicated and you start running out of space for belts to run to move stuff around and like eventually you kind of just give up on it all after tons of special casing and hammering the round pegs into square holes, etc
trains do have a lot of capacity and there are tricks to get them to have even more than 2 belts worth of capacity per freight, but they still take up gobs of space and moving a lot of ores around just isn't very good
kind of the default number i use for ore/min i go by in calculations for trains is that i can usually count on 600/min per train car if the train is just doing a miner<->factory loop
is there a list of all the available ressource in the game?&
the calculator at satisfactorytools.com has a list of map limits in its factory planner
thanks
that's pretty much what you can mine/min with the addition of 'practically infinite water'
from my calculations I need double the train stations
oh oops, in what i posted the amt of SAM is double the map limit
(i just grabbed that from a random tab i have open, sorry)
that's fine
speaking from a lot of experience, the ore limit that you always hit first is bauxite
How is this spot for my first oil base ? I picked it for the 3 oil nodes and I got iron and copper nearby so I donโt have to bring in other resources from another base
it's very good, i set up my power plant there but you'll probably want the three pure nodes more later
I'm in the process of (procrastinating) rebuilding rn and kind of wish I'd picked a worse spot lol
Its very good for turbo or rocket fuel as there is both oil, coal and sulfur there.
Should I pick a different spot then Iโm looking to manufacture plastic and the other oil products I donโt have a need to fuel rn I need to research it
You dont really need that much fuel for turbo or rocket fuel to get energy out of it.
Its not the easiest place to transport things out of tho, there are some height.
So with 3 nodes I can do plastic rubber and fuel ?
Iโm mainly on plastic and rubber rn but Iโm sure I will need a good fuel factory in the near future
I think I have something like 14 000 MW from 450 or so oil there turbo fuel. without some recopies to make even more per oil.
I would say its enough, maybe just spare one of them for power.
There are more oil there that isnt pure too
blue crater is one of the best spots in 1.0 to build pretty much anything but aluminum (lack of bauxite). Many people build a yellow/turbo/rocket fuel power plant there b/c it has the nitrogen and sulfur and coal available
the other resources lying around aren't to be dismissed either, plenty of iron and coal for steel, a fair bit of copper and some caterium a short ways away
What was the expirience?
I would argue its fine if your main base, or focused area is Grass Fields. If you main area is Dune desert, or Rocky Desert, its easier to set up plastic and robber in one of the coast oil areas.
well, i mean, i stopped paying attention to the chat here for a while because i was getting upset by him. never lodged a complaint except to tell him i didn't appreciate it in public
hate it when that happens
Ok imma make some factory desings then and post them here before getting to building
or canyon for dune desert
That too
BC is a great spot, everything they changed with in 1.0 makes it a lot more attractive
my only wish is that there were a little more caterium around the area instead all being in the swamp's death cave, lol
its too bad there isn't some late game tech for allowing you to increase clock rates past 250
which recipe do you guys use for ficsite ingot?
atm, i'm working off my initial ad-hoc build of it using iron, but the plan is to eventually transition over to using aluminum and sloop it when i get the pink forest settled
i've not found the need for a lot of volume for trigons yet, but when i start dealing with nuclear, yeah, that'll be a thing
the amt you need to complete the phase 5 delivery is really rather small
Speaking of, looking at how much I want to make for Adaptive Control Units
15/min seems alright for a stable production without going overboard?
using it in its entirety leads to 15/min Bio sculptors later so, not terrible?
One of the things that sucks on a first dive into late game, you never know what too much or too little is 
its a good target, yeah. the conversion rate is like this
5x autowire -> 1x acu -> 0.5 ADS -> 2 BCS
Apparently I will be able to get all the way to ADS's with my planned quartz purification area,
Just LOTS of leftover goodies to consider.
the input list if you're interested
Gotta love it when the site uses the OLD images still 
yeah, runesun did the bare minimum to get the code updated to 1.0 - probably just imported the new json, lol
i'm guessing the beacon icon just happened to match the same list spot as the BCS, lol
lemme double check
trigons look right
you're looking at 15/min output, i have 30/min, so double. the stators and wire seem about the same because my listing used autospeed wiring instead of the default
Yeah but you never stated the 30/min till now 
um...
yeah, sorry, i didn't write the code, lol
I get pretty locked in at times too, like I was mentioning 15/min and saw 15.
Boom
happens to me often too D:
in any event, 15 acu's/min is a good target, i like the fact that all the numbers are 5x 2 or 3 which makes for easy OC'ing to 250 with balanced input
(turns 10->4 & 15->6)
for expensive parts, i really prefer perfect splitting of inputs
Nice, really only shot for 15 because I was looking at a spot nearby, limited by limestone, and wanted to make HMF without rubber (to which I could supply) but dont want to 
yeah, i bit the bullet on rubber concrete a while ago and one of my first big builds was just to turn 4800 limestone into rubber concrete
that's where 960/min of my rubber is going, lol
could have done it in other ways, but getting concrete squared away early seemed good to me
Yeah, the spot here would be pretty gross if I did multiple stops.
Plan is, train from oil sending rubber/plastic down and by the coast, around and up the beach to the north of my purification plant.
The HMF would be where the coal is.
Have to decide if I want to do drones or not for HMF. Could potentially use my gross ass belt+rail setup again 
one thing i'll mention just as an idea for you to think about... in my last playthrough (north forest's iron glenn was my start), i just built concrete constructor microfactories at all the limestone nodes and rounded up the concrete with a tractor. worked pretty well and you can get 2x belt speed out of a truck stop
rather than messing with wet or rubber concrete, i just built a lot of small factories
Can anyone help me with the math on conveyors?
Might do that tbh, since I was going to grab that lone normal node to the south of the coal. very gross spot.
as a 500 stack item, vehicles work exceptionally well
Does anyone know how to get a message to a dev regarding a game update idea? Or if you even can. I had an idea that I thought would be really good for satisfactory and didn't know how to get it across
without knowing the question, i'm not sure people can respond to whether they can help ๐
What is the best way to go to the oil? My first factory is at the left red corner, It is best to build a factory right there?
You can send Questions, Feedback, Suggestions, and Bug Reports
https://questions.satisfactorygame.com
<3 @prisma kraken
If you a straight line, lower the right to even, then make the turn up the river.
alr i have a 341.25 iron rod/min on a conveyor belt and my goal is to separate it into two separate conveyors, but one at 195 iron rods/min and the other 146.25 iron rods/min
Just make a straight line of pipe trhough ur base and just don't care about anything
๐
But i dont know how to divide the conveyor and modify the flow rate at the same time
If u need schematic here u go
So hypertube it is?
No, just pipe of oil, or I get you wrong? U need oil, right?
If yes, this is the best way
Yeah I need oil
those are gross numbers. perfect splitting isn't going to be tenable without some really nasty belting (you shouldn't even think about entertaining it). Instead, you wish to use a manifold to overflow from the screw constructors into whatever else needs the rods
So just bring a pipe of oil al the way down to my base
I cant overflow anything, im running at conveyor limits
I always do it in my games
break the build in half then
Its a modular frame factory, if i do that im getting like 1/min
But ill try my best to overflow it
yeah, well, sorry the base recipes for iron kind of suck like that
Yeah i know hahaha
If you make an overage a step earlier, the system will fill up and reduce itself to what's needed.
Refineries are the best structures, everything is mathemathically perfect
Unless you're capped by belt or pipe speed.
mk6 belts are unvencible
but they are expensive as fuck, thats why im using mk5 in this build
Why can't I cut this?
Some of the things you can't cut, can be blown up.
they're expensive, but by the time you get them unlocked, just tap a pure coal node and pipe it into a PA for diamonds and then set up an adhoc smelting thing for iron->trigon near some sam and still em all in depots and you shouldn't have problems building mk6 belts
Ikr
i use them sparingly for many reasons, but just a small amt of production is enough for my needs
that one might be bombable, try a nobelisk
mk6 belts are for a beginning of a factory where u usually get bottlenecked by the belts, but mk6 move 1200 objects a minute, they are awesome
They updated it, all of them are now, try it if u want to
the big ones in blue crater and spire are not
i do believe the one pictured is however
Do the back locomotive contribute to the speed of the train in bi-directionnal trains ?
Number crunching for ficsonium & sloops is... interesting
i'm not far enough yet
almost got killed by this posion, what do i need to take to resist it?

Bomb it or make gas masks to be immune to the effect for a limited period of time
You can make nobelisk very early on, just explore a bit to find some pipes near crash sites, get some sulfur, and here you go
you can blow up a lot of rocks (and the gas pillars) with nobelisks or explosive rebar. to resist the poison, get a gas mask & filters
nb: while it is worth automating filter making, one stack of them lasts quite a long while, so don't stress if you resort to hand-crafting them
Filter automation is probably quite a long way for him, since you need manufacturer for those
This may be of interest to you, moon ๐
ahh, true, forgot that that needs the big boy
Making a chain to automate Iodine filters looks so damn painful if you want to source things localy
You need coal, iron, oil (for fabric), caterium and aluminium
can you explain it a bit more? i'm not quite sure how to interpret what you are doing
Trying to determine the most efficient place to use sloops on in the ficsonium chain
Minimizing SAM usage and minimizing sloops
yeah
should be 10200
I started from the output of FFR's- the red box, and calculated backwards to see the SAM used
That's how much it needs, asssuming no sloops are used
If you use 18 FFR's instead it does give nicer numbers
yeah, 18 QEncs for FFR's slooped at 250% is pretty much what i see as the practical limit
18750 sam 
you can definitely squeeze more out if you start sacrificing elevator parts
well, slooping the converters for a total of 20 sloops puts you back into the comfort zone
The most SAM-efficient step is slooping the FFR's themselves- which makes sense, as the DMR output is greater and can be recycled more effectively. Plus, this grants you double efficiency on everything before it.
i count that you need a total of 92 sloops to pull off 225 fics rods/min
yeah, slooping the FFR's makes them produces as much DMR as the ikea lamps need
i'm guessing that was intentionally designed to be so
But gad, 4 sloops per Q.E. is... nutty
yep, 18 of them need 72 sloops
but 92 is a good number for a total used, gives enough left for a floating sloop and an APA
(or 4 APA's exactly if you nabbed the bonus bug sloops)
Ah, I just realized my sloop counts are doubled... whoops
happens, i've been working through the math on it all since release day, lol
made that mistake quite a few times
ah, much better
hmm... 26 sloops can bring this line down to 4750 SAM, if you sloop the ficsonium accelerators & the ingot converters
ah.. it looks so good! i started to make my own excel.. but i am completely lost lol 
i do most of my game calculations using the sp.runesun.com planner for the game. it really does a lot of what i need it to do
here is basically what I did to my fuel gens and its still not working properly.
@prisma kraken
im guessing I need to set it up in smaller sections
kind of what i initially suggested, but @vapid gorge may have some other suggestions for you that might work before you tear things up
one hour later ๐
@prisma kraken update, after waiting for a little, the off gens have started to turn on
well, always prefill your pipes and generators before connecting the cords
Think I found the best option-
Slooping the RSAM constructors, DMR converters, and the ingot converters gives 34 sloops used to 3125 SAM. Best weighted ratio I could get.
(Also assuming no slooping on the last two steps, as that skews the inputted plutonium waste, which I want to stay constant)
Yum, math 
i think you can make a lot more power than that with 60 urods/min
i'm looking at 1.5 tw as a design on 30 urods/min
With efficient plutonium conversions?
this is what i'm tenatively building towards
slooping the encoders on the back end ends up getting the build to 1.5tw
I could sloop my FFR encoders for 150 FFR's ๐
i personally think it makes sense to to eliminate the extra dmr you need
what was this in regards to?
Fair, fair.
Doubling FFR's does also negate a good chunk of the power loss from producing them in the first place
s/he's he person with the big fuel gen thing that isn't stabilizing
hmm the diagram shows you sending MORE fuel to the section that already has 600 going through it?
fics nuclear isn't something you build for its efficiency ๐
well, yes... but I may as well sloop for the fun
72 sloops, 2375 SAM... plenty left over for those other endgame items
simplifies the build and doubles the frod power. i think that's a win
true
btw, you also need dark matter for the singularity cells, don't forget about that
That's in there, yep
This uses sloops on the FFR's, ficsite ingots, RSAM to DMR, and the SAM constructors
i'm planning them to be a standalone process, need some for portals too and i'm hoping i can make the dmr for it from ionized fuel
I always prefer my power to be separate from my production. Keeps things neat.
i tend to agree with you, but i build in ways to minimize failure domains
I was just trying to show that all pipes have been connected
||1.0 acronims hit different
||
without y's? ๐
I set it up so all the turbo fuel coming out of the refineries were connected and that one end attaches from the back of the gen lines and one from the front
so really it was the 600 and 150 'merged' and then went and feed on a loop?
I'd avoid that just for the complexity
imo - break up the 2 TF producer groups into less than 600 pipes, that feed their own dedicated section of fuel gens.
loop the pipes like so, and flood each system
whenever possible? keep fluid systems to their own sections
so with the a pipe being ontop it stops the fluid from sloshing and backflowing?
no, so the middle of the pipe gets back flow from the machines sucking fluid out - can't stop that. But you can manage it by having it loop to the other end.
initially flooding the system helps a lot for this as well
Also remember to actually use MK2 pipes 
you know I should actually test out how using mk1 pipes in a 600 loop works.
so the position of the loop doesnt matter, what matters is that you have the loop
... ish?
It seems likely having the pipe loop below the feed loop is probably less stable.
Side? probably fine?
I like the top becaues it means the bottom pipe has gravity priority.
I'm not going to spend an ungodly number of hours trying to develop, and then test those things out
so it's likely that this may be the most stable loop configuration.
but its not like other shapes don't work
so top works best because of gravity priority
side is ok just a little best efficient
and below is not that great
none of this is about efficiency , it's about maintained flow
I've seen many side loops work
I've seen bottom loops work.
it's just, imo, more likely that hte top loop is more stable
think of a pipe system like a jenga tower, the more unstable moves you do the more likely it'll collapse
so I generally suggest the most stable options at every opportunity
gives you more wriggle room in other spots where you may not want to or can't do the more stable move
well i somehow still dont understand train signals... is there a way i can solve this situation so the middle one can be a block signal thats green by default? so trains dont break when approaching)
ok, im gonna first try a 600 loop and a 150 loop
if that doesnt work im gonna split the 600 into smaller loops?
does that sound about right
sure? but it's always more stable to run shorter manifolds and less than 600. So up to you ๐
like if hte 150 and 600 are even slightly close together I'd do like 400 and 350 loops
i mean if I pre fill the gens and pipes, that should allow for things to flow evenly?
ill try that out after this
remember, make the 150 and 600 systems independent
yep, they're independant and my system has stabalized again
ill keep an eye on it to see if it slips
whats going on with my grid
there are these tiny bumps that increase or decrease my max power, and I feel like its so small to be something with my grid
@vapid gorge so I need 20.666667 refineries, do I set up a valve saying 66.6667% goes one way and 33.3334% goes another?
Actually thatโs due to the tick rate of the conveyors and pumps going into energy plant and it can easily be fixed by going into settings and changing your tick rate to 173.3โฆโฆ.and I have no clue what Iโm talking about but good luck
more likely that its something like trains causing these bumps (of they have any)
cause when they brake, they generate power
๐ญ
im getting a lot of mixed messages here
nah, no valves is a pretty common message
you do not want to tamper with things you arent sure about
ok
valves are an inherent risk.
If you use them and they dont work you gotta tear em out anyway
So why not just never install them to begin with
got it
No just clock a group of refineries to make what you need and connect those
And like mcgal said - avoid valves
ok
I found a mistake in my refinery set up
didnt underclock one, now everything there is smooth
I just connected my oil extractor with the powerline but it doesn't work?
I want to see where I need to place a pipeline pump but it doesn't start extracting
@vapid gorge ended up doing the 450 and 300 split
now grid has finally stabalized, ty
is this a good idea?
im gonna let them fill up and then use the oil
for phase 4 things
wwww---w-w-why...
this seems pretty useless
for your misery
also bc the nearest oil is far
so i need a bunch in reserve
there are two outcomes here
outcome 1:
- you build up a supply of oil
- you build a setup that spends the oil faster than you produce it
- it works for a little while but the buffers eventually run out and the setup breaks
outcome 2:
- you build up a supply of oil
- you build a setup that spends the oil at the same rate you produce it (or less)
- the buffers did not help you in any way
uhh well about that
my setup uses almost three times less
but its a megabase im gonna make even mroe
what am i missing in the behavior of refineries? i'm doing electrode aluminum scrap and i am clear on outputs (nothing is stacked up) but i'll see the machine fully loaded on inputs and idle
sometimes they idle even if the output has 10m3 less than max

hmmm yeah weird. this one's idling mid production. not waiting, just paused 40% or so
then it'll start back up
weird
more weirdness. this train was meant to stop and wait to be full. i have the proper and condition but it wasnt leaving despite full coal platform, and a full industrial. i stopped it to check its contents:
just stuck not being full
change the seconds value too
its defaulted to 15
i didnt see the "or" either the first time
oops. keyboard malfunction. yeah it's set to 1
and set to 'and.' it was working fine and suddenly jammed
I was having a problem a few weeks ago where a train set to wait until full would never leave, because if one of the stacks in the cargo was partly full and the station tried to refill it the stack wouldn't accept items
not sure if it's been fixed yet, I don't want to have to build the setup for it at the moment
Far doesnโt matter if you have throughput
If you donโt have through itโll just break in the end and itโll take forever to fill
Plus a good chance to screw your flow
yeah as i said i need way less
you forgot outcome 3: oil sits there unused until you get sick of looking at it and delete the buffers
really buffering production lines (same for belt products as liquids) won't ever make something run better or worse... if you use more than you consume, you'll run dry. if you use less than you consume, the stuff just sits there unused. you want consumption to equal production.
where buffers are useful is to smooth out burstiness (like from train delivery), that isn't something that happens from extractors to refineries
haha
That's really good to know. Mathematically, I've figured even adding a .1 to part per minute would result in a backup anyway. The question I have now is related to the transport time between one machine to the next (ignoring rail transit). Does buffer help with lag time from the moment it leaves one machine until it gets into the next?
The large buffers just look cool af, so the Rule of Cool applies even if they aren't needed lol
Two of them are storing a ton of unnecessary fuel, one is empty, and one is the biofuel reserve, which is the only one which is legitimately useful, since it's a limited resource.
Tbh holding onto fuel can be a good choice(different kinds ect.)
Like, I should probably have made some for my rocket fuel build, because it would be nice to be able to top of the system from the end if I have to fiddle with it.
Yeah, that's why I've got them
Not that I've ever needed them, but I have a LOT of reserves
Packaged does the trick as well, but its more of an ad-hoc thing.
And it doesn't look as cool lol
oof discord here is having issues, been trying to reply and its like a minute of refreshes to post.
Oh good, it's not just me having that issue ๐
Lots of servers not connecting, guess its time to watch a video or something for a while 
(totally not avoiding having to setup logistics and train routes/rails)
sorry for the delay - discord being discord - my best guess is it doesn't make a difference
are there alts simplifying the production of plutonium fuel rods, even at the cost of more power?
kinda sorta?
the 3 alts for plut rods are fertile uranium, instant plut cell & plut fuel unit
fertile uranium isn't really simpler, just makes more non-fiss uranium from waste at the expense of uranium ore and still should be used with plut pellet into encased plut cell
I'm already using all the uranium from my node for power, so I'd rather not use this one
instant plut cell makes plut cells directly from non-fiss uranium and kinda sucks
and plut fuel unit makes rods from only PCC's & plut cells
I'm at the point where I know how much power I will need to finish the game, and I'm trying to simplify the power plant so long as I make enough power for my project
all of them are sort of designed to make you more plut rods than the base recipes and i wouldn't say they're simpler - maybe plut fuel unit's 2-ingredient is simpler, but it costs pressure cubes which are pricey things
I see
I'll see if I can simplify the rest of the prod
might be able to simplify the alu part
i do like using the plut unit recipe instead of the base because it is logistically simpler to use an assembler recipe
fertile uranium is an interesting recipe, it reduces a bit of the sulfur needed for recycling and I like it better, but I think it really is dependent on your tastes
if you aren't intending to burn the plut rods, the default recipe chain is probably the best to use
yeah, i'd spend a little time playing with the numbers nonetheless. plut rods are pretty good for drones if you don't mind the radiation
a rod will also power a tractor for a few hours, lol
In order to 'finish' the game, I only need to make a power plant, a belt mat line and the final spelev factory
yeah, I heard that
Drones are like, when you want a train for lower throughput... but REALLY dont want to make tracks for it.
The problem being, I want to make a drone fuel prod and distrib center even less
that's selling them a bit short, i'd say
I would have used drones if dim depot weren't a thing
I mean Ive really only used them for a handful of things, so its on point for me 
maybe I will use them for that one last factory
with only 1 place using them with plut rods lmao
they shine when you're moving a low volume something in one direction and returning something of similar volume on the return trip... packaged nitrogen for example
I can defo see the use in some back and forth though for smaller throughput items being handy on return trips if you arent cycling canisters/tanks.
taking hmf's to your fmf factory or fmf's to your PCC/pasta factory
that type of thing they're pretty good at
I'm always building everything on site so the only things I ever move on great distances are raw mats
the other place i really like using them is for distributing fuel for trucks & tractors
And dim depot means you no longer need a mall so no real point to use them to bring back outputs
Same, but nitrogen is a pain without drones, especially if you planned the way I did and split a resource well 3 ways 
yeah, i've got some jank going on with nitrogen, lol
eh, nitro is easy as belts since no headlifts
nitric acid is deceptively tricky to make right
Just checked the planned place for my last fact, I got everything close by lmao
oh you mean acid
Ive got 6 ports there, 4 for the nitrogen, 2 for a chain of fuel.
Nitrogen is going east up a cliff, south up a cliff, and south again... not up a cliff 
I'll be able to tap in different niro nodes for all my facts so not an issue here
making the acid, it isn't conceptually hard to make, but splitting up what you make into amounts that go various places requires packaging it
ALso, I ended up spending most of my game building on the west coast, because that area is op af
Yeah what I am kind of planning if I dont use it all (acid) for my Heat Fused Frames, its going to be packed then drone'd over to another quartz plant.
I see, this kind of problem is also why I make everything I need on site
it depends on how big you are building
I can imagine
nitrogen gets really tight if you're building a big nuclear plant
fair enough
Like for my fuel/frames and aluminum I need to tap 2 wells 
I'm only building enough for me to finish spelev parts (and ideally be able to sloop them)
yeah, heat fused frames gobble the stuff, lol
I avoided that recipe because it looked painful to set up
i think that recipe may be the worst thing to build in the game
each of the 4 ingredients needs a rather non-trivial feeding factory
needing HMF's alone is pretty bad
The way I have things sorted its not "too" bad 
but fuel, nitric acid AND alum ingots, yeah, that's a lot of factory
mostly just routing stuff and done.
ironically just need to make a bit of fuel and I can make them.
alum ingots can be somewhat simple if you don't mind efficiency
its still a lot of factory
I do unfortunately need to have excess fuel packaged and sunk
idk, default plut rods may be worse, but heat fused is definitely top 5 things that take forever to make
biggest I did has 339 buildings outside of miners and such
idk even how i'd really count that
Mine arent too crazy because PC 
But I kinda had to sprawl for my oil stuff.
calculator
outside of a little oil on the gold coast, i've not really branched out much across the map
its a lot already though
what counts as power storage? don't rember building any
oh really? i didn't know they were counted as such
I see
You can click on the box to see whats in there too 
Im assuming they have them like that so they work when the grid is down.
or some other thing
(I know nothing concrete)
west coast is so damn good
I will make my nuclear plant in the swamp, spelev parts in the center lake and idk where I will do my mk6 belts prod yet
woohoo, heatsinks are done
congrats
quite a lot of them too - 600/min
that's alot
have fun with those
the cooling systems are easy, the RCU's - i still need to build the HSC's
hsc?
i fricking hate the part high speed connectors
i'll be using the silicon alt i think
not really thinking too much about it yet, i'm still trying to finish off what is around blue crater and east dune forest so i can be finished with the region
good luck
Are there production planners that account for byproducts?
e.g. I want to make a closed processing of 2700 oil into plastic, so I have to turn some of the oil into rubber so I can use it with the heavy oil>fuel to make recycled plastic and end up without byproducts
You dont have to make rubber from oil
Just make a rubber plastic loop and feed it enough materials to kickstart it and use a smart splitter to make sure it doesnt run out
what do you mean
It wont work for the first time you set it up because you have to insert plastic or rubber manually to start it up
Just use the resin to make starter rubber
That's the default start to oil tripling - Start with rubber from the resin and go from there
It depends! SF Tools can incorporate by product into the build again depending on needs, but sometimes you will end up with a byproduct line (like shown above) - This is when you can either sink it or look up what else to use it for youself and include that
Guess i got trauma from the first time i set it up with the resin->rubber
I spent hours clocking the machines cause the numbers got so goofy lol
It's usually not bad for that part imo
In the above it's 20 refineries at base clock (40 resin to 20 rubber with some added water)
Yea those are much harder to balance, but you could do 31 and 1 at 11.111% and 75 and 1 at 55.555%
1 at 11.111 is psychotic
At the end of the I've also began liking building those that require start up input for their simplicity since you can do nothing but loop back half of the output from one into the other and get away from there
Youโd only need a bit of resin rubber as a tiny starter
the rubber loop is actually pretty easy to clock and remember, the plastic one, i can never remember how to clock it, but know how to derive the numbers
does ANYONE know what the hell is causing this???
my grid just dies
it's been doing it since yesterday and all I've been doing is building a train network
seems like your power generation is the problem
how? production is sable and the only fluctuation is because of a geothermal generator
something looks like it's disconnecting from the main grid, but why the hell would it do that
all generators are full of fuel so they shouldn't just die like that
Trains ๐
Hoverpack?
Hi, is there a website or tool, that can help optimize my factory? I have 3 iron notes, so bringing 180 iron ore per minute in, i would like a way to calculate the most effective factory to create iron plate, iron rod and screws
yeah thank you saw the pins, but both websites need you to say how much you wanna produce, not how much you can produce with a give resource input
you can choose maximize and set input?
ah i see, thank you !
should i get bolted iron plates or steel screws or reroll? im in phase 2 rn
I've already linked you to the message that answers your question
my pressure conversion cube factory is kinda becoming a major part of my factory overall just because my battery manufacturing is also in the same building, and so I send drones out with batteries from there to all my other drone loops.
if my math is right, to burn 2400 rocket fuel, i need 600 gens?
hm should be enough headlift right?
rule of thumb... the extractor is about 10m high - same as its headlift
i've never had a problem if the pipe's level is below the extractor's indicator light ๐
questionable.
Might be at the limit
Better be safe than sorry, use a pump
its just 4 MW
I always measured, and put a pump... maybe I should take a look and see how close that is 
honestly, it is about the same height, i've never had a problem with the estimation (probably the pump is just shy of its headlift height)
i also think you actually get around 12m of headlift out of them
Say I have a long vertical pipe, with a pump at the bottom with sufficient headlift to reach the top, and a fluid buffer attached at a pipe junction half-way up.
If the input to the pump at the bottom is removed, but it's kept powered, will it apply its headlift to the contents of the fluid buffer to send them to the top of the pipe?
sorry, where is this buffer?
halfway up the pipe?
just so im reading right
Yeah, like part-way up the pipe, such that the pipe extends past the top of the buffer, and so the buffer's own headlift is effectively negated.
a buffer can only apply headlift equal to its own height.
Pipes in general, without the help of pumps, can go down as much as they want
but when they rise up, they can only go back up to the height where they started at
Yeah, so would the pump at the bottom of the vertical pipe pump the buffer's contents up to the top, even if the input pipe on the pump is disconnected?
you can just have a pipeline pumps connected sideways to a junction with only the output side connected and it will pump
fluid doesnt have to go through a pump to go up
it only has to be connected to the pump's output side
Oh nice, that's cool. So basically as long as the fluid buffer is someplace in-line with the pump's output pipe, it should get the benefit of full headlift going up higher than the tank.
Well, not directly in-line, attached via junction.
basically this
as long as fluid can reach the pump's output, the pump will tell all it "you can go x m high"
Yeah basically, except it looks like this
So if you cut the pipe at the bottom-left, it should drain the fluid buffer to send all the way up
as long as the pump output is there, it should work
works and is surprisingly broken. this is more than 50 m, but i primed it
as long as water manages to reach the pump the first time, you get pressure 50 down from the pump and 50m up from the pump
Haha interesting, that's a convenient limitation of the fluid simulation.
what the fuck
So if you cut off that extractor, and put a fluid buffer in at the lower junction, does the buffer get drained to send water over the top?
should
Does anyone know how I could evenly divide 1 input into 5 outputs?
Do you need them evenly divided, like with nuclear fuel, or will a manifold suffice?
--S--S--S--S--S
| | | | |
Iโm trying to take the alumina scrap from 1 refinery and evenly distribute it to 5 smelters. Iโm new-ish and struggle a tad with belt work
Ok thank you!
I do something similar to the water tower concept but it's only one pipe with a connected junction before and after the pump, then this is connected at the same bottom while the pipe with the pumps ascend vertically leading to the sky
Manifold should be your standard go-to - it's easy, more space-efficient, and it's rare you need to actually evenly divide belts perfectly.
Load balancing (aka equally dividing outputs) can be fun, but is unnecessary effort. Manifolds work easier and more space efficient solely by the fact every machine can only take as much as it needs once its stack and attached belt is full
Ok correction: seems the system is smart enough to not fall for this cheap trick
Which part, buffer lower than pump?
if nothing is there to prevent fluid from flowing back, it will just flow back into the buffer
on machines it works because machines are one-way
Ah ok, that makes sense. So it does work if the pump is at the lower junction and the buffer is at the upper junction?
only use is with radioactive materials
it DOES work if the buffer have a valve on the output
ie supplying drones with plu rods
but if theres bidirectional flow then the fluid just flows back into the buffer
so you do need to prevent fluid from flowing back into the buffer
Hmm ok, so that would only work if you run the pipe through the buffer, and not just T-junction the buffer into the pipe.
Like if you wanted the buffer to stay filled up when the pump does have something connected to its input
yes. one pipe would need to fill the buffer with a valve, another drains it with a valve
so one-way flow must be enforced
this doesnt work for example
there is a valve but there is no flow
Does it work if you put the buffer where the pump is, and the pump where the buffer is?
hows this factory? https://www.satisfactorytools.com/1.0/production?share=0JxoGBADDyV0uQXLpxO3
besides unbuilt?
I want to use my Iron in one setup where I make everything that includes iron without copper or cole.
So just a basic setup.
Does this look good? https://www.satisfactorytools.com/1.0/production?share=9O3ZG6BQnSNRQsdR8pJF
I get 480 iron/min, so the 150 iron I will use for another setup for framework and other things that include iron to complete
screws are not really useful in anything and definitely not in 40/min amount