#math-and-meta
1 messages · Page 243 of 1
I hate hi speed connectors but the auto wire alt definitely seems superior to me especially bc I have plenty of spare silica
you need like 1 shop per game
that's 5 mins of production and then it's useless for rest of the game
So just delete screws as I don't need them anymore? I'm in phase 2, tier 5 just completed
Alternative opinions seem fine. I just build the shop from inventory when I need it, hence wanting them in the dimensional depot.
anything in the future that would need screws would make them itself. Like 5/min screws are probably more than enough if for storage/dimensional depot
Questions about drones :
I have setup 2 drone ports, one at a rocket fuel plant, another at an aluminium plant
Right now I have it setup so that there's a drone on each port, doing a shuttle between the 2 and depositing empty fuel tanks at the rocket fuel plant, and packaged rocket fuel at the aluminium one (I need 2 drones going back and forth else I don't bring enough empty tanks).
What I'm wondering is if the system can deadlock : if there is not enough space to unload empty tanks zt the rocket fuel plant, the drone will just sit on the port there until it can deposit its load. But in the meanwhile there is no rocket fuel being shipped out. Or the reverse (too much rocket fuel at the aluminium plant leading to the tanks not being sent)
Does that sound correct, and if so is there any solution other than "build another drone port" ?
I'd have two separate lines yeah
So the relevant part of your system for deadlocking is that it's a packaging, unpackaging loop. That type of system can deadlock if it has too many items in the loop. The number of drones isn't inherently relevant.
If I remember right, drones need to fully unload before they load items, which is what directly can lead to the deadlock. So you effectively need to guarantee you always can fully unload your drones.
"stuff both ends of the system completely full of items -> remove 9 stacks of empty cannisters" should be one solution.
Its not exactly a packaging/unpacking loop
I will be making rocket fuel for most of the future drone network here, before dispatching it as needed
I still need to bring tanks in, but it's not a 1 to 1 transfer all the time
If it's not a direct loop to transfer full/empty containers for rocket fuel transfer, I'd just keep the drone ports completely seperate as greeny said.
i forgot how to make load balancers
good, keep it forgotten and embrace manifolds 🙂
yeah
wait im cooked actually, they are all coming from completely independent blocks on machines so they're already balanced
the power of compartments
Is there better way to do this with diffrent recipies?
recipes are not "better" or "worse". Whether or not you like a certain setup is up to you
^this,
there is a alternate for oscillators that i like but it needs oil, which i see you dont use
insulated oscillators if i remember correctly
yerp
I know, but I don’t want to use oil because I don’t want to transport materials from far away
I thought about this spot for the factory. The only thing that’s "far" is water.
cause i literally didnt pipe it correctly at all lol
that sam and quartz is very very far since its in a cave
wait fr?
ouch
import copper sheets, caterium ingots, silica, iron ingots. produces all the materials needed for Auto Speed Wiring, just needs 2 additional HSC manufacturers and the 4 auto wiring manufacturers which fit easily into their own blueprint
Hm, maybe I’ll be able to clip the lift through the ground
i will check it rn
lol if you can line up a conveyor lift with floor holes that'd be legendary
this bp WAYYYY saves on space compared to default auto wiring
you'd have to count hundreds of foundations in x,y plane but assuming you get it right it would work
only way to do it man
you know how to make infinite lifts right?
yeah
good luck then haha
I could also try glitching under the ground to see what I’m doing, but I’d wait for a friend to help with that.
what's this for?
its gonna be all kinds of messed up
how would i do it any other way though?
4x4 arrangement of pipes
nice man
Has anyone else started a playthrough with advanced settings on, and only focusing on building the space elevator parts, where everything else is unlocked?
I'm 100% sure many people have just done a creative mode, yes
that's the neat part, you don't.
you put the amount of fluid you need into a pipe in the first place
or process each pipe as is and split as needed from there
i've got 2 banks of 4x8 machines and my mistake was feeding each bank of machines the same amount of fuel
god what a mess
i gotta say though, it is working thus far
oh! vertical doesnt need balancing since it only differes side to side
so it'll be completely fine
looks insane, nice job with the open frame buildings
real industrial
are those conveyor lifts
peak ficsit efficiency
should be enough
I didnt know copper powder was this cheap.
Almost makes me think it could be worth it to make Pasta with JUST store-bought copper powder
exponential costs = cheap
think about how much longer it'll take to farm out the last statues lol
took 300 hours just to get the golden nut for me
mildly contained spaghet
took much longer for me, but i spent a lot of tickets on turbomotors, fmf's and supercomps 🙂
Just 440 coupons, what a steal 
how is this for my first plastic plant ?
i plant to expand later into more rocket fuek
What is this webside? i've never seen this one.
x2
uhm i cant find it.
Does anyone have a sort of... I dunno the right word for this, but like, a factory planner? for what to build at nodes and what to ship to other places for higher tier building?
Like, I know I'm not going to be freighting screws around. But I might be freighting plastic/rubber/ingots around.
build everything at nodes, only ship raw materials if you can't find a place that has all you need
Yeah I use that for when I want to see what goes into building something, but I'm more curious about how to layout and connect all my factories.
So yeah, like, if I have 3 iron and 2 copper nodes nearby, I know that i need to build on those and ship the products around as needed. I'm wondering what's a good approach.
I get that there's no sense shipping stuf that takes up more space than the inputs, like, screws, wire, plates, etc, but I'm wondering if it makes sense to like... make reinforced plates somewhere, and then ship those somewhere else to make adaptive plating, etc.
that's really a you thing cause there's no one way to do it.
- Use the planner to help decide what resources you want to use,
- use SCIM to plop a factory down where it has most of the resources
- sort out how you want to move the rest of it
1 and 2 are kinda done at teh same time because it's useful to edit the plan around to fit a location better too
I think the one that was made on steam can do basic connection planning, forgot the name of it 
the dumb one that is essentially Tools but you need to do every step manually?
I mean, you can do tools then that 
I'm on phase 4 now and kind of overwhelmed with what's going into this stuff and think I need to somewhat refactor.
just keep pushing to end of tier 9 and then sort out your own goals
Maybe a spoiler, but once you complete all the space elevator phases, is there an end game place to put all those project assembly pieces?
some people set up a belt as a display case for random items?
t1-9 are really just a tutorial for you to learn the basics and do your own projects
a really well done tutorial, but still
But I mean, after you complete the space elevator requirements, can I keep pumping items into the space elevator? Or are all those megafactories churning out like 10 nuclear pasta a minute just sinking it?
its a point game after things are done yeah, unless they pull a factorio and have some post game additions.
not sure, never finished phase 4 pre 1.0 and haven't done phase 5. Probably won't for a very long time
Yeah, it's just the wrong kind apparently?
Like some old item type
i guess? old model for the cartridge or something idk
weird
Which one is better? Nitro rocket fuel or regular rocket fuel/
Nitro is easier
ok. cause the steps to get to it feels like it's more involved but i dunno
nitro is an easier build. default rf with blended turbofuel is considerably cheaper on resources
so really it is kind of a function of how big of a build you wish to do and how many resources you want to tie up with it all
well i'm about halfway into it so go big or go broke
what i did in my playthrough is started with a 40gw turbofuel plant that i later upgraded into 120gw rocket fuel
rather easy upgrade - just add nitric acid and some blenders to mix it
I'll just going to give up and embrace pure alu ingots
once your grid gets into the 100gw range, power is pretty comfy
I'm planning on skipping rocket fuel entirely for power, seems too cheesy imo. My late game power will be nuclear.
Pure+electrode+sloppy is the way to go for aluminum imo
20000 silica for 4000 alu ingots is kinda a lot
needs nerf, kthxbye
I'm slowly getting why
it isn't that much
is it
i just finished converting my titan forest alum to sloppy+electro+default ingot
that was 4000 silica for 3200 ingots from 2400 bauxite. I think your math is a little bit way-off
using Electrode and Sloppy
12000 Bauxite + 20000 Silica = 16000 Alu
12000 Bauxite = 12000 Alu
......right ??
plz tell me I did not mess up the math
I guess I forgot to say "extra"
and yeah, if you look at it that way, it is pretty pricey
not to mention the logistics
don't talk to me about that
took a while to get that 4000 silica input, lol
but it allowed me to figure out quartz purification which is a plus
now when either the alum or quartz wastewater lock up, everything comes burning to the ground
there's a half built quartz plant in the southern forest
located in a ravine, so expanding is a pain (good job, past me)
it is graded for 6000 quartz per min, and will produce 6750 silica
I think I need to dedicate a full train each for crystals and silica
quartz purification my beloved
the silica part of it is tricky, gotta say
full platform each for quartz, silica, crystals, limestone
I just flushed the wastewater loop and let those find balance by itself
but I guess it could change when I fully OC those
when i initially built it, i was using mk1 pipes for the distilled silica at 300/min, it didn't work so well until i upgraded those pipes to mk2
the blenders were gobbling so much pipe volume that it was causing a lot of backflow
having no throughput breathing room is kinda anxiety inducing
it is all now happily working, but for a while, yeah, i was touching everything and kinda hating life
ofc, it was right after the elections here in the US and my brain was sort of in a fog thinking about things
Yea, was looking at circuit board alts. Saw the silica alt recipe and quartz purification. Clearly it’s going to be resource efficienct but said nah. Saving that for later.
Yeah I'm avoiding the electrode circuit board one. Seems cool for ingredients, but doesn't make that many...
Going caterium circuit board instead
Planning super computers at the moment. All the oil and caterium.
Same, except I never built a computer factory either, so this is ALLLL the plastic
all depends on how much you build...
a couple PA's and that 100gw is poof
yeah, i'm not at that mass PA stage yet, lol
your beautiful straight line turns into a sine wave
once you're there though, you're probably burning the spicy rock
i have 540gw of power built and im not even confident that's enough
might have to go the full rod route
i have my doubts myself
all my sloops are sitting in apa's atm, so i have tons of excess power
ohh wait i completely forgot apas exist
the tower of stoopid:
really i just started stacking them to store the sloops out of the way - things get a little crowded if you don't
my starting area is such a hot mess, lol
there's like an intro iron line for rips and rotors that looks decently built as a first couple of hours in the game build and then just a sea of manufacturer box factories surrounding it, lol
I hate the fact that I thought I was smart at this game
I still have 50 sloops in storage with 3 of those built, whenever I explore around now, I setup a quick and dirty SAM node thing too, so I eat up a few evey now and again.
Hey there, is there a way to set the machines to 250% on the saisfactorytools.com planner?
other than that* 🥲
Its like the miner mk whatever thing, you just need the resource/building count.
Just makes it more complex.
depending on what your produciton objective is, you can end up building factories only with overclocked machines to minimize the number of machines on your save.
after using the planner a lot you enventually end up being able to see what space you're gonna need just looking at a calculator's tab.
so dividing by 2.5 is ok for small production lines, for end game, it's not 🥹
if you're looking for a tool that allows you to specify that all as more of a build planning calculator, check out sp.runesun.com; it doesn't figure stuff out for you, but lets you kind of construct your factories while bookkeeping the math for you
i find sftools better when you don't know how much you want to build or what you can build, but if you know what you want to build and how, and just need to lay out the list in a way that reflects how you're going to build it for planning purposes, i think runesun's planner can be better
adding quartz oscillator into my electronics factory really boosted the productivity
yeah, getting some stout oscillator production going does a lot of good - both computers and motors really benefit from them
rigour motor is pretty bonkers - just add a handful of oscillators and make 4x the motors
Is brand new i saw a post about it on reddit
the game does not like the link
sat
satisfactory-factories.app
thats the site with htt thing in front
The default turbomotor recipe seems pretty alright?
sure? a lot of people like the pressure one though because N gas is pretty much just a padding resource
and it's fast
turbopressure is really the most resource efficient of the 3 but all 3 of them are biome sucking recipes
Each have their perks and downsides, the last turbo motor factory I made used the turbo electric motor alt recipe. Used it since to make motors, you need stators (used in control rods) and rotors anyway. So 3 of the 4 components are almost entirely handled in one production line. But it demands more radio units per motor
way back when, before there was a phase 4, people were doing max turbomotor builds as a goal, and kind of the consensus was turbopressure made the most turbomotors with map resources. a lot has changed since that time
i'm personally not inclined to build a whole lot of them besides what i need for building and to produce a very small number of the ballistic warp drives
Wait till you deal with rocket fuel, then nitrogen is your friend. The needed resources are only oil, nitrogen, a bit iron and sulfur. And may Excel to calculate a closed loop to use the byproduct compacted coal in the most efficient way
That’s one of the many reasons you don’t do rocket fuel.
Just do the same thing and go nuclear
I likes going RF much more than going Nuclear in the run before... so I don't regret it 😄
I’ve got like 1 machine making a bit of rocket fuel for jet pack. That’s it
Eh, 500 fuel gens are super ugly
I have 24 blueprinted factories making 2400/min... I am thinking about doing a 25th for some jetpack fuel, but I don't use the jetpack that much...
It’s why they increased fuel consumption rates, to shrink fuel power stations. But weirdos just kept at it
fuel generator arrays are only ugly when you are just dumping them into a grid... but from this point of view, the most large scale factories can be ugly
Pretty much the only way to put them down. Wide circles, huge towers, wild grids.
All… just huge a hideous.
With other factories you at least have variety is machine shapes and they’re all much smaller without nearly as much empty space. You can make the various buildings at different angles too
One of the reasons Refined Power mod is good, much more versatility in power layout
Like this
I think I have done three types of generator layouts... the standard grid pattern for small arrays, especially for early Fuel powerplants... a christmas tree design for a mid-game Turbofuel powerplant in U7 and a snowflake inspired pattern for my current Rocket-Fuel powerplant...
Yeah that’s just variations on grids.
thats your personal opinion... but thats okay.
If I ever do a giant fuel station again it’ll be like the above with Refined Power, a move 90gw set up. Or I’ll do this
a bit too much clipping for my taste, but still interesting... "infinite nudge" mod?
Hey, I have about 30 spare somersloops atm. I have made one of the alien power augmenters already. Should I just keep making more if I don't use them for anything else? Not sure what else I'd use them for other than a couple of machines to make double components.
Look, I don't enjoy huge generator arrays, but rocket fuel mostly just works and doesn't require me to wear a rad suit if it breaks.
If they added a phase 5 tech to make being around nuclear material not constantly drain filters I'd be more interested.
if you have enough power right now, I would keep them in spare... you never know when you could use them
Micro manage.
Clipping but still better than infinite fields of gens
Eh, you can just make more TF and nuclear is fairly simple if you don’t use the Alts
And what’s wrong with wearing a rad suit for a bit? You can depot filters and it’s not like the old days where you had to choose between it and the hover pack
It takes a whole 5 filters per minute to functionally be immune to radiation, as they last a minimum of 12 seconds.
and you probably only need that only if you've mucked up part of the build and you have to fix it. otherwise you flip the switch and start delivering uranium
Hello! Can you rate it? Just 1 inpire node or 0.5 normal (2100/300). I just want integers and alternative recipes. + 300-150-125=25 uranium for nuke nobelisk I'm afraid to imagine what awaits me when I decide to process plutonium waste. 💀
Integers are arbitrary - just change the unit of time and you can have integers however you like
and also don't be scared of decimals
everything in SF should be rational... so no reason to worry (yet)
nothing in SF works on per-minute values anyway
where are you getting 90 oscillators/min ? the recipe takes 0.6/min, or 1 oscillator per fuel rod
perhaps i'm reading the diagrams wrong. SCIM's planner isn't one i use.
Random number. 3/min i correct
Yes I love when 1.0 not 1.333333 hehe
i'm on my way to bed, but a comment i have about it is that fertile uranium and instant plut cell create more plut rods than the default recipes - depending on what your goals are, that may not be desireable
one other thing, if your goal is to make as many plut rods as possible, for 25 more uranium (300 total), you can do this:
all machine counts end up being integral at a clock rate of 225%
err, first two machines should be 250%
imho instant plut cell is sort of a red herring of a recipe
Awesome! But some uranium for nobesiks is good too 🙂
iirc the calculator does put some cells via instant recipe, but mostly with the blender one
I'm making a tool to manage factories and I have a specific question, but I don't wanna go against any "self-advertising" rules, if any. Where can I ask my question?
Okay. What is a sensible way to categorize factories, without making it look like a wall of text? I can only think of separating it using Phases
a graph
A graph?
as in, cs graph not data thing
as in different steps of processing?
Ah. These are all individually editable though, so it's a card that works like a button
Nah this tool is specifically for the use case of https://satisfactory.wiki.gg/wiki/Tutorial:Independency
Independency is a gameplay strategy where factories do not depend on each other, removing the need to manage connections between them and when one factory breaks, others are not affected. Instead of importing many raw resources from afar and handling the distribution of intermediate products, each product is made "from scratch." Factories become...
I don't see how tools doesn't also do that?
So instead of people (or me) using an excel sheet to manage it, I'm making a dashboard and config settings and stuff like that
You technically can with satisfactory-tools, but it's not exactly built in, like you can't connect the output of one factory line with another
unless I'm deeply mistaken
I'm not really expecting users, I'm mostly doing it for myself
make a plan for say 20 HMF pm
make another plan that needs 20 HMF per min and have that as an input
Ah no yes I'm aware of that, I was doing exactly that. But I was making modular factories everywhere, connecting it with trains, and calculating all of it was really tedious
how so?
you make a large overall plan and then break it up into chunks right?
Not really. I used trains to transport raw mats to factories, and I expand the factories when I need more of that specific item. And they all had train stations and were all connected etc etc
my question is not really about the use case of it, I just wanted to know what is a sensible way to categorize these factories... I guess I'll just make a custom categorization thing then..
I can't really interpret what exactly you want, so I don't think I can help sorry. I just make multiple SFtools plans and break them down as needed
I'll think of how to phrase my question better and ask later. Thanks for your time!
You could categorize/order based on a number of characteristics. Two that immediately come to mind are name (which looks to be a custom input field) and output ppm. Granted those don't give too much information about the factory themselves.
You could also group by input resource type (i.e. factories that use iron vs factories that use caterium)
You could also implement some sort of "tagging" system, in which users create custom named "tags" and assign them to cards. Then it is entirely up to the user on how to organize their set of factories. Tags could also be associated with a color for some more UI fun!
Custom tags sounds great @proud totem
I'll try implementing both, and seeing what that UX feels like
Thanks!!
Yeah for sure!
also i think rn it looks too cluttered.. maybe add icons for each item? also for the most part power doesnt really matter, but make the production rate bigger
ah yes. It's just like the layout at the moment (with random AI generated mock data), I haven't added any functionality whatsoever, which is why the icons are missing. I'll make sure to emphasize the rate too.
As well as fix the font :D
And keep the icon on the left of the title
yep, i think the color could be turned down a bit, a bit lighter shade of purple would be good
Yesss I've been told that many times 🤣 I'll fix that asap..
im struggling to understand why i have idling machines here
its connected to 9.6 manufacturers making 2.4 plutonium rods/min, all running 100% efficient, and this array is 14.4 assemblers making 72 plutonium cells
which exactly matches the consumption of the manufacturers
but despite that the ones at the end of the manifold still idle at about 80% efficiency and its bottlenecking every other machine before it
are they lacking concrete or pellets
every single machine is saturated with materials, theyre idling because the output is full
sorry, quick question where can you see the efficiency rate?
and the manufacturers are saturated with cells?
yeah
then a good guess would be the other materials for fuel rod assuming the throughput is correct
the manufacturers are running at 100% efficiency (theyre saturated with every input material)
like what if your ECR place is still booting up the manifold and produce 90%
im thinking its because i have a manifold on the output of these assemblers
normally what i would do here is sink excess, but i cant because its radioactive
interesting, in that case you can try clearing the manifold for encased cells of material
wait can't sink cells
i think ill just clear all the outputs and store the cells somewhere lol
yeah it felt like you boot this part up first and then go elsewhere and then boot the manufacturers
yeah i did that to fill up all the manifolds before it like on the particle accelerators
the manifold can stabilize itself eventually with machine idling instead of the later tier machine idling but still
ideally the last merger for the manifold should never be blocked
i have a big discard box of radioactive by-products that i delete on my next scim visit every few days, maybe that would work for you
If you want to clear some of the cells, you can set up a separate machine and hand-feed it everything, and just grab some extra cells off the belts
i wouldn't recommend going for 100% efficiency on recycling factory
i ended up putting a storage container on the belt from the manifold output to the machines and that worked, it handles it well when the machines need an influx of parts
one hiccup and kaboom
are you sure you're using Mk2 (or higher) belts everywhere?
i was
i think it wouldve fixed itself eventually, but it wouldve taken a very long time, because the manifold was so long
so the storage container just sped it up
I just noticed the output belts were mega backe up all the way into the manifold of outputs, so I was thinking there may have been a Mk1 belt out the door somewhere we can't see, cause that's where it looks like the problem is occuring.
If I read your math right, you're making a grand total of 125 actually, so you need Mk3+ (looks like 4s in this picture, so good here)
What's best to farm for points? Trp?
Regarding a balance of points vs effort to setup and availability of resources
at what game stage?
there's a bunch of high-yielding point items for the effort. Probably my two favorites are AI Limiters early and then heatsinks later. DM Crystal is also really good in T9 for some points and minimal effort
Evil
Pure evil
in between all of that, i find what yields a lot of points is just making tons of plastic and rubber upfront (like 1000's/min of each) for other factories and sinking it until it is needed
I'm still in tier 7/8, but I'm about to be on the last stage
new insanity definition
I'm at 800 coupons and not making many points per minute
heatsinks are very good
id recommend making project parts, they have a higer yield than average
you have assembly director systems unlocked, those are expensive but really good
yeah, higher tier elevator parts make a lot of points, but you need to centralize all the ingredients for them, so maybe not the easiest thing to do if you're working off of box factories for game progression
nonetheless, any elevator part you can get automated in the quantities your plan needs are a win for points
if you already have some sort of centralized storage & sinking infrastructure, take a look at what you are importing and sinking. you may be able to hang some assemblers and/or manufacturers off of the drainage lines to make higher value parts before going to the sink
i.e. take all your rotors and rips and convert them to smart plate
also, if you are just chasing the golden nut achievement, take a look at item point values and whether you could buy some high value items from the shop to immediately sink for net-positive points. if you haven't been spending tons of tickets so their point cost is still pretty low, supercomputers and turbomotors will yield positive ticket points when bought & sunk
do check the math on it all before you try, that trick becomes less & less worth it as ticket cost increases
in phase 4 though, heatsinks and possibly cooling systems are the way to grind out lots of points with something that isn't hugely painful to build

I wanna set up an ai expansion server factory but theres so many goddamn parts it scares me
Up in desert maybe
break it into little builds for each component and tackle them one at a time
small note on that elevator part - the Neuralquantum thingamabobbers aren't really used for anything but the elevator part. the mk3 bp machine uses them as building material, but you're probably not going to make a ton of them, so probably stashing a crate of the part as you are building is enough for anyone ever and you can devote all of their production to the elevator part afterward
i think i just piped 250 of them into the dimensional depot and said that's that, lol
no no i have a recycling setup, just whenever it somehow clogs and i send some stuff to that container... 😭
somehow even less sane
Has there ever been a good use-case for 2500 rocket fuel, besides 600 fuel generators?
can someone explain why that is happening ?
looks like you've maybe got more than 20m between pumps
How did you connect the water to the generators?
given that 2 pumps are idle, I think you might have connected them in a way that bottlenecked the water. inside the factory
2 the pumps are for the other side of the factory that isn’t running yet
16 out 32 should be running
Wait
I am dumb
280 Water/min only power 4
But that still doesn’t explain why the first one doesn’t get any water
The golden rule for coal generators is that 3 water extractors power 8 coal generators
so 8 coal generators need 360 water/min
Did someone do the math on what's the max amount of plutonium fuel rods that can be produced using only the natural nodes?
I like to underclock 1 extractor, to power 2 coal gens myself.
The size difference fits in well with the size of the generators.
It's 2100 nuclear material on the map, so whatever amount of waste that pans out to.
I guess I'll have to do the math then, to see if Fertile Uranium can tip that balance
thank u
sort of funny, i was just noodling the numbers on the leached recipes... turns out for all 3 of them, you can actually make more ingots of the given type by converting the sulfur you'd use to the base ore type than you'd make with the leached recipe, lol
ofc, you'd use some sam in the process, but jeez, they all kind of suck
all recipes are 'Turn X into Y' in some form right?
Blended turbo fuel you could say you turn some oil into coal
just different exchange rates.
for the leeched recipes vs sam conversion in this case you can say that Leeched turns some sulfur into SAM (ish) if you were trying to compare the two
yeah, i'm just trying to figure out where the recipes are worthwhile, and really coming up with nuffin
I don't use sulfur for anything else, and I don't use SAM at all
so I'll prob end up doing leeched cat as it's smaller amounts
but tempered is very reasonable too
i've found a few use cases for the converter, haven't really used them for much yet, but whenever you see some extra sulfur, quartz or caterium, you can usually leverage it with the converter
meh, imo conversion is just a logistic remover. Which is just counter to the whole game
seriously though, leached cat is what started me thinking about it all
66% returned for leeched vs 50% return for tempered. Not a huge boost
it takes 666.6666 sulfur to turn 1200 ore into 800 ingots
+reduced number of refs which is always nice
you can make 480 cat ore from that sulfur with 90 RSam, then use pure or tempered cat to yield 600+240 ingots - net increase over leached of 40 ingots
keep in mind that you're making sulfuric acid, it isn't just raw sulfur that is the input
you don't save very many refineries, hate to say
yeah that makes it worse
? leeched and sulf acid both refs, while the output of refs for coke is very high.
i don't mind tempered cat, but i have better places for coke
pure cat is sufficient for most purposes
i'd rather use water than coke and eat the extra power
it's 0.5 oil per cycle to remove about 2 refineries for tempered. Great trade xD
...which probably is a pretty marginal difference in the end
I'd make that trade all day long
i'd do it if i had extra coke lying around
oil is everywhere
but i'm not about to set up a coke plant just for that recipe
even if you're doing ALL the cat in the world it's about 1200 oil for full tempered
and how likely is it you're using all the cat?
that's a deal
if you do 1/2 the cat in the world? 1 oil pipe.
possible that you could, but unlikely. more likely is that you'd be converting the extra cat into nitrogen or copper (or bauxite/uranium indirectly)
seems unlikely
i'm realizing at this point how little caterium i really need for my plans
...it is sort of interesting how the right choices of recipes really kind of remove the need for the copper+caterium megabuilds we've gotten used to in past game updates
plastic ai limiter is pretty OMG
has anyone reached a good ratio on uranium/plutonium/ficsonium fuel rods?
?
i'm not building it yet, but have it worked out
hmm wdym
for maximal power generation or
build rods, use waste to make p rods, use waste to make ficsonium. Done
yeah, but how many of each, so I don't get radioactive buffers
cuz imho if i used fisconium route i would go over world limit on all my other builds
just use SF tools? input the waste into the plans
the sweet spot seems to be slooping 18 quantum encoders at 250% for 225 frods/min
An unclocked reactor uses .2 rods/m and creates 20 waste/m, if memory serves.
That can help you figure out how much plutonium you can make.
that means burning 22.5 plut rods to generate the input
from there, you can work backward on the plut rod chain you wish to use
your rod factory will always be radioactive unless you load balance
which seems like a pain in the ass
the least efficient (base recipe) chain allows for burning 60 ufr's to make that
It's not too bad, the most iodine filters you can use per minute is 5.
the most efficient recipe chains get you there and generate less overall power
thats if you have fr's in your inv
with ambient its like 15 max
messing with sf tools i found 6 uranium to 8 plutonium to 40 ficsonium rods, but it uses 700 uranium ore as input. Maybe someone has found a better answer using other recipes along the way. the 700 uranium ore is bothering me, best would be 600, but i would prefer not to underclock generators
are you trying to make the most fisc rods or what..
you can use sam conversion to floor the inputs out
That's with the bar on your screen capped.
You use one every 12 seconds.
you rarely reach that radiation with ambient amounts
having fuel rods in inv gaurantees max radiation
i top that out only with 20 something double chests of rods
So if you have one machine of Iodine Filters depot'd, you'll be fine.
i mean isc 😭 i play too much minecraft
All I want is no waste and no sinking, so ficsonium must be there
this is the plan i'm building towards
so shouldn't you try to maximize U/PU and not fisconium for maximum power
I call both of the storage containers bins.
it works in multiples of 500 uranium as the quantum
2100 with just overclocking.
at 2000 uranium, with the ffrod encoders slooped, it should yield 1.5tw
maybe 'samming' 100 uranium is the way to go
you can get up to 1.875 if you use non-fissile uranium instead of fertile uranium in the pfr chain, but that means burning 60 ufr's = 2500 uranium
i don't think I'll have what it needs to make 4500 ficsite trigons/m
it is 10 slooped converters at 250% worth of ingots - takes the alum requirement from 6000/min down to 3000/min
hmmm not so bad
yeah, you can squeeze a little more out of everything if you go with strange clock rates and messy decimals
i'm not a fan of doing that type of stuff. makes building a lot more time consuming
you'll end up making more power if you just use whatever sam you can scrounge to make more ufr's to burn and then cheaply convert it to pfr's to sink
that's really not the point of a nuclear build at this point with rocket fuel. all of it is just a vanity project imho 🙂
from plutonium to ficsonium you got the same ratio as me, 1:5. But you have way more uranium rods to plutonium
yeah, fertile uranium + plut pellet allows you to eat more uranium waste
indeed, i have only built 3 floors of generators burning rocket fuel. I'm producing enough to feed 8 floors...
instant plut cell is a trap to ever use
maybe i'm being a little harsh with that, but i can't find a justification to use that recipe at all
but if you have more plutonium per uranium waste, don't you end up with more power?
in making the ffr's to recycle the plut waste, you're capped by other resources pretty hard - sam & bauxite both get really tight
so what you want to do is maximize the power that is made in the production of one FFR by making as many ufr's to burn as possible and then as few PFR's from the UWaste
i see, so you went for more uranium rods to use more uranium ore
yeah, you can do it a lot of different ways
some are much better or worse than others
I'll try blocking that recipe to see how it goes
all in all, anything you choose that processes the world's uranium will get you into the 1tw range
max power i've been able to design out as something practical to build caps out at 1.875 tw
My suspicion is that CSS didn't want one obvious best power solution.
yep, there isn't a single 'max nuclear' option
it is open ended where you can horse trade other things into uranium conversion and make some additional power that way, but boy, bauxite->uranium is pricey
if you want to do something like that, i'd recommend slooping cat->bauxite or quartz->bauxite and then baux->uranium to get the sloop multiplication twice
woof, I'm at 882 tickets, the last hundred and change for the statue are going to be murder.
yeah, sloops are needed to bring down the sam cost
hunting for protein points can close that gap
doing 250% nuke plants really makes the numbers clean
but it also demands 600 pipe throughput
just build it in the ocean
I really don't want to do it dammit
direct pipe 2x extracs
no, the problem is the 600
no matter what I do
I can't achieve 600
even the water tower, it's slightly off from 600
so is mine, 24 of them at 250 OC.
How do i go to 3 & 2 plates from one assembler?
show the rest of the build map; not sure why its suggesting a split without the input
you could setup a 1:5 balancer and then merge accordingly, but really .. just connect both together and let it sort itself out - what we call a manifold
The split might be appropriate but its hard to know without the entire build map.
literally just 1 splitter
it self balances
But the one who needs 3 will always fall short for a few sec right?
what happens when 1 machine gets full from being over fed?
this should do it
the left splitter spits out 2/min and the right one 3/min
pls stop suggesting over complicated load balancing systems to new people when they are having basic manifold issues. It's cruel and way more time and effort intensive
Or just let the machines sort themselves out after an hour or so.
electronics factory ver. 3 (final)(5)
this setup is very simple, and with such a low throughput of items you would have to wait ages for the manifold to fill up
You'll get 80% efficiency on the underside until it balances out.
Then the smart splitter would feed the SUPER AWESOME SINK 
No yeah I get it, after a while it will work thanks, I blame it on a hard workday and 12am night now 😂
- I don't have the space, I try to keep it compact but not too compact
If the machines are next to each other, its between 110 and 120 items before it evens out.
what the other person was suggesting is something called 'load balancing', which is just as efficient but takes a lot more time and space and gets complicated very quickly with each step
They are being split to feed three different productions, given the inputs this makes sense. I personally would try to increase your input to justify the splits, since they will be starving 3 machines
like it's something you can do, but you you essentially only do it if that's your kink
Load balancing was something I hoped the programmable splitter did, but was disappointed.
the base recipe makes 5 pm.. you can just NOT have 1 machine connected
I've load balanced a lot in the past but I try to do it now with a planning tool and without Youtube. Just the assemblers (last step) is hard
It's most valuable to load balance expensive low volume items, like fuel rods into nuclear reactors.
That is an option and its valid; I tend to prefer increasing input lines to justify buildings rather than turning a building off.
I have a assembler who just makes 5 plates min into storage, I can always add a splitter and it will feed the machine who falls short and still adds 2 or 3/min to storage
I will use a smart splitter for storage, once the storage is full it will go to the awesome sink
for sure I think that works too; your only real variable here is time. If time isn't a big issue then I wouldn't be concerned
Assuming I'm not using OC Supercomputer or the default turbomotor recipe, it looks like I'd only need a very small number of cooling systems, like 5/min or something, for thermal propulsion rockets and a few buildings?
I'm at phase 3 now and tier 6 so I already have a storage full with plates
top feed ofc
npp on platform, pipe perpendicular, one on each side
no input loops or anything, just direct pipe?
So, according to my scuffed calculations the best one can do is ~361 Plutonium Fuel Rods
I've did it! cleaner photo will follow tomorrow when I'm home 😄
According to further calculations that would be ~27.5 Uranium Fuel Rods
Unfortunately the production tools don't seem to be able calculate plutonium fuel rods
You need to add waste as an input in the calculator.
I mean from start to finish
like uranium -> plutonium fuel rod
though I guess you can calculate that manually
You can get it to force a full path, if you know how many fuel rods make the necessary amount of waste, yeah.
As well as adding the input portion.
Guess I'll have to do that
?wikisearch manifold
?searchwiki manifold
eh whats the command
?wiki manifold
Maybe a !bang ?
https://satisfactory.wiki.gg/wiki/Manifold
anyways, here's a bettery way to do it
Manifold refers to a fill method where Conveyor Splitters or Conveyor Mergers are aligned in a series (that is, one after another), usually parallel to the arrangement of buildings. The setup is compact and can be expanded easily.
Manifolds work because full machines consume only what they need. Once a machine fills up, it cannot accept any more...
oh yeah i use ? commands too much..
You mean manifold my smelters or everything build in the pic? I've watched a couple of video's and both manifold and load balancers have pros and cons
I've played 13 hours in two years and 49 hours in 8 days so I'm just learning everything
I will test everything tomorrow and try to make it better step by step
Quite a large portion of factory designs use manifolds for any multi machine part in its flow chart.
the only place you should use load balancers is with radioactive materials
Ok, this doesn't seem to be possible, because you run out of other resurces in the map, but if there's only uranium, it would work
@brisk smelt hmm i will watch some video's tomorrow to get a better understanding. I guess it is more compact but I have less control? I mostly watch Scalti/Krydax/TotalXclipse
Sorry, the ~361 plutonium fuel rods that is
you probably need to do a lot of coversion of other materials to recycle that many U rod usage.
nah, 15 plutonium uses 7k iron
For manifolds, the thing to look out for, is time to full operation. Because the machines at the back don't work at 100% speed, until all of the prior machines have a full stack of material in them.
without conversion
yeah, but then you can just waste resources as you like and don't have to put much thought into it
at that point, just use a mod that give you resource machine of your choice?
Or just inifinite power
thats why i added creative at the end, im not planning on doing that and pretending its survival
so you CAN spawn nodes in main game?
no

how would that make the game boring if its only doable in creative
the whole map has more than 7k iron when you mk3 miner with 250 OC.
yeah, but that's just 15 rods, which is very far away from 360
50k iron
isnt there almost 100k iron
92.1k
ya
I'd need to check, but you run out of other resources first
the one bottle neck is SAM.
the only 'negative' to manifolds is there's a spin up time. Which is a little meaningless as mostly just takes a few minutes early on, and you can skip it by pre filling the machines if you really want that
To make the max amount that an Mk5 can handle, how good is the alt recipe of Aluminum Casing compared to the original?
According to what I read, it's C tier.
alclad casing is great
Alright, thank you.
it uses way less aluminum so you should try to use it any time you can
Got you.
unless you n eed copper for mass nuclear pasta but i guess that can wait lol
Right now I cannot even approach Nuclear power yet. Got others to automate before I can do so.
Speaking of aluminum, how many canisters should I be aiming to make? They seem pretty expensive... maybe I'd ship the empties back to the nitrogen plant for refilling.
Pasta is not for power, it uses oodles of copper for powder.
Drone port is great for recycling Empty Canister, you can use 1 pair to do delivery and recycle. If train, you need two carts.
oodles is a great word lol
you should be shipping em back
So maybe I'd only really need to be producing the cylinders for potential drone fuel, once I get an initial batch setup for circulation?
yah
How much rocket fuel does fuel generators burn a min
but youwould usually use u/pu rods anyways
4.16667 iirc
ah the problem here is that you're reading 'recipe lists' that completely ignore the most important parts of recipes
I think I went very wrong somewhere along the lines with my calculations
Isn't that the point of getting the most for the least resources?
So I just manifold smelters and constructors until I am at the assemblers?
manifold everything
no? also of which resource?
The main issue with the lists is that it puts arbitrary values on resources.
is sulfur more valuable to a situation? maybe. Maybe you're not near it, or maybe you need it for something else so maybe sulfur is more valuable than something else.
or maybe you're not wanting to import more copper so you want more copper efficient resources.
the 'tier recipes' completely ignore whatever situation a person is in and where/what they are making. Also ignore the combination of other recipes that make things simpler
you can manifold everything all the time if you like
They also ignore the fact we have access to a cloud now via Dimensional Depot.
So that's no longer relevant to be 'close' to a resource (unless it's fluid).
And use a smart splitter on the last machines to sink or store everything that is overload?
that's not really relevant as you can't connect them to systems.
but compare Turbo Blend with Turbo Fuel
you only need oil and sulfur for Blend
but you need oil, sulfur and coal for TF
the main exchange here is you're reducing your coal needs for more oil
Which might be good for you in whatever location you're using
or it might not, maybe you have easy access to coal and you want to stretch your oil out
On the note of this too, say you are like me and only wanting one mk5 belt of sulphur for RF on the least sulphur rich part of the map 
You defo see the base + Turbo blend as much better than Nitro RF.
yeah everyoen is different, for example I only make a bit of RF for a jetpack so that's not even an issue for me 😛
no, just let them back up
This is my plan for RF too
Thanks for the help, i will go to sleep now and think about my setup when I’m at work 😂
there's like 36k coal on the map there's no reason you cant put 3k of it into TBF
the main take away I want you to have from this is that every recipe is situational. Depends on your location, other recipes used, other items used and personal preference.
For example you were talking about Alclad Casing?
I'd probably never use it.
the base recipe gives you a 66% return ingot to case.
alt is 75% return ingot to case
the trade off is a shit ton of copper.
for me and how I build? it'll almost always be easier to just process a bit more bauxite as I'll have other uses for the copper
other people might go ham and just guzzle the copper for it.
Just bumping this, I don't think anyone replied earlier
and if you're in a situation where you have lots of copper you're not using it's a great recipe
You can get 2500 rocket fuel with no coal and only 600 sulfut though
there is copper almost everywhere on the map..
proooobably?
SSC is da best one
a lot of places but a lot of thigns take copper too
seems reasonable?
yeah it should be right
like what, nuclear pasta is only around 600:1
iirc?
copper sheets are a big one? caterium wire? regular wire?
anything that uses cables
a big assembly director system needs an absolute ass ton of cable
though I'd probably end up using iron wire for that
yeah
main point though is that recipes are all options and there's zero reason to rank them down.
the most you can say is that some recipes are more niche based on the way people tend to play
Quickwire Stator for example.
It saves you on Steel. That's it's only real change.
is that good for you? often not, I'm rarely that steel strapped. But it was really good for me this one time
like. it's supre niche, but it's really good at it's one job
1200 to 1/m
1200 ingots, ore may vary, 1264 for the full recipe.
Didn't realize pure was that high of a multiplier.
I imagine the other pure ones are also good like that, given enough spare power.
I have come to learn about fuel on my lunch break
What’s the best way to do fuel production when I get it, this means no blenders, but I will absolutely get any alternate recipe needed
To my knowledge, the best ones use blenders. When you say fuel, what tiers are you considering?
You unlock fuel generators and oil in tier 5 right?
Either 5 or 6
So assume everything before phase 3 of the space elevator, tier 6 and below
When I say tiers; I mean fuel, turbo fuel, or rocket fuel.
I think I want to do turbo fuel, I was too confused by it to full commit last save
I never got compacted coal when I did coal power so I didn’t have the infrastructure to do it without starting from the ground up
I'm fairly certain there is an alt to skip turbo fuel and go from fuel to rocket fuel for generators.
It's in phase 4 I think. At the phase you're at, I think regular fuel as a byproduct of making plastic and rubber, is your best bet.
I find I don’t need that much plastic though, and I end up reaching my power cap a lot faster
My last save I made a total of a little over 10k MW (10 GW?)
And used 600/m crude oil to make half that
Went from oil straight to fuel, and had plenty of byproduct for all the plastic and rubber I needed for computers and circuits
Although I used caterium alternates for circuits and oscillators for computers
How much is not much plastic? I use over 1k/m at the end of phase 4.
I’ve never unlocked phase 4
Been playing since almost the start of the game and always hit a point of “if I restarted I could do this better”
I needed about 480/m by the end of phase 3 I think.
The save before last I got to trains and didn’t have the efficiency for it, never automated space elevator parts
Running the math on default supercomputers with caterium alts. Seeing 644 quickwire for 1.875 supercomputers (1 manufacturer). That's a lotta quickwire.
The last save I got a decent train network, but my first factories were spaghetti and too close together, and I didn’t have a good understanding of fuel. I used that save to get a feel for aluminum in phase 3 and then restarted again
That’s chump change!
Screws 2.0
For my current power needs; I use about 600 leftover fuel, 300 coal, all of geothermal, and 4 alien augmenters.
That nets me about 30 GW
Just mathing out how I want to partition the supercomputer production. I was suprised that it was such high quickwire for a single manufacturer of super computers. An impressive amount of belt throughput required. Really gotta punish off-site quickwire production, etc. design wise.
Also, the pure copper, pure caterium, fused quickwire has a pleasing ratio.
Turbo fuel is alright, but look at the steps for conversion to rocket fuel before you build. That way you can leave space to upgrade.
Ala design a default turbo fuel version of rocket fuel, minus the rocket fuel initially.
Is nitro rocket fuel the most material efficient recipe?
I know people like mixing that with other alts, I forget which one though.
The blender/diluted fuel/heavy oil residue?
@valid sable Nitro uses more sulfur but is easiest to setup. I like default turbo fuel, default rocket fuel although turbo blend is lowest sulfur at cost of more oil.
I can supplement sulfur, I can’t do oil
do water towers need to come back down or can i just use a valve at the bottom and just not bring it back down?
Is there some sort of connector that dumps mats of my containers when they get full only
If you have smart splitters, you can put them before the containers and set a line for overflow.
1200 crude = 40000mw of fuel, 88,888 mw of turbo fuel and 266,709 mw of rocket fuel
Which alts does that use?
Heavy oil residue and packaged diluted fuel
Not bad, you can easily do 1200 in blue crater or spire coast.
Or whatever that west island is called.
Yeah I did it in blue crater
help me with a theoretical question, please. a long manifold. i need to install an overflow. an obvious and safe solution is a smart splitter before the start of the manifold: it will only overflow if it's completely full*. can i also install smart up the very last splitter of the manifold?
* not really, since there's a case of a fast main line and slow side lines, and then a starting overflow will trickle aside that speed difference. but eventually it'll stabilize.
At the end, if you set the center for overflow on the smart splitter, it could work. Because it would only overflow if every machine down the line was full.
The center line itself wouldn't ever fill completely, is the only thing that would differ from front overflow that I can see.
yah that works
Bot whyyy
Hey <@&387163995947270144>s, apologies if this isn't the correct way to approach you guys, could we possibly get satisfactory-factories.app whitelisted? Tomorrow I'm releasing a link sharing feature and would be splendid if we could get it whitelisted! Thanks 🙂
I'm at work. One of the others probably will review it before I'm home
this feels incredibly clunky
seems like a wip of satisfactory-logistics.xyz
im interested in how you develp the graph tab tho! its one thing to have specific nodes with click and drag connections, but a whole 'nother to have groups of nodes with click and drag connetions 👀
this website feels like if you have a factory for each step in the production chain
which is just, stupid. full stop
How so? I’m open to feedback. Please bear in mind it’s an early alpha and needs a lot of polish.
I need to manually input every single item for every single step
I'd rather just use a hand calculator
I’m working on making the recipe autofill to be the default non alternate so you’ll just need to enter in a product, that’s been highly requested by many
Not every step, but it is designed primarily for modular factories.
I just can't think of any ui improvement that could really be made to like SFtools, other than maybe it knowing waste is made from nuclear cells automatically. And that's an extremely minor thing
and I'm not sure what you mean by 'modular factories'
it's sort of doing the same thing as sp.runesun.com, but not as well because filling out your item deficits takes more manual steps
Yeah there’s a lot I could do with the graph view, but I need to nail the planner down first
Unfortunately that site doesn’t load for me
yeah, using it for a few minutes seems kind of, well clunky. I think you need to strip down the interface to be simpler and require less clicking on each thing to streamline how people want to use it
my usual workflow with such tools is to quickly draw up about 3-4 plans and compare them against one another, then delete and change as i start to see improvements. making these things very quick and intuitive to do is probably the most important thing. I see some stuff the tool is doing that seems rather well thought out, but probably needs a lot of UI work to kind of change the front-end workflow
the other feedback i'll give is that the ui seems rather cluttered with items that you can't interact with and take space away from things that you can interact with
sorry if that seems really negative. i do see some real potential in it all - especially the piece that totals what your plan is using out of the raw map resources.
why is it always in SF that you have to start chasing production chains backward... oh, I need turbomotors... damn, need to upgrade/rebuild the ancient motor factory first... wait, not enough radio control units... oh, do I still make enough Crystal Oscillators? Oh... need more Quartz first... 😄
Is there a calculator that can give me a good oil to diluted to fuel calculation?
I keep getting oil - heavy - fuel results which aren't as optimal I think.
Don't upgrade/rebuild, build what is needed in the new factory
Nothing you make matters until you reach late game
same
the old factory had a "need to do better" sign anyways for a long time... it was an experiment to do an "Iron only" Motor factory. So its a good reason for reusing the local three Iron nodes (and the unused Copper one nextby)
still using MK5 belts, so not important for me at the moment ^^
Independency ftw 🙂
it will starve a few of my copper foundries, causing it to have imperfect efficiency
*in a game where efficiency is so much emphasized, no biggie
at some point total independence becomes a real annoying thing... do you really build a new "raw oil" processing everywhere you need Rubber or Plastic?
independency works in theory lol
Its good for a startup, then the rest can go somewhere else 
(my PC cant handle going ham so I have to fart around with "Independence" a little more)
at some point you'll have to abandon the notion of complete independency
But then I can dilute the fuel, can it, and then uncan it. Producing how much fuel?
you can't dilute the fuel, you can dilute the heavy oil residue to make fuel
I like semi-independence... and grouping production in "related stuff"... e.g. "Electronics factory", "Motor factory" (Rotor, Stator,Motor, Turbomotor) or "Aluminium factory" (sheets, casings, empty bottles, heatsinks and cooling devices)
That's the one
but some of the "higher end" factories tend to import quite a bit of stuff
then yeah 3 oil = 8 fuel
Yeah pretty much what im at, atm.
Oh gotcha, so 3 oil, 4 hor, 8 fuel (diluted)
and 3 oil = 4 hor = 8 fuel = 9 rubber/plastic (if you convert the poly-resin to rubber)
same
all of them, though, are preparing for a 1500-uranium nuke plant
I have a plant that does the recycled rubber/fuel to plastic and vice versa loop. But I have a fuel generator plant I could now upgrade to diluted fuel I guess.
that's up to you really, but I don't see why not
paying the price of misinterpreting "building what I need" because I spent a few hours refactoring the steel factory
though it is now producing 360+ stators, needed for ECRs
I think my primary "don't want to improve now" is my rubber/plastic plant... the BPs used have some drawbacks and are in a strange position (but there is LOTS of oil left)... will most likely redesign the whole thing so I can stack them "later"
I am thinking to use Quickwire Stators in my new Motor factory... what do you use?
if you're short of steel its good, otherwise it's more Cat efficient to make cat wire and other stator recipe
I have LOTS of Iron, Some copper and Caterium (already processed) nearby, unfortunately no Coal... sounds like I will look into Quickwire Stators more 😄
coke steel!
the factory is right next to the three "normal iron" deposits in the rocky desert... so no oil nearby.
I think the only coke I make is in my Aluminium factory atm ^^
no alts for stators
(Other than the compacted steel and alloy copper)
but I'm using copper rotor for motors
no alts for stators because I need quickwire for AI limiters and stuff
never forget iron wire as a thing
i'm actually wondering if iron alloy + iron wire might be better than copper alloy+wire at this point
Iron Alloy + Iron Wire is REALLY nice especially if you don't have much Copper locally
and even more nice if no water is closeby ^^
OK so on 240 oil that's 32 fuel generators by my guess. That's a good chonk of power
yes, thats already quite a bit of power... more if you do the chore to convert it to Turbofuel... even more when you go for RocketFuel
but normal (diluted) Fuel is great for getting out of the "Coal Power Crisis" 😉
what's the turbofuel requirement? And does it burn longer in the generators?
default tf is compacted coal + fuel
the alts are hor+compacted coal or coke+sulfur+fuel+hor (it isn't as bad as it seems to build)
gotcha. I do have some turbo fuel being made for my backpack only but yeah
yeah for the jetpack and bullets, the hor+ccoal recipe's simplicity is nice, but for making power, you really want either the default recipe or blended tf
there's a blender recipe?
yeah, that's the 4 ingredient one with the hor AND fuel
ah gotcha
really the build ends up being pretty tidy if you do it in chunks of 300 crude + 200 sulfur
literally having power issues now, maybe i'll refactor for the straight fuel > diluted > generators route for now
yeah, get out of your crunch first
i've just unlocked for aluminium, but not built anything there
you're in for a treat
aluminum builds start kind of simple and then just keep sprawling out
@vast jungle how's this for tidy?
is that the new factory app?
its been around a while - sp.runesun.com
seems okay you can't really do better with iron motor
i was honestly surprised all the numbers tallied nicely into 600 iron
that kinda sorta never happens with iron wire, lol
yeah I did something among that line for all iron buildables
i need a small motor build for heatsinks and have 4 iron nodes that i wouldn't be using otherwise
luckily you don't really scale up motor production again until rocket
err, cooling systems i mean
yeah if the location has a bunch of iron might as well do full iron stator/motor
i have an early motor factory that needs some oscillators to hit full production and kind of want to finish cooling systems before tackling oscillators
yeah oscillators are annoying due to space
however if you want to boost motor probably just stop at electric motor with AI limiter
yeah, well, to tackle oscillators i need to tackle ai limiters
rigor motor needs 2 manufacturers at very low qty of oscillator so imo not worth from scratch
that's just going to be a saga of building down the gold coast
yeah oscillator is always a huge setup
i could do a few things to get what i need, but i'm thinking plop a few cubes of iron motor bp's and i'll be good
turning unused iron into motors can't be a bad idea, right?
as long as it's not 10% of iron in terms of scale it's whatever
My factories create international dependencies

oh got 1120 fuel per minute is a lot to set up. Oof.
56 fuel generators. Ugh. Gotta tear everything down..
If the source for fluids is higher a little up and down on the way to refineries won't matter much will it?
I just removed a factory very similar than the one you described and want to replace it with one that also uses copper
the combination of Iron Wire and Iron Pipe is very large (in terms of buildings) and VERY hungry for Iron ^^
damn i forgot about iron wire
hmm... this looks quite promising for me for the Turbomotors...
four Blueprints... Rotors, Stators, AI-Limiters and "final construction"?
only issue is "15 radio control units"... thats a lot for my current factory 😉
what won't matter exactly?
the pipe going a foundation below and popping up to the building
Assuming you have the headlift to reach the refineries, it shouldn't matter much that your pipe logistics are a floor lower, no
Testing for the mods: https://satisfactory-factories.app
I'm not sure if anyone has done the math required for control rods to use all uranium, this is my current plan, already got the quickwire and stator factory made
513/min should be enough?
It depends, what is your current maximum for uranium ore input?
beat the game, just looking to finally use uranium
and hoping to sink it to ficsonium
There is 2100 worth on the map, seeing as how it's 100 ore per fuel rod, 513 is probably enough.
good, didn't want to make another quickwire facility XD
Using the basic recipe, it's 105 control rods/m.
Can uranium be made with converter? Don't remember
I have the math for chill ficsonium, 50.4 uranium 12.6 plutonium 63 ficsonium
Bauxite can be converted into Uranium Ore
if you want plutonium drone it'd probably be slightly more, but for my plan it'd be 370 rod pm
168 for uranium 75.6+ for plutonium 126 for ficsonium
making about 470 using a pure caterium/copper node, sparing some for electric motor later
Then for max uranium you would need to take sam into account
but for conversion should consider more base resource than SAM
honestly, just make everything from raw to end product in one factory mostly, don't bother with doing mid-step factories
more hassle than it's worth
obvious exception is plastic ofc
Anything that can be made from one or multiple resources close together should be built together on that site (if efficiency is the goal) because it's simpler. You'll rarely find oil right next to iron, though, and byproducts need to be dealt with to, so exporting plastic around the map is very valid, but it's not uncommon to find copper near iron and sometimes coal, so stators are easy to build near your other iron/copper-based products
Whats the absolute maximum uranium you can make? Seeing as you need bauxite for a bunch of things too
uranium what?
Fuel rods and sinking plutonium
that's capped by uranium, not by bauxite
Oh im talking with converting
Cause it’ll balance out at some point right
Maybe its still gonna be limited by sam
Guess i’ll try to run the calculations myself
Gotta see how much bauxite is used per uranium first then i can make an equation
also depend on whether or not you want to ficsonium
considering fused frame/nuclear pasta/singularity cells and heat sink/cooling device forces aluminum already
and trigon for recycling into ficsonium kind of want aluminum instead of caterium
Ohh hell no im never burning a single plutonium rod lol
That takes way too much sam
in that case it's better to think about how much bauxite you want to convert, SAM for conversion is minimal
a pure bauxite node need 100 SAM per min to be converted it doesn't matter
Yeah im trying to set it up in saitsfactory calculator rn
Also realised you can make dakr matter residue without sam using slooped superposition oscillators
Thats neat, wonder how useful that is though
if uranium rod only and not burning plutonium rod it should be fine to just consider the base uranium you want to deal with imo
No way to give machines sloops in the planner, that sucks
Yeah but it’dd be nice to know theoretical maximum lol
Just put whatever you are slooping as extra input
anyone know the ratio from uranium power plants, to iridium power plant to umm.. ficsium or whatever its called plants?
a rough estimate is enough, i understand it depends on recipe
Iridium is crazy
I wouldn't know how do you want to recycle plutonium though
the next thing that approaches map limit for that chain would probably be nitric acid
I have 28.8:12.8 uranium/plutonium but im using instant plutonium cell which isnt max efficiency
4 uranium rod can make 1 plutonium rod (minimum rod with base recipes) into 5 ficsonium rod
I thought instant cell make a bit more plutonium cells compared to base
also you'll stretch your map very thin of bauxite and SAM with around 13+ plutonium rod recycled
hmm.. so roughly i make 15 uranium rods now.. that turns to 4 plutonium rods, which turn to 20 fics.. k thats not too bad 75 reactors -> 40 -> 20 i can wrap my head around that.. i was afraid it got to more and more reactors each chain
it is for uranium but not really the other 2, you can max rod without converting in the map (50.4pm) and still be within comfort zone for ficsonium (12.6 pluto rod needing 6720 SAM pm
Power shards is a better recipe for this, better ratios
Still working on the maths, but it’ll probably use a lot of sloops
@muted hamlet what did you use for the factory calculations in the screenshots?
So apparently you can profit 95 dark matter crystals using 8 sloops
Unless im tripping, but i think my math is correct, will double check gimme a sec
120 actually
No thats also wrong wait
215? If you 200% clock the dark matter trap
No fkn way u cant sink power shards
Thats a catastrophy
thx 🙂
Huh-
Looking at satisfactorytools - is there a way to set the display to 'round up for buildings and tell me to what value to underclock'?
Sadly u cant round the numbers
whats the website you use for calculations
21.25 buildings mean 22 buildings and one set to 25%
Yeah, I guess I'll just round up myself and underclock
"adding one" should be easy... 😉
hol up
Or 22 machines at 0,965909090909091
^^ this is the way
luckily SF has a built-in calculator
cant you just underclock alumina solution to make only that 75 you need?
very nice to add this without another keybinding to learn
Underclocking aluminum is scary
I skipped that entire process in my nuclear using instant scrap alternative
and bro just open your calculter and count every machine as 100%
Works!
you're using default recipie, just 2 alumina and 1 scrap as a set with two water extractors.
Just realised slooping chances optimum recipes, high production recipes might be strictly better than the other recipes when slooped. Is there a good way to calculate production chains including sloops? Any tool allows for sloops?
not really 😦
Model your Satisfactory builds. Set up your machines however you like, adding optional limits to the number of any of those machines and the tool will calculate how the parts will flow and how many of each machine type are getting used.
lets you pick recipes, and lets you sloop and shard buildings
I guess OP was asking about the tool picking best places for sloops
3600 coal, 1080 quartz crystals, 360 crude, 240 sulfur and some misc stuff can be turned into 2160 dark matter residue without sam
Caveat: you have to use 96 sloops
Would’ve been great if sloops werent limited, then we’d be looking at way lower resource usage, coal can easily hit 30-40k
generally later in the chain is better, since youre doubling more resources for less sloops
I'm aware, but there's no tool to solve this
This would require getting rid of the alien power augmenter.
I mean yeah but who needs those anyway lol
Would be cool if you could convert power into points
Unlimited sloops would just double almost everything which isn't that interesting? Not sure how power would work out, though.
Thanks
Yeah, i was, but a tool that lets you input sloops makes kinda manual calculation easier at least.
that's basically any tool - just input the thing you want to be slooped
e.g. if you're making 50 HMF and want to sloop them, just make 25 (or if it's part of other production, input 25 HMF manually)
Thats the thing, sloop everything and suddenly you have to care about power
Rn i have 950gw and im using less than 100gw
seems like it would be a pain in the ass to get the solver to decide where to place sloops, so atm you just have to isolate a subfactory and treat it as doubled
Regarding Sulfuric Acid -> Batteries, is there a way to set the return water to be prioritized in the input water for the sulfuric acid refineries? To avoid the refineries filling up and being unable to accept water from the blenders?
I’d say make every megawatt/min over your consumption into 10 points/min wouldnt be op
Should I set a valve on the input to lower throttle the water input so it slightly underfills?
you shouldn't use valves 🙂
If your input pipe will stay full you can use a valve
and for reusing of the water, just separate fresh and recycled water
as with any water byproduct, mixing from multiple sources (especially fresh ones) can lead to deadlocks. best bet is to send the byproduct to separated machines that are clocked to consume it
If it dips then the valve will not work
What i would do is add a buffer ABOVE the valve so that it always works assuming your extractors are giving it more than it consumes
If you have excess plastic or really anything that can be turned into empty canisters then that is also an option, package the extra water and sink it
I think it will be way easier with explicitly using sloops in the tool. Like if i want to compare different recipes slooped i'd need to manually calculate how much x sloops changes for each recipe. If you'll assume you'll fully sloop every recipe you sloop it might not be so hard, but you probably shouldn't make this assumption.
on the other hand you lose all the optimisation and simplicity. To each their own 🙂
I think the way a solver would have to approach it is, treat the slooped version of each recipe as a separate recipe, which could only be used a limited amount of times
UI-wise, it would require inputting the number of sloops available, and checking/unchecking which recipes can be slooped (doubling the amount of checkboxes to deal with, lol)
as for how messy it'd be under the hood, I don't know and I don't care to know
If it was this easy, I'd add it to Tools 🙂
The biggest problem is that you have a limit of X sloops and you can't split a sloop
yeah, implementing the sloop limit seems like the showstopper roadblock
With currebt solver, it could happen that you give it "I have 1 sloop" and it will spit out "use this recipe with 0.7 sloop and this recipe with 0.3 sloop"
yeah, and even if you get it to allocate whole sloops correctly, I imagine that throws in all kinds of awkward breakpoints that might extend solving time by a lot
well, I don't think there will be much change in solve time. The bigger problem is needing to use a completely different solver (specifically MILP solver)
how much aluminium should I make to be fine for the rest of the playtrough 2500 5000 or even 10000?
I personally don't recommend making things in advance, just make whatever you need now
I would say, at most what I am doing "kinda" works.
Pick a batch of aluminum nodes to start with, then, later if you want gather up more for a bigger project later.
Though I defo went on the harder side of it to start, 2940ingots /min to start 
Its confirmed, while making slooped dark matter residue you will run out of coal JUST before you use all sloops
43200 coal for 96 sloops and theres only 42300 on the map lol
“Only”
This is using 0 sam, for context
And it only makes about 6270
for personal construction, you can make a useful rate of every aluminum-based construction mat (Sheets, Casings, Fused Frames, Radios, Coolers, and Turbo Motors) from like one belt of ingots
there's projects that can and will use way, way more than that, of course, but it depends what exactly your endgame project is
are you using the entire map or something lol
IIRC there was a UObject leak with UI stuff, maybe it could be that if you're not building at that sorta scale yet
bugged bp?
@magic island @unborn ermine @wind spade thanks for the advice Ill plan how much Ill approximatly need and do a bit more probably
contrary to greeny i recommend just make 5000 for now
didnt use any blueprint at the time of the crash
maybe 7500?
when I last hit the limit it didn't always crash immediately. But yeah it could well be something non-building related
why make something that you don't need yet?
lol that number of ingots for a starter factory is insane
...
what
what's the downside
I agree with using only a small amount to start with, then if you need more for other stuff, make more
any way to check the object count ?
not that I'm aware
would you rather overproduce and have to go back to expand or just be done with it in one go?
it takes 5-8 hours to make a 10k alu ingot factory it genuinely is minimal difference how much you make
ok I think i will do around that anyways
the other thing is that when you unlock aluminum, you only have Mk4 belts. you get Mk5 once you start making aluminum, and Mk6 later
doing a massive Aluminum build (or a massive anything build) before you have the fastest belts and miners is a bit goofy
neither, I'd rather produce what I need then if I need more for another factory, do it at that factory
so you would rather do a plastic loop every factory...
yes
that sounds like fucking hell