#math-and-meta
1 messages · Page 246 of 1
the truck sucks to drive, and having to re-record loops with them is something i really dislike doing
past a certain point if you have a lot of vehicle routes that cross, they all start to get kind of wonky and you need to start moving the routes around to keep them from 'deadlocking'
i tend to agree with moonchild. first 1.0 complete playthru i used mostly tractors, maybe 1 truck, trains only for fuel power. second only trucks. it feels like tractors are the only vehicles they invested a lot of time in getting right after the physics change.
the fact that the tractor is smaller and has a smaller collision box makes that problem much less common
did you ever drive the pre-update8 truck?
it actually is much better than it was, lol
not much. but i did the explorer, which is comparatively awful now
yeah, its a shame
improvement over the u8 version of it, but the old explorer was actually nice to drive
that and it sounded way better
still if i were picking up the game today with fresh eyes, i probably wouldn't think the explorer bad
probably. the camera still does freak out if you go down too steep an incline last i tried
yeah, vehicle handling is just something that CSS didn't feel was worth spending more time to tune
explorer is impossible to back up on a decent incline. just rockford turns into flips over and over. i end up deconstructin git.
anyway, maybe wrong chan for my explorer complaints
i find it kind of a shame... I'd really like to get some complex delivery routes going with vehicles (especially in dune desert), but whenever you try getting fancy, everything starts derping out on you
i did a no-train playthrough back in update 7
gotta say, by the time i got to phase 4, most tractors were replaced by drones
i use vehicles mostly for my unlock base. trains mainly for max consistency of fuel ingredients for power. i found drones annoying to fuel. but it just depends on where you source your mats
drones are great for what they are good for
WELL
I am producing 1/10 the amount of waste I need because I thought it was 50/min not 10/min
atm, i'm using them a lot running on yellow fuel
i'll make a battery factory at some point when i have some more plastic built, but they're actually handling things pretty well with yellow fuel right now
might have to try that depending on needed throughput. diluted fuel setups are old hat by now
i've never actually used drones in my production chain. sad really.
they're very good whenever you need to move small volumes of something elsewhere and then retrieve what got made
what they were really designed to solve is moving packaged nitrogen and returning the empties
That is usually a good problem to have 🙂
I spent ~10hrs setting up uranium fuel rods, and another ~10hrs making it all look pretty
I think I spent 80 hours on the u waste facility making plut rods and making it all look pretty
And I have nowhere near the right amount of waste to utilize it
So now you get to make 4 more reactor areas 🙂
And it's not that I don't just have the waste, I don't have enough production of uranium fuel rods to feed more plants, not enough encased uranium cells for more fuel rods, etc
Duplication issues were fixed before U7 of not U6.
A new duplication possibility was introduced in 1.0 by welding belts, but they patched that too
You can 
Still, I think that's a nice analogy: there's a certain thrill specific to driving without a seatbelt on, kind of like rock-climbing without a rope ^^
There's not any special advantage not using safety equipment, but it CAN make the experience feel vastly different
For sure, it's one of those "very strongly recommended, but not truly the only way to deal with the issue"
I hear there's some who managed to build even some nuclear sushi without relying on any sinks... 
sounds like someone knows their sushi
isn't about having a sink, it's guaranteeing that a belt never stops moving
That's a good way to word it
well, that's it in a nutshell 🙂
i spent a bit of time playing DSP while we were waiting for 1.0 since i didn't want to start a new save.
they do sushi there without a sink
You traitor 
||I tried the F word...||
haha
nah, i just didn't want to sink time into a new world to have it upended before i got anywhere
BTW, what's your own "building/playthrough objective"?
wdym?
mine personally? atm, i'm feeling like doing max nuclear if my puter can handle it
I've seen (well, read about) you building and planning big, but I'm missing the objective (max coupon, max nuclear, ma something....?)
this is pretty much what i'm targetting
it changes almost daily, so don't hold me to anything, but ballpark of what i'm looking to build is that
more of what i'm doing is trying to utilize as few mineral nodes as i can to get to a reasonably big target with a max-ish nuclear build in it all
I am slowly coming out of a (recursive) "oh need to deal with this issue first" chain... damn, sometimes its difficult to find what you have been working on 😄
Want to make 1.5 Nuclear Pasta/min...
dont ask me why its like this cuz i didnt builed the frist part but, will this work as a load balancer? 360 through all pipes except from the one splitting which is 160 so hopefully 400 on each output, right?
never really mess with fluids so i dont really know what im doing
fluids don't behave like pipe, junction will not divide evenly
fluids don't work like that and can't (and shouldn't) be load balanced
if you have X in pipe, hook it to machines that need X
don't try to balance anything
simplest way to do pipes 🙂
the thing is, i need 4 400 output and the guy that build the 5 pipes are just dumb or something. is there any way to balance it?
why do you need 400 output?
that would make things worse honestly. its 1600 fuel total going into making rocket fuel and it maths to 8.88888... blenders
is there really no good way of load balancing fluids?
no, because fluids flow in both directions
cant you jsut make 1 giant "manifold (it barely is)" and just connect the 5 pipes on some of the jucntions evenly
you can, but generally it's better to keep pipe systems separate for best chance of working
ok. noted
no, 8 blenders at 90% + 1 at 80%
4 pairs taking the 4 360 pipes and the last one taking the 160 pipe at 80% clock speed
for coal i just shoved a water line from the side of the coal generator manifold 1 on eaither side and ssmth like every 4 generators input anoitehr pipe to ignore all the confusion
it worked is what im trying to say
coal is way smaller fluid numbers
and yeah, pretty much anything can work, but I'm trying to recommend the way that has highest chance of working out
ok i agree with your idea. im just too lazy to think about fluids and think every issue is a bug
there's pretty much no "bug" with fluids
like the opposite of that meme of- game devs "its not a bug, its a feature"
me when fluid problem "its a bug not a feature"
(dont follow that idea)
this morning will be a good morning, machine audit morning
how much iron am i actually eating nowadays
this is hard to figure out, beacause im using solid steel ingots
it looks like the ratio for solid steel ingots is 2/3?
Does the silicia produced when making alumina solution produce enough for the ingots?
afaik, no
why is it hard? keep notes on what you're making
hmm so should I just use sloppy alumina and and pure aluminum ingots?
to cut out silica completly
Nah the nearest quartz node is like 3 continents away
unless you really need to have more aluminum with less bauxite, yes.
you can always move the bauxite somewhere else. You'll need to eventually anyway
The Electrode Scrap recipe can also be very convenient
as you need very little oil for mass quantities of bauxite
Yeah my bauxite is right next to my oil
I didnt get that recipe after like 15 hard drives so I gotta go back to hunting i guess
indeed, an impure oil patch will do like 3000 bauxite/m
I have a whole unused pure one👍
So that should be fine
or i can setup the resource wells
yeah, 10:1 bauxite:oil
Wait what's that? I've been calculating everything by hand😭
in this specific factory, i've actually built 16 sloppy alumina refineries, but underclocked them so that 1 in every 4 was fed with water from extractor and the other 3 got water from a group of 4 electrode scrap refineries
iirc the one was 90% and the other 3 70%
I wasn't in the mood of doing VIP junctions
That sounds about right. It's also a suggested one as listed on the Alumina solution wiki page -> https://satisfactory.wiki.gg/wiki/Alumina_Solution#Gallery
Albeit it lists it as 2 at 100 and 1 at 10, but naturally that's the same thing at the end of the day
I'm already at my 58th hard drive and still haven't gotten it This game really really hates me
keep the analyzed hard drives in your library before picking a recipe
that way the 2 alts of 1 hd will be removed from the next ones' pool
oooo that's smart
it's a well-known trick
Before today I've been playing this game completely blind without any internet help
congrats
And now that you know that trick, Yobama, your next hard drive will give you the recipe you're looking for. 😁
Nah I deeply regret it
So much time wasted calculating stuff by hand and other rookie mistakes
don't worry, you would have messed up even with the tools
but I do have to admit my fondness for the calculator
You're welcome
One message removed from a suspended account.
144000MW, here we come
The clipping, my eyes 
it is worth it for the power
This style rotated, raised junctions is how I de-clip blender inputs. 4 m offset horizontally for the vertical junction relative to lower pipe.
Farmor's looks cleaner to me
i di that once for a production but it takes too much time and im lazy
i enjoy making things look good but pipes i hate
Fair enough. I'm fine with clipping belts on a single plane for the time saving also.
If you blueprint the verticated pipeline junction it speeds it up a lot. Otherwise I wouldn't bother.
Looking at my factory would probably kill you
send. now
this was my first 1.0 run btw so no pressure
beautiful
mmmmmmmmmmmmm
this one has been shut down for everyone's good
My most recent beatiful clipping space saving goodness
what if you feed it from below? they look nice
just remember to have enough headlift available for the pipes 🥴
yeah you're right just tuck it under the table and no one has to know
Is there an easy way (i.e. in the Calculator site) to find all of your slooped machines? I think I left some in my factory but I can't seem to find where.
pretty much
i think they show up in SCIM as colored pink
I may be a satisfactory player but I still can’t do sales tax
Well... If they do it's overwritten by the idle red if they're full... Finally found them in my emergency Concrete supply for my most recent project.
ehh, bummer
@slow raft This is the production chain I use for nuclear power.
Is there an alt without the heat sink?
The Encased Plutonium Cell is an intermediate component of producing Plutonium Fuel Rods.
It is one of the few items that cannot be discarded with the trash button in containers or the inventory, giving a message that "Nuclear Waste cannot be destroyed. FICSIT does not waste."
You may need to redo the math as of the first plant to figure in the alt.
Shoot! I got the water extractors wrong. That should be 20x, 20x and 10x.
The wiki writes the locomotive to freight car ratio way too complicated
Can i just throw down like 3 locomotives and be done
Just go with 1:3 if you want to be save, 1:4 also works with most settings
Okay
Finally... now "only" Magnetic Field Generator and Thermal Propulsion Rocket...
Then you can move on to p5 
maybe next year with my current speed... I tend to do all kind of things, so it will take time 😄
but I am looking forward to the MK3 Blueprint designer
okay, Magnetic Field Generator looks easy
it used to need batteries but now it's extremely easy
at least you're smarter than me, I made all p4 in a single factory and am currently doing the same for p5
and TPM is only annoying because of the many inputs...
I have all parts of it already automated
just have to check if I finally have a "net plus" of ECRs... my Turbo-Motor factory is quite hungry
finish my quiant power plant first time useing the blender to do it.
cute little thing... 🙂 but these Diluted Fuel Powerplants are really the nicest to build until you decide to go "mad"
i have a few small projects to do before going ham. I found, i will want to depot allot more items to do it.
I think I have still one with 8 DPF Refineries somewhere near my oil field...
supplied me all the way to Tier 8 before I went nuts on Rocket Fuel
I went from coal to turbo (without blenders
), lasted me till nuclear
I plan to stay at rocket fuel... I have ~150 GW Power right now, that should be enough
I have about the same, it will be enough for me
granted, I don't plan to do all of t9 stuff like portals
Just checked, I'm at 125 and I have enough for my plans
I have trains, not sure I need portals 😂
You should have enough for trains with that, I don't know about portals tho, feels like they take a lot of power
And tbh, hypercanons are just too good
Never for the hang on cannons
How feasible would it be to feed the quickwire needed for a large nuclear setup (36 fuel rods/min) by drones ?
If I'm doing the Electromagnetic Control Rods in another facility, I still need 4.5k quickwire/min for the infused uranium cells. Since quickwire has a stack size of 500, drones could be pretty good ?
@warm bane You’ll want to run the stack size math. Afaik the ingots are most compressed form for caterium. If you use fused quick wire and pure alts the copper is compressed more as ore. (Haven’t ran the math though)
That said, you can always add more ports, so if you want to drone it you can.
I’m remembering cross map with batteries as like 1.5 stacks/drone. Max of 2 drones per port.
If you’re trying to use 500 stack size items keep in mind loading is limited to 1 belt/port. So you could be belt input limited.
Might be better to use a train
Do y'all think it's necessary to have oil nodes dedicated to plastic or rubber? or doing it all via the polymer resin residue i get by making fuel fine?
Dedicated
Unless you only need a little bit of plastic rubber for storage and building
I am always using diluted fuel for rubber and plastic, keeping the factories separate
Then the fuel byproduct is sufficient
Oh then nah im in tier 6 and i need plastic for a bunch of thing
imma just use the normal and impure nodes for that and use pure for fuel
I was talking about using fuel and polymer for recycling
that message was directed to me
don't all ingot recipes decompress the ore
oh never mind caterium is different
With these two.
Oop i dont have those
Its later game thing
yeah, they're mostly for tapping nitrogen, but there's 3 oil wells that the unlock allows you to tap after aluminum
What's the most efficient recipe to go from oil to plastic and rubber?
Recycled rubber & plastic loop makes 3:1 items from crude oil
and you can adjust the mix of how much plastic: rubber there is to your liking
HOR-Diluted fuel-recycled loop
polymer resin rubber - recycled loop
I wanna mix ~40p/m stators and 20 rotors on one train car. At what point in the system should I put overflow / sink to make sure there's no problems? Before or after loading it on the train?
just do a loop thing to put exactly that much on a train
play with s, m and belt speeds
Is it normal, that my manufactor only poops out 4 a time, while it says, 5 a minute ?
yes, because that's exactly what it says...
Never mind
oh yeah
I saw it as well, i'm an idiot 😄
I had another question as well, but now i'm afraid to ask 🥲
How do dimensional depots work? how do i get the materials out?
Theres only uploaders
When you've fed it a material you will get a new inventory in your inventory.
Now you can build "infinitely" without having to run back to a storage container when you run out.
(having enough
to build a depot for each building material)
+2 things i have to do
I really need to upgrade the upload speeds for that stuff
But it's so boring gathering mercer spheres
so uhhh i have a roundabout design from this video: https://youtu.be/vRePmqfedgU&t=234 (linked to the timestamp of the roundabout im using), when I build it in my sandbox game it works fine. but when I build it in my friend's multiplayer game... it just says "Too Sharp"
anyone know why this would happen? it only happens on two of the turns in the roundabout
Look at 1:25 in the video
It's about using H
I should've clarified, I'm building the actual circle part of the roundabout. I haven't even gotten to connecting the rails yet
I'll record it hold on
I see, the only thing that is stopping me from making 60 warp drives / min is dark matter residue?
okay apparently not. video exceeds the file limit
@limpid urchin its fine everywhere except these two spots
this is as much as i can do
everything past that is too sharp
the entire second half no matter how i connect it says "too sharp"
im just confused atp 😭
What it looks like you're doing is trying to turn the track in less than a 3x3 turn radius which is literally why it says no. Use the foundations to their extent and extend it out a little more so you can make a full circle and split it as necessary
this is the same turn used in both the video and my singleplayer world; it ONLY doesnt work in multiplayer
you sure you aren't snapping onto the wrong foundation?
you can't do 90, but you should be able to do 45's
yeah, heres a different image for more clarity
this is the exact same turn, just on the other half and it doesnt work
and on the other end of the foundations too-
offset the track to the outside of the foundation, it lets you do that. It's saying too sharp when you're in the middle connecting it.
F, didn't post this with it
i'm saving this as a blueprint for roundabouts now
idk how you did that then
i literally did it just now lol
sometimes the game allows weird building technique if you fiddle with it enough
Ok i added another foundation on every side, but now im more confused, because doing that in my singleplayer world causes it to be too sharp...
BUT IN THE MULTIPLAYER ONE IT MAKES IT STOP SAYING TOO SHARP
alright yknow what im just gonna stop questioning it. this game is weird.
it's likely a very very edge case in the video
and this often happens when trying to push building objects to the limits
yeah it defo is an edge case
really weird how it works in one save and not the other
and it's the reason why you shouldn't rely on edge cases
lol
also don't build roundabouts for trains, horrible throughput
i am aware theyre less efficient than having an intersection, but roundabouts are cool + idk how tf to make an intersection :D
just make a normal X junction
idk if intersection is the wrong term but ik what you mean
What in gods name am I looking at how does this work
wdym, that's just dual rails connected to all directions
this is my first time ever using trains, idk how half of this stuff works thats all 😭
im not judging the build
also theres no blocks/paths here, would this not crash somewhere down the line?
you put paths on entrances and block on exits
oh ight
Do you typically make a SAM factory for the fluctuators? Or typically only use them as part of other processes?
Is this an old pic? Those track switches look different.
just ended the game with about 80GW used if it helps anyone.
could have done with way less, went overboard with some factories
would anyone be able to give me a hand balancing the top 4 belts into the bottom 3 belts please?
squish them together have have a mk4 + mk1 belt split and merge
or you know, process each line as is and then merge the outputs as needed
Is it worth it going for the turbo blend fuel?
You are using no coal and half the sulfur, however you get 40 turbo fuel less with 600 crude?
Would need to get the blender first though and then the alternate
worth is entirely up to you
I generally only do blend so I can cut out the coal and simplify it
that way I move less stuff, and there's at least 1 spot with oil and sulfur near each other
I have a problem. I have 4 smelters: two like this one consuming 36 ore per minute and 2 consuming 24 per minute, giving me a total of 120 ore consumed per minute. However, for some ungodly reason, the third smelter in the line and the second consuming 36 ore per minute, eventually reaches 0 ore and stops. Case in point, I manually filled that one smelter with 100 ore, and it's already at 68. My miner gives exactly 120 ore per minute, and the belts are mk2. What's the issue?
start at the beggining
- double check clocking of smelters
- double check clocking of the miner
Done. I've also checked the clocking on the constructors being fed by all smelters, just in case. Everything looks fine
so is the miner getting clogged and stuttering?
nope, smooth as butter
then the clocking is off
if the miner was producing enough for hte machines but the machines are starved? the miner should be clogged
makes sense right?
probably going different places
Although you could do a load balancer aswell
yeah but load balancers are pointless
how long ave you waited for it to stabalise?
Hmmm, haven't timed it... It's been 15-20 minutes already?
that's odd, should have balanced out way sooner than that
I have to assume you don't have anything else attached to this belt? another system? a smart splitter off to a sink?
all this is is 1 belt to 4 smelters, supposedly with 120 from the miner not getting backed up?
Here are the smelters and miner
multiplayer? server? mods?
Singleplayer, no mods
save and reload and then check the rates again xD
maybe
could be a very weird bug with the machine panels
Let me check
I should literally be doing some work stuff right now, but I just can't get away until I fix this
I think it's slowly stabilizing now
the last machine or 2 in a manifold will never fill so don't expect them to
unless you're overfeeding
It's weird cause there are 4 ores, sometimes goes down to 3 and then goes up to 5 suddenly and just cycles like that. It's technically sabilized tho
oh was that all? yeah it'll probably sit at an average but have small variation over time
Nono, before it literally stopped working at some points
It's fixed now that I've resetted tho
The good old "Turn it off and on"
so it was actually starving before?
Yes, it was. Just in case, I manually filled it with ore to check the efficiency but it just kept dropping until there were 4 or so ores, and then I resetted
filled all of them with ore?
I took the ones from the first machine, which filled back pretty quickly. Maybe I was too impatient?
ah yeah,
so the way manifolds work is that the first machines will have priority until they are filled
I thought you'd just took an outside stack of ore, out of the system, to help fill it up
all tha would have done was extend the time it took to fully stabalise
that explains a lot xD
Sorry, and thanks then. Patience is not my strong point lol
no stress! just let manifolds fill up by doing something else in the mean time 🙂
I tend to let all my systems back up anyway when I'm jsut going up the tiers
Question: is there anything like a filter in this game? Like, to only move things only if this other one is full or something like that
your MAM might be the most important building in the game. Research it's stuff early
Oh, yeah. I'm about to complete phase 2. I'm very new to this game. I'm researching, of course, but I should probably prioritize it more
I was about to make another coal power plant complex, but I've just unlocked oil. Should I just switch to oil?
eh, you do you? other people like different things.
personally I tend to put up 48-64 coal gens and wait until quite later for fuel
there's much more efficient oil recipes
Hmmm, guess I'll do that. I'd rather do some research instead of trying to figure out a completely new energy source
Are the smart splitters down the alien technology research?
do you like sand box games? are you good and finding what you like about them and creating your own goals?
caterium I think?
Ohhhh, I see, thanks.
Hmmmm. Good question. I actually don't play sandbox games that often. I really like this one though. Something about the pursue of absolute cold hard efficiency makes me shed a tear
the reason I ask because tiers 1-9 is essentially 1 long tutorial.
the game really shines outside of it by going ''hey, I have this idea about thing I like in the game and want to make a big complex system around it''
so honestly? just try things out. Even if you figure out a few ways of doing things you'll almost certainly change your whole methodology once or twice
assume every factory/system you make will not be great
you'll find 5-10 things you think you could do differently next time
rinse repeat
Ohhhh, yeah yeah. I get that. The reason I was so stubborn about this particular layout I asked about working was because it was my first like "serious" layout I tried building myself without looking at any videos or stuff. Honestly, I'm kinda proud of myself, even though it's kinda innefficient cause I have to use power cells to make it work, and it's kind of ugly too. But still, I'm proud lol
oh yeah, I'd suggest avoiding videos in general unless you're asking for a very specific solution to an issue. Even then.... a bit iffy on the info.
The server is more solid about that. Old info gets weeded out here
I still see people on reddit going 'mk2 pipe bug'...
I actually learnt a lot through the videos. The whole... what's it called? Manifolds? I was too dumb to think about that myself lol. Still, I'm already enjoying the game more by trying my own layouts. Oh, I did have to look up videos about coal power though, cause I still don't really understand how water works
it's just very hit and miss on the quality of what you're getting, is just the thing I'm getting up
!wikisearch CG
Coal Generator Schematic.png
The Coal Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal Generator...
some good basic layouts for coal.
keep fluids simple and ask on here, there's a lot of bad pipe info online
Oh, the first one is the one I got on that video. Honestly, it was a lifesaver
these are just examples to show how to manage 360 flow with pipes that only manage 300
you could easily run 6 gens off one pipe and not worry about that sort of thing, it's just that 3:8 is very convenient numbers wise.
you often have 120 belts of coal
8 gens need 120 coal
3 extractors supplies exactly the water needed
I just run 1 extractor (at 75%) per 2 gens to make it simple
this is more space efficient for your water source. Could easily matter
anyone else having issues with machines in the experimental build math wise?
Im running little small manifolds - and yet ... some machines will have 100 iron ingots (Lets say) and the next one will have 2, then the next one has 50
Exp build shouldn't be any different to regular build
Iv also noticed, that even tho doing all the math and laying everything out, my Iron Smelters are STILL getting backed up and Im able to overclock certain machines
multiplayer? server? mods?
probalby don't check 'experimental build' and verify files
Like this line here - I have 8x of these
120 in a manifold
All of them are completely backed up and over producing (Not that Im complaining)
then whatever is using them isn't using enough
or you have too slow a belt somewhere
The last ones on the row, interestingly enough, are not backed up on rods, but they are full on ingots
Help I can't math right now
I have two belts of 480 (960 total). I have two destinations. One wants 360, and the other 600. I do not have mk6 belts. How do I get that working
If I use a splitter on one and feed it into a merger on the other side, it'll end up with 240 and 720, starving the lower side? Or I guess it'll just back up and be fine
split 1x mk2 belt off a 480?
OH
are the two destinations vaguely close to each other?
Yeah that'll do it. That was easy. Thank you kind sir pioneer
Yes
you could easily just keep them as is then, and then merge the products as needed
even if they are going to go make 2 dif products
man, i've been having an everything-goes-wrong sorta night
i finnaly broke free of my creative block.
made my electrics section then evernything else i needed to plan fell into place
my trains hit a deadlock and just everything has been off-kilter since then
biggest of OOFs 
trains proablly kill worlds allot
Got done my HMF setup after I decided to upgrade it to 22.5/min potential (the one planned for ACUs that uses trained in rubber/plastic thats shared)
Just have to set up sinks at the second final station and I can start that up to test if I did it right 
Its so easy to get 22.5/min to work for HMF(encased) than to just limit it to 15/min or some other smaller number
it didn't kill my world, but the deadlock coupled with the fact that i've been touching tons of stuff just has been one of those one-problem-after-another sorts of nights
i'm hitting one of those points where little errors i've made are starting to amplify
good ole recursive errors.
the game really fricking needs monitoring
a map marker triggered by some belt-condition (empty for X seconds?) and an audio alter
I am not sure why basic "belt statistics" are not already included in the game, should be reasonable easy to to with a "modified splitter/merger"
i'd just like some panel that lists all machines not running at 100%
anything beyond that is gravy
also, i think some sort of alarm on truck and train stations when their throughput drops below a configured threshold
i'd personally like to see some more advanced stuff like you get in modded Dyson Sphere, but just bare minimum that would be lightweight lifts for the CSS devs would do wonders
i spent a couple of hours earlier screwing around with something that should have been working after reconfiguring it a little bit, but what was actually happening is i was stumbling over a 4 week old silent failure due to a belt speed mismatch
the second one is just what I described... I would imagine it a "splitter" with one input and one output where you configure the "acceptable" values and it raises the alert when something outside these values happens.
something easily integratable into any part of a factory/logistic chain
it was my building error, and like pretty 'duh', but I couldn't have ever have detected it before making use of the production because the game lacks monitoring
been there, done that (a bit different), found out that plastic production had been offline for days... -.-
seriously, even adding something basic to the truck station could have a lot of utility as being the makeshift splitter you describe
yeah, just past a certain size, problems become very easy to overlook and are difficult to find
i'm pushing a bit farther than i am now in the game without using mods, but i'm really interested to see what stuff is out there for monitoring
especially things you made yourself "fool prove" until you prove yourself you are a superior fool than you thought before 😄
last i looked, belt counters couldn't accurately count anything, lol
i build in ways that keep failures from cascading too badly, but there's just days where you feel like bugs bunny plugging the cracks in the dam, lol
I had one of those in my old Fuel powerplant... it was just a missing pipe between the left two fuel production refineries and the right two... and the imbalance of the residual rubber somehow made the thing block -.-
one pipe later and it was running as nothing had happened
(looking forward to redo my plastic/rubber production with the MK3 designer)
so I've currently got 120 cat ingots/min and 300 copper/min right next to each other, trying to figure out my best use-case for them
while the easy answer is AI limiters, not entirely sure what I would do with 30/min of those, granted I could use the leftover copper to make 75 circuit boards/min
caterium ingots are a nice dense package for shipping Quickwire everywhere you need it (and don't have local Caterium)
what was giving me grief earlier is that my rocket fuel plant kicks off 600 resin, and that goes into this build
the coke there goes to make aluminum with silica from quartz purification
okay, I see the potential for a cascase...
so, yeah, everything just ended up f***ed
I'll probably do exactly that in the future, but currently I'm working to make use of the grassy field area, I've paved over it for a massive mega-factory
I prefer to be a bit inefficient and keep power generation and item production completely separate
it was my OG start and since theres so much iron/copper/cat/coal figured it would be a good steel and copper focused setup
I just increase my own CatIngot output to half a MK5 belt yesterday... has been very useful 🙂
i built the power so that there's plenty of sinks along the way to keep stuff from stopping, but, like it still was a lot of troubleshooting since i was modifying the build i just showed to use up the odd leftover 110/min fuel i was making with some more recycling
already have a full train of plastic set up for importing for whatever I need/want, with another 4 stations pre-made and ready for shipping out/in
I could use the cat and copper to achieve a whopping 2.whatever supercomputers/min, but figured I'd try and shoot for the simpler recipe for supercomputers that uses the cooler and radio
fyi, i was crunching some numbers on train volumes - most efficient means of moving quickwire is as raw copper ore + caterium ingot.
I am using Pure Caterium (no copper left nearby), so I ship the ingots
well if you're using default qw, the ingots and wire are 1:1 in terms of stacks in a transport
right but belt speed makes ingots miles better
the wire takes longer to get out of a station on belts, so yeah
if you're running into belt speed issues, you're not using trains right
I'm not entirely certain what I'll be shipping cat around for atm, but I'm specifically using the southern-most node in the grassy area, which has plenty of easy resources right around it for on-site use
I have ONE train transporting items that stack to 500... and only because I thought "ahh, why not... it will be fun"
my point was more you can move 5 stacks of ingots in the time it takes to move one stack of wire
there's a number of advanced tricks to allow higher than belt throughput
yeah, of course
most times, honestly, you actually want to direct belt quickwire into whatever takes it
Hrm, going for my AI limiter/circuit board setup might actually not be a bad setup now that I'm looking at AI recipes
local (Quick)wire production!!
for default AI Limiter (which i think probably isn't what anyone is going to use from now on), if you clock the AIL assembler at 90%, you can direct belt fused qw & steamed sheet into it - makes for a nice bp
i kind of wonder what took them so long to make the ai limiter alt, that's been needed
yeah but I'm not entirely sure what I'll do with all those AI
especially I'm probably gonna try and swap to the OC supercomputer recipe for much easier numbers
oscillators and ecr's
no idea wtf those are yet 😄
be careful with that recipe - depending on how large you are building, it is very easy to blow out the map limits for bauxite & nitrogen with it
damn, was afraid of that
it eats bauxite alive
hm, in that case might be worth using most of my copper for circuit boards and using that quickwire for cat computers then
its a sweet recipe, and don't let what i say disuade you from using it, you just really have to be sure of whether you are staying within map limits or have the sloops and sam to make more bauxite
I'm firmly within tier 8 atm don't even have turbomotors unlocked yet. Only reason I have particle enrichment was farming crash sites for my rocket fuel factory
STILL annoyed I made it to the place generator step before realizing nitric acid requires particle enrichment for some reason
this, I got to where I am because rocket fuel, its just a game of catchup with 200,000GW power now.
yep, one of the reasons i made my fuel power plant with blended tf and enough underclocked generators to then later upgrade to rocket fuel - just really needed to add nitric acid, sink the ccoal and flush the lines
I was gonna need 144 fully OCed gens for my intial rocket fuel setup, and built them high up above my blenders to abuse gas headlift, did not want to have to retrofit it all for turbofuel
Oh slightly off topic question, would you say a 4min 20 sec loop is alright for my setup?
One train visiting three stations, 1 car for 500/min plastic, 2 for 1300/min rubber, spread between two station output.
144 is not that bad... thats 36 BP MK2...
oh I know, I just had to actually FIND those slugs to shard it
Yeah my setup used over 700 
jeeeeesus I forgot how greedy for cat high speed connectors are
you should have LOTS of shards when you hit Fuel Generators... at least if you collected AND slooped them
I think I had 1k slugs when I built me Rocketfuel powerplant... and then decided NOT to overclock the generators because of the looks 😉
haven't really done a dedicated slug hunt, more just grabbed them when I saw/heard them, and even then sometimes didn't bother cause of enviorment making it more of a pita than it was worth
yeah it was 720 shards for 240 generators 
I had plenty until I decided to burn 432 of them
My mass supply is running low, little over 600 left 
BTW, I'm curios about wether you got anywhere with this ^^
Did you test it in-game some?
me neither, but I grabed all yellow/purple ones I found during hunting for HDs and mercer-spheres/sloops
and each Purple one gives you 10 shards 😄
I said fuck that as I didn't want to have to deal with even MORE spiders/hogs
thats why I take a hoverpack and powerlines with me on these hunts...
but I admin, spitters were annoying before I got the rifle
precisely dodging spitter fire while reloading the rebar gun can be quite fun when you finally get the timing right
Same with a proper powerslide slap slap 
I've become a big fan of stunning before Slapping
1 stun, 4 slaps
2 slaps and 1 hog...
PSA: if you're planning on running logistics above train stations, add another 4 meters of headspace, while this is enough for a layer of belts, it's really unpleasant to work around the stations
really you keep landing accidentally with the hovepack on top of the stations and falling, lol
or just add an additional ground layer 😉
how good is electrod circuit board?
like all alt recipes entirely depends on
your location
needs
personal style
got lots of oil around you aren't using for anything else? probably a useful situation
when you spread around the map, different recipes can be more or less useful in different areas...
I mean, while I am sitting on entirely too much crude oil atm, I'm more thinking later stages
Long story short I demolished all of my stuff except my motor factory and have the bare minimum feeding depots atm
again - depends on your location and what you're doing?
like you could make a bunch of CBs next to oil and drone them to an electronics factory?
currently I'm working on fixing my rail network, and using the grassy plains to a stupid degree
pro tip: don't do that until you have other factories set up.
or don't do that at all and keep your old stuff going until you start the map fresh
issue is my first ever factory was RIGHT smack in the way of my rail network
couldn't... move the rail a bit? make it go over?
with mile long belts moving stuff from one random machine to another
in any case it sounds like more than a 1 recipe issue - time to plan out whole factories and their locations with this https://www.satisfactorytools.com/1.0/production
pft I still have to pick my finalized products xD
While I've set up stuff making steel beams/pipes, and iron plates/rods, those are out of the way for the most part for me to really be smart about my usage in grassy. I'm currently sitting on 120 cat ingots/300 copper ingots that I'm trying to figure out what I want to use (I already have a train set up to import plastic)
just make some basic medium end products and use containers to catch extras as they fill up
and that tool literally helps you choose finalised products and how to get to them
I know that, I more mean like, do I want to go all out and use those to make a whopping 2 super computers a minute, or do I want to go for a more stage 2/3 sort of setup and ship out those for use elsewhere
like doing just basic AI limiter and circuit boards
that is some planning 🙂 although setting up a train net work and then fitting factories around it is generally teh worse way to go about it in my experience
build networks to fit your factories, not the other way around
since I have steamed copper sheets I can make like 30 AI/min and 75 circuit/min
oh thats my plan, the issue is my initial train setup was 2 completely seperate back/forth shuttle trains
or well, 3 if I include my aluminum shuttle train
but going back and fixing it to be a dual rail setup required a lot of reorganizing
to the point it was easier just to scrap the spaghetti mess of my first ever factory in grassy
Also also, like 90% of my factories were random middle of nowhere stuff making items to just dump straight into a depot
have you completed tier 9 yet?
NOPE
firmly at the start of tier 8, with me cheesing particle acceleration because I had already completely my rocket fuel factory before realizing I couldn't actually make nitric acid even though I had nitrogen and the blender unlocked
even my aluminum 'factory' is very slapdash and inefficient since I didn't have the alts at the time, and was just depoting for tier 5 belts and such
yeah just keep working on clearing t9, its essentially still a tutorial
I find generally, if you can start automating the base components for the higher end parts, a box factory for the high end part is all you need until you're looking to use that high-end part for the next tier up
in the electronics chain, using the electro cb recipe to get some circuit boards cooking early is one of those 'easy button' sort of tricks
that's my current goal essentially. All I have properly set up atm is plastic, HMF, and aluminum
oh and motors
and even then motors is the only one remotely ready for transporting
yeah, motors, hmf rubber+plastic then aluminum is sort of the progression that i think works best. from there, make the electronics stuff as opportunity arises
its more they're all the important things I need for building everything of a higher tier (that isn't stupidly easy to set up with a random iron node)
motors are interesting... you need quite a few of them for refineries, but you shouldn't try overbuilding them early. the motor alts are really good later
motors were the first every proper factory I made at a whoppin 15/min
the trick i use for motors is that i build the motor factory and leave space to replace the assemblers with manufacturers doing rigour motor later
I ate good on them tickets and was ready come refinery spam time
adding a few oscillators and you quadruple your motor production
(I used that group of 3 pure iron and 1 pure copper on the west coast south of oil island for all of this)
that's such a sweet and underutilized spot
it also has like, two entire pure limestone nodes too
it was my first real expansion that wasn't the coal power crater
one might argue that that spot may be a better starting location than speedrunners bluff at this point
That spot is my HMF for planned Fused frames and possibly some other stuff if I send in more coal.
the fact its right on the cliff near the ocean makes it perfect for shipping stuff later
btw, if you need extra copper in that spot, there's a pure sulfur node on the cliff right above it. sulfur converts 1:1 to copper
I used that for my rocket fuel 
vertical space is always free 😉
thats where I am producing my copper powder at the moment... already had enough Iron elsewhere, but the spot IS really nice
yeah, i meant leave enough space btw the assemblers to accomodate replacing them with manufacturers so you don't have to rebelt it all
And yeah that copper is what I have sent up to my aluminum plant on the gold coast arch
rebuilding with different inputs IS painful... because it can change a lot of the factory
2 full mk5 belts of copper ingots being train'd
is anyone else finding that iron is just so ubiquitous that you feel bad leaving it untapped? the rebalance of HMF/EIB really has freed up a lot of iron imho
Yeah that one spot has so much iron leftover, I was unsure of what to do with it, so ive left it alone for now.
in previous updates, i was scrapping iron and coal nodes from multiple biomes just to make enough pipe for hmf's
i'm not really complaining, its just something i've been noticing
the other night i took a few hrs to make an iron only motor factory on 4 normal nodes cuz why not? lol
I don't know what to do with it at the moment... all other factories have more than enough Iron for their current production
Yeah once you have a goal and plan figured out things like that are surprisingly simple.
Setting up these 22.5/min HMF was similar
it almost feels like there's something clever to be done with the extra
jesus, I made one thta was 5/min and that was already a pain
i'm making 90/min, lol
I have five factory complexes at the moment... and maybe one of of them could be is iron limited if I want to increase production
(its my "frame factory" 😉 )
The funny thing about HMF... encased especially, the numbers are so nice when you shoot for 22.5/min
hmm...
This here, was my plan using only steel from my compacted coal byproduct from RF
if you have more coal...
this might fit into my current "frame factory" place quite nicely... just have to see how Fused Frames and Pressure Cubes modify this
Yeah its a nice little plan for the end numbers,
Here, I forgot to show this is pretty much the one I just set up really quick last night.
fused frames eat a lot of Aluminium Casings
Yeah... planning for that mess once I get my HMF for my ACUs done then work on my computers ect for ACUs, then go back to my aluminum plant and actually get that rolling 
so. many. things. 
yeah, that's the case for heat-fused frame. it saves on alum AND copper
quite possibly the most evil recipe in the game
on the other side, Heat-Fused frames take a LOT more nitrogen, right?
yeah, you're going to be burning a bunch on it, sure, but you're using some anyway. its just nitric acid is more of a pita than gas
there's actually enough nitrogen on the map now for it to be a non-issue if you don't choose stupid recipe chains. The change made to the cooling device alt makes all the difference
Yeah, I think with what I planned, I was going to do fused frames, then have the leftover nitric acid packed and sent to a nearby quartz purification area (location to be determined
)
i think that may be the best balance change that was made, but runners up are EIB/EIP and plastic AIL
I am far from getting the resources of the whole map... I think all my factories get their Nitrogen from the node in the North-West corner (except for power production of course)
i have the BC and EDF god well tapped at this point, until i get to HF frames in the swamp, i'm good
i need to figure out heat fused frames soon. I really want to use the swamp for that, but i don't think I'll have enough oil or nitrogen there
hmm... I just see that the "sweet spot" below the Oil fields on the West Coast also has Nitrogen... HMM
the problem is that Coal is quite a bit away
There are 3 pure ones near rocky desert and there is natural road from there towards west coast
Turning the "coal lake" nearby into a "frame factory" also looks quite interesting... there is lots of Iron AND Copper there... and the 4 "normal" Coal nodes...
Thats my delema, so many juicy things in the area and my decision stunlock kicks in 
I'm making a couple train tracks but it might cut through a bunch of nodes and decision stunlock kicks in
Keeps thinking if I need that place in the future
Need to move the god nitrogen well and the pure quartz node nearby to west coast without cutting off the quartz cluster further south
But either direction slightly cuts through the uranium cave and whatnot
When in doubt, setup fake miners/builds on a ton of nodes, and plan out stuff afterwards.
that way, you have more than a "what if" in the back of your mind.
Yeah, its probably mostly because of forcing my trains to never share tracks :/
Guess I gonna build some tracks on the tighter places first
While I can do that, having a train track under/over a belt that isnt for the station feels weird
Yeah I started with uber wide tracks for belt supports in the middle, then now using 2 foundation wide for my second setup.
I wonder when I will start using stacked rails 
The wide tracks at least had a reason to be wide, belts fed compact coal + rubber/plastic south, iron plates + sulphur up, and then the pipes for nitrogen
Oh.
I keep forgetting about this 
might have a pair of nuts by the time I get to phase 5
first 1000 are easy
oh I have nothing prepped for phase 3 parts or phase 4 
just the steel related stuff and I need to redo auto wire.
you're kinda taking your time
Yep 
Explored the map for HD and sloop/spheres and just worked towards RF now slow grind up.
For the 100 HMF no alt project I will have to setup trains eventually.
Total raw input is 24k Iron Ore/min, 9k Coal/min and 9k Limestone/min.
I have built the factory in the Rocky Desert so if needed the Limestone can be done with Belts instead of trains from the 9 pure nodes north of it.
That still leaves me with setting up trains for the Iron Ore and Coal.
I know better than to ask for exact numbers but I do want to ask if someone would have an estimate hearing these numbers of how many trains I need to setup? Mainly asking so I can plan enough space for the train stations
that's sort of the way i did things, but once i got to phase 3, i went all-in on rushing to completion to unlock everything
When I started muckng around with my 1560/min copper ore train route, if its long, you want a long train + multiple trains for the high volume.
in general you need at least 3 freights per pure node and only if that one train doesn't have more than like 4 stops
Consensus iirc for freight platforms was a little bit less than your max belt throughput for each car.
I'd boil the limestone down to concrete and probably process the iron into rods & plates at the miners
that'll give you a lot more train capacity
Thats not an option in this case, whole idea of it was to create one giant factory (which is almost ready)
well, then plan on 600/min per train car of ore
Long trains and many of them.
in that production chain only screws are not compressable you can just make frames and whatnot on the source
yeah, one thing of note though, mod frames don't travel very well
The 50 stack size yeah that does not help
they're one of those items that probably should be a 100 stacker instead of a 50
I thought it's still better compressed compared to iron ore?
debateable, i'm not going to work through the math on that
you basically compress a pure iron node into a stack of modular frame (if no alt)
Its probably close comparatively, but it would be screwed over by the travel distance I would think
my mod frame factory makes 90/min from 900 iron and 300 copper raw, so ehh 12->2 stacks?
Okay so lets say 4 trains/train stations of 6k items/min each for the iron for example? Then I'll know enough in terms of space
i said 600/min, not 6k
like each train car can move about a normal miner's worth of ore
Yeah I assumed 10 train cars per train for that example
huh. fun fact, 1200/min iron ore = 5/min HMF
600 per min car can only do dedicated line, I don't think there will be many places to pick up 5 pure
I have not used the dune desert at all yet so plenty to take from there
would a MK6 belt allow to push this limit?
for me I only do dedicated push pull line, if I can see a place to pick up 5 pure nodes worth of item I will do 2 freight per node, otherwise with 2 stations+ I'd do 3 freight per node
it's more that a train car can fit 3200 ore, average rtt for most train trips is around 5 minutes, that gets you about 600/min from a miner's worth of capacity
double loading/unloading should be able to push the limit a bit more, but unless I'm doing 3 freight per node I don't want to mess up merging
(inexact napkin math)
in my experience 5 minutes RTT is okay in general assuming you don't stop at another station
though you can't reliably cross map on 5 minutes RTT
if you're doubling up trains, you can go a lot higher throughput, but i'm just sayin that one train car moving around a reasonable loop of 5ish minutes does around 600/min ore
Yeah I was wondering trip times, like, my one question earlier.
would you say a 4min 20 sec loop is alright for my setup?
One train visiting three stations, 1 car for 500/min plastic, 2 for 1300/min rubber, spread between two station output.
seems fine to me, but you should always do some test runs and verify
you think I should start with any stations' buffers empty, or should I let them fill up naturally?
my rubber loop is moving 3600/min with 2 4-carraige trains of 900/min each and making 4(?) stops
oh yeah if the train track is looped in a circle it'd massively decrease trip time lol
not always reliable but you can probably plan routes that way
a circle loop would allow 3 (maybe 4 if short) stops with 2 freights per pure
I still have a massive part of the rocky desert that is not used so loops should be possible
(in terms of space)
there's always a look at things from 30000 feet up and see if you can spot any simple improvements
now that i'm getting more of a picture of what you are doing and where, something i'll note for you is that trains of more than 5 cars need extra engines on them to climb inclines. that probably will come into play if you are looking to tap the 8 pure iron nodes in north forest
Yeah I know
I do still need to account for the power draw of the trains actually
I do already have 20GW spare power for the factory itself
you might want a bit more of a cushion than that, but 20gw is a good chunk of power
one thing saving you is that you won't be using refineries 😄
That was the biggest plus of this whole thing
The downside is that I now have 153km of belts just in that factory
I have 40 GW total but am already using 17GW or something
I suspect that will eat more than the 20GW you're left with, mostly with the constructors (bunch of screws) and manufacturer (need 50 and each takes like 55), maybe get 10GW more
According to satisfactorytools its around 20/21GW total
And I tried to avoid overclocking as much as possible to stay close to that number
But yeah I am aware that I will need more power to be safe
so has anyone had problems taking 2 mk3 miners on normal nodes and merging their output onto a mk6 belt and getting full speed from it?
The killer would be the trains imho, logistics is gunna be the bane of that power pool
Well that + the power all the miners will take
trains really don't take a whole lot of power
Oh yeah since your Tools calc dosent have miners + overclocking them costs
its the sheer amount than the trains themselves
engines take 25mw when they're climbing and stations use a pretty good spike when loading/unloading, but amortized, they really aren't very power hungry
But it will also depend on how I organize it, there are some impure and normal iron nodes on the rocky desert coast so those would be great to balance everything out
tbh, i think the hard part is going to be steel
Yeah the coal
that and just the shear number of beams you need for it all
Not that bad
i don't have a good feel for how much better that is after the rebalance
2000 steel pipes for the HMF and 1500 steel beams for the Encased Industrial Beams
Which comes from 9k steel ingot/min
But that is alreay setup
Only have the assemblers for modular frame and the manufacturers left in the factory itself
nah, i take that back. hard part is mod frames
Yeah 250 assemblers is gonna be fun
that's just a metric ton of rods
Iron Rods were actually the worst
so many rods without steel rods? 😄
8250 iron rods per min
yeah, that's horrible, and you don't even get to use cast screw, lol
5250 for the screws, 3000 for the modular frames
550 constructors
i think you may get the award for the worst project idea ever, lol
yeah even end game I don't see myself making more than 50 HMF/pasta per min
I plan to make the outside look like the freighter that holds hard drives to remind me why you should use alts lol
Not to mention that I made this in T6
So everything is Mk.4 belts
And there are so many of them that I get a lag spike when I paint them
Doesn't happen with other objects so I might have found a performance bug lol
that sounds expensive 😄
i think that's a known bug, in multiplayer, painting stuff or changing the swatch colors gets pretty laggy
hey, at least you have the EIB's handled though, right? 🙂
EIB?
EncasedIndustrialBeams ?
Oh yeah
There is a temp factory somewhere pumping 64/min into a depot that has a Industrial storage container in front
Only time I ran out was when doing the 44 belt single layer bus for the screws
Because I did make sure that the belts are as long as possible to cut down on the number of UObjects
Well its feels for me as if it is indexing through all the Mk.4 belts for something
idk
not enough that MK4s are expensive to make, now they are also expensive to the Engine? Oh dear... lucky to hit Aluminium some time ago 😄
Well I suspect it could happen with any object
But what I said it feels like it is indexing through all of them and since there are so many it becomes a noticable thing, I plan to make a post on the QA site with my save attached
I was wondering how powerful trains really were and spent an afternoon doing a whole bunch of excel calculations to figure it out
So basically, the third table is the important one and shows the round trip time as well as estimated distance between stations a train can travel if you want to sustain a given throughput for an item of a certain stack size
I don't know what happened but the screenshot is pretty heavily compressed
numbers are not readable for me
ah its the mobile app that does that🥴
what is TTF?
Time to fill
Basically the time taken to fill a cargo wagon given a specified throughput
It's equivalent to the round trip time because the train needs to be back in the station in time to be filled again to sustain that throughput
From all the calculations, I've determined that throughput on items that stack to 200 is much better (as expected), and the range that you can transport items that stack to 200 across the map while sustaining throughput is a lot further as compared to items that stack to 100
I am confused by parts of this table... "MK5 max Throughput" (2nd table) is whats the maximum you can get "per wagon/station" ?
Yeah
then why is Max MK6 Throughput > 2400 ?
are you accounting for the 27.08s I/O lockout while un/loading?
Yeah
That's why there's both TTF and 2 station travel in the third table, 2 station travel subtracts the I/O time at both stations from the TTF
And also why the max throughput is less than 2 belts in the second table (which is actually a replica of the table on the wiki but with a naive estimated travel distance added)
so if I understand your table correctly the main issue with low-stacking items is how fast the station is full... which limits the time until you need the next train
Yeah, pretty much
The 27.08s I/O really hurts low stack items because it takes up a lot of the TTF, which means less time for the train to go from station to station
Which necessitates measures like longer trains, having more trains per station and a train buffer, etc.
The limited throughput you can get out of 100 stack items and the limited travel distance before throughput starts dropping definitely seems to support localised resource usage and medium-distance belting of ores and ingots over using trains, since the high-volume 100 stack items are generally ores and ingots
but its only an issue if you need a full belt of low-stack things... but its gut to remember, stack size 50 things are not uncommon.
Maybe uncommon for mass-produced items?
Stack size 50 isn't a concern since all stack size 50 items are either manufactured high-density items or player items, which you don't really need very high throughput of (the relevant throughput for stack size 50 is 100 items/wagon, which trains can easily support)
It's mainly stack size 100 (ores and ingots) which is a concern
I thought more trains per station is WAY worse because you get even more lockout
I haven't actually done the maths for more trains per station, I'll try that out
not always. If the platform fills up before next train, then adding another train usually increases throughput of the line
I imagine it might be an issue for many-to-one systems, like shipping all the bauxite out of the red forest to a single location
and if the station is only half full when the 2nd train departs than its better to just use one train 😉
(if it goes to the same destination)
Off the top of my head, it doesn't seem like multiple trains to a single station will hurt throughput? If it's a pair of stations, adding another train should just increase the allowed trip time per train by double or more since we can treat the station as accepting a train every cycle, and each train gets two cycles to make the round trip, leading to no reduction in throughput
So having more trains per station should be pretty effective especially for low stack items since it basically adds both the time between stations and another 27.08s block per train added for train travel time
More trains to one station can increase throughput up to a point, but will then start decreasing it once the pause for unloading starts to dominate
I don't think it'll decrease it because it just hits the theoretical maximum throughput in the second table, since trains don't unload if there's no space in the freight platform
So at that point, having more trains is the same as having infinite trains because throughput doesn't scale anymore and the freight platform continuously cycles between train unloading and belt unloading
Everytime I come in here I have to shut my brain off so it doesn't get overloaded
Did some simple calculations on multiple trains per station and they were about what I expected, it's basically a linear relation of number of trains against max distance for trip / round trip travelling time / average throughput, although average throughput is capped at the theoretical maximum per cargo platform
Adding even a single extra train for stack size 100 drastically increases the round trip travelling time and distance the trains can travel before throughput falls, so using multiple trains for long-distance transportation of stack size 100 items is powerful
This assumes that the trains don't interfere with each other (e.g. two trains reach the station at the same time) which might lead to more acceleration / deceleration time, leading to lower throughput
Just to mention, I think quite a few people don’t use the full load/unload option for trains which might contribute to the station lockout topic being especially emphasized.
Wdym full load/unload option
In the time table settings, you have to options for the train load/unload. Either do one load/unload or do a full load/unload.
Ala load what is present or wait until a full load can be loaded.
The option that loads what is present locks out your stations whenever a train arrives but doesn’t inherently give you the full train load potentially bottlenecking train throughout. I haven’t intensively looked into the numbers since I just use full load option.
The empirical answer is however many hours I played in 16 days. @remote flame 🥇 🌰 😎
I hope you don't mind me asking a very specific question. Why does Mk3 belt move 270 items per minute? Shouldn't it be 240?
no. mk4 at some point moved 450/min
there's no "rule" on what a belt must move
also, 270 helps a lot with many items produced around that stage, which can come in amounts of 15 or 45/min, which fits into 270 nicely
also can merge with mk4 to get 750
Right, I forgot that steel starts to produce in amounts of 45
running out of oil way too fast..
im expecting i will be able to get though tier 4 with that. but i am mixing concrete into the pipes.
also will ber able to recover 120 ingots with aluminium beam recipe
So, i'm playing with satisfactory tools. Cause i no experience with the nuclear part of the game. I came with alternate recepies i have, still at 4800 copper and 320 refinery's for 12k ingots.
That's a bit much for my liking. Anyone got an idea if 10 nuclear pasta/min is a bit overkill ? What should i aim for? Or what did you do, that's sustainable to build, or what alternate recepies should ease the logistics and items/min😬
you can go much smaller. but nuclear is all about going ham.
My plan is for 1/m then slooping it.
have you done rocket fuel yet?
No i'm running on turbo fuel
I imagine the pasta will have plenty of time to build up, while I handle all of the other phase 5 parts.
Hmm, so I don't really need it? For later ?
that's defintly a large amount if were to make ten lanes of copper
I have the fused mod frames already build (10/min)
i dont think the roadio control units will be enoerous either.
You can get 6 lanes from this spot.
mix the iron and copper
Just when I thought I've figured everything out, I can't figure out why my refineries are not running at 100%:
It will run a batch, spend a second or so emptying, then sit idle for another couple of seconds before starting again. why would it do that?
with this spot nearby that should be ten lanes.
i think you have given a a goal. i will shot for 10 nuclear pasta per min.
i can limit my rocket fuell to whats needed to sustain that.
With 1 sloop or 0, it runs fine, but with 2 sloops it stalls. I wonder if its because 32 fuel is more than half the output buffer
try blocking the output to check if it accordingly increases the output buffer size
if not, it's a bug
Haha, did i make you do something 👀
If you want you can build it, in my save. Ficsit lady will pay you generously😅
I would add a smart splitter on the compacted coal, and see if some slips out with overflow. If so, probably not all compacted coal is being used and it's bottlenecking. I had the same with my turbo fuel and it fixed it.
my compacted coal is just being sunk. I have a mk 6 belt going straight to a sink. No way thats backed up
Anyone use the dark ion fuel alternate? I’m weighing the pros and cons of setting up power shards vs packaging rocket fuel
I thought about it and then noticed it destroyed the containers
I did some spreadsheeting, and I really couldn't find a reason to use it. But I may be missing something
its way less efficient in rocket fuel
maybe if you just need a little for jetpacks it is easier to set up
it isn't very efficient of a recipe
Yeah it’s mainly a post game goal to try to set up one of everything. Ion fuel was mainly for jet packs. Was going to stop at rocket fuel for fuel based energy
from what i can tell is that ionized fuel is a way of kicking off a bit more power by making powershards to generate dark matter crystal for other processes... concievably you could use that DMC for making even more power, but that concept seems sort of meh to me
Ionized fuel is like 38% more efficient than rocket fuel, but the input is 240 to get 200, so you're losing most of that in the recipe already, and then you're also putting in 80 dark matter crystals and 240 fuel tanks (240 aluminum ingots)
Some late game stuff prob needs a balance pass
also, it takes 480 rocket fuel and makes it into 200 ion fuel vs the default recipe which is 1:1
Fisconium has a similar problem
ficsonium isn't supposed to be better power generation, it's supposed to be for wasteless plutonium
which it does well
(and essentially burning 240 alum ingots on making it as well 😦
If the recipe gave the empty tanks back I would give it a try I think, even though the math doesn't work still
i honestly think they made a mistake on that recipe
like whoever came up with the idea for the alt forgot that rf packages 2:1
i have a feeling that they decided to move the recipe from the blender to converter at the last minute and just forgot about the packaging ratio
i guess it would have been a refinery recipe instead of blender, but still, the recipe is really, really bad, lol
again, the point of making power shards is to generate dm crystal, so cutting them out of ion fuel making pretty much defeats the purpose of ion fuel which is to make some power while generating crystal 🙂
Huh. When I make power shards I recycle the dark matter to produce no excess DMC’s am I doing it wrong?
I never automated the phase 5 stuff so maybe I missed a yearning for DMCs
"never automated" o_o I was scared before, but now... Is it really that hard?
the dark matter trap recipe is how you kick off the excess DMC
No, I just got burnt out and had enough left over storage from prior components that I hand fed it to get it done
Some friends I started playing with wanted to watch the ending together so I wanted to catch up
there's 3 dm crystal recipes, the default recipe is sort of meh... the other 2 (trap & crystalization) allow fine-tuning the amount of dm crystal produced if used with each other. Refer to the DM Crystal page on the wiki for the exact math of it all
i'm not that big on getting the dm residue and crystal balanced... crystal is sinkable so making excess isn't a big deal
what becomes an issue though is making enough time crystal to use the DM Trap recipe - it sort of eats them D:
and, um, yeah, i got into phase 5 and just cheesed my way to the end as well with a small loop of converter->encoder->accelerator that i reconfigured for all the elevator stuff
when i ran out of dm crystal, i made some shards, then went back to making the delivery
man, a lot of quickwire
it kind of hits you how much your making when you see a near-full mk6 belt moving without stutters
Is there some way to tell SF tools to stop making extras? I just wanted 10 servers not 14 with 73 turbo motors on the side
Looks like a bug ?
I had funky things happening with SF as well
Unless there is something going on with the imput
I put a bunch of stuff in the input but it seems to try and use as much of the input as possible instead of using as little of the input as possible
it's mostly when having a byproduct is cheaper than making exactly as much as you wanted (or even impossible)
and yes, input is considered free, so it will use it if it can
the extra superposition oscillators made sense to me but the rest I was confused on
it needs to balance out the DMR. You can probably set an input of DMR to keep it from doing that
in general, don't add more input than you need
@wind spade is sftools smart enough to not make byproducts that are unsinkable?
no, it doesn't assume byproducts are always sinked
and sometimes that'd be horrible (e.g. HOR)
so something like disolved silica or DMR can be a unwanted byproduct of what it 'optimizes'
My goal was to use the tool to try and figure out, instead of how much raw resources, how much of these input items that the end products will be consuming. It seems like the priorities changed from 0.8 to 1.0 so I don't think I can do it this way anymore
there was no change to solver between 0.8 and 1.0
technically hor can be packaged and sunk, my question was more about making things that there's really no easy way of getting rid of w/o another factory
well given that it almost always makes more sense to process the byproduct rather than just sink it, I don't think that's something worth taking time to do
fair enough
do valves prevent backflow/sloshing?
There are setups with valves and buffers that help fix slosh
Lesson 10 here: https://satisfactory.wiki.gg/images/3/39/Pipeline_Manual.pdf
Not sure if that’s specifically to address slosh or just other flow rate weirdness but I figure they’re sides of the same coin
you're best not to try using them to prevent slosh, they really don't work very well and often compound your problems rather than solving them
my turn for a question. Is there a way in the unmodded game of getting a reading on how much fuel your drone fleet is consuming?
I'm asking because I'm making 300 yellow fuel per minute, and drone ports when i tally up their consumption/min are reporting way more than that, yet all my supply storage is still full
I don't think you can see the amount for all the drones at once, also maybe the consumption/min doesn't account for the times the drone is on standby (if he can't unload everything)?
The whole fleet, not that I've seen. You would have to check each flight path.
SCIM also might be able to tell you, I haven't delved too deep into it.
i think how i'm going to approach the problem is to have an ISC on the fuel's sink line with an output belt at something like 60 or 120/min and then measure the delta of how full it should be at 300/min vs what it actually contains
also, i doubt SCIM will give you more than the game will, its working off of the stuff in the save file without ability to simulate what rate factories drain buffers
so this is the test setup: amount in is 300 and the sink belt is 270
i wonder if you could complete the game using just the nodules & not placing down a single miner
It won't, I just meant it may be easier to see all the routes that way.
yeah, i've already run around and gathered what the ports say, lol
btw, am i correct in thinking that you can make extra liquid cannisters by slooping dpf?
Is that the one in the refinery?
You can’t sloop packager at all as it would let you exploit/duplicate liquids.
Otherwise, sloops are sloops.
There is one or two of the packaged recipes that are in the refinery.
It’s possible you can then, but the devs clearly don’t allow any exploitative loop stuff so it wouldn’t be anything profound if you can.
That is more or less what I was about to say, so I agree.
@prisma kraken For drone port fuel use, I assume the listed values on the port UI assume continuously active drones. So you could calculate the percent active based on item/s to adjust. I’d just overproduce and not care. Or manually find the values by measuring a static storage feeding the port over X time.
Factorio I found the total fuel usage for my megabase’s trains via the stat screen after equilibrating. Ala reading a graph. Definitely would be useful in satisfactory for this type of thing.
this is incredibly helpful thank you
for fun, I calculated how much HOR to dedicate for fuel vs. coke for electrode circuit board
and it turns out that it splits 5:9
assuming all resin is turned to rubber, 5/14 of all HOR production should go to making fuel, 9/14 of all HOR should go to making coke
the fuel then is injected to the recycling loop to be turned into rubber
Make sure to read @prisma kraken’s comment on the flow regulators. I think they’re more experienced in this space. But yeah that handbook in general is very nice
please use the new link: https://satisfactory.wiki.gg/images/3/39/Pipeline_Manual.pdf
Thanks!
Edited comment for posterity
yeah noted
no unnecessary valve usage
When seting up a recycled loop, you should prime the refineries before starting them all up, right ?
Its safer to prime most pipes, that I've noticed.
if nothing it'll seek the equilibrium faster
like that I'm not sure, but entrances in succession will normally increase speed.
also (imo) the exception to the "most" is when there's a fluid feedback loop, i.e. aluminum wastewater recycling
I was trying to think of more than just that as an example when you said it.
Idk what recycled loop OP is referring to.
there's sulfuric acid recycling during uranium process
and distilled silica has a water feedback loop
It could be a few things, my thought is the rubber to plastic loop.
Yes, plastic/rubber
does this work? I found this design online but for some reason it doesnt seem to work on my end
I think the wiki has a picture of a good one.
ah okay, ill use that one
so, after an hour of letting things run with an experiment set up to measure stuff, it looks like i'm burning around 45 fuel/min (going to run some longer duration tests to get better accuracy), but here's what my fuel supply drone port lists:
like c'mon its like a power of 10 off, lol
additionally, it is even more off than it seems because my 45/min counts the fuel the port gives to the drones
I think the bit on the top left should be on the top right. So you hold left to stay in the loop and press right to exit it and the upper U and lower U should match up exit to entrance
The exit of the bottom U should have two options: re enter or cannon
Reporting bug? Or factory math?
Like the drones are over reporting their usage?
The Diluted Fuel alternate recipe is absurdly unbalanced! I just set up sixteen (16!) fully overclocked fuel generators, that's 10 gigawatts of power, running off a single 300/min crude node. This is without a single somersloop too, I could quadruple this and then double it again if I fully overclock the extractor!
I wonder how they weigh the “hassle” of being near water
Seeing that most oil is near water, its rather interesting.
and even areas like the desert canyons south of dune desert, you can sneak some extractors in the geothermal pools.
Plus with somersloops you could keep fuel output the same and cut the number of extractors you need in half.
The blenders for this want 800 water/min total, with sloops you could cut that to 400 and only need two extractors
Blue crater and spire coast have enough water and crude nodes that you could never need to go nuclear
ehhh i don't think you would want somersloops on petrochems, you can get like 30k products outta the map thats more than enough
the overall sink point/sloop is pretty low too
if you want to sloop something that should either be SAM or nuclear rod or at least bauxite products
You only need like a 1000 reanimated Sam in total though
I'm about to finish tier nine with only ever having tapped one bauxite node, so yeah
in total, using what?
Like for the research
but for production
my warp drive production uses like 30% of the map's sam already
more like 20% but
Ah mb it's used for more stuff
I looked it up
I thought Sam was only for the depot research and building them
If you do anything t9 serious scale the map can only accomodate 2
huh accomodate 2 what
Bauxite restriction is worse though
not 100% sure, i think it is a combo between bad data gathering and possibly some bad math in the drone port code
Like recycling all plutonium rod, max alien matrix for augmenter, 10s of t9 space elevator parts etc.
i was poking at it earlier to get a handle on how much fuel i'm actually using right now
isn't the alien matrix ROI ridicously low for how much sam it takes
like, better spent on nuclear rods
the matrixes really don't take much sam
Roughly how many drones do you have going how many km? I’m surprised that packaged regular fuel works out. I was hesitant to use even packaged turbo
without slooping games, you're looking at 600/min raw sam for each APA
power shard, SPO are kinda heavy no?
The entire process is dark matter positive, no need for extra sam except fluctuators
atm i'm using drones for a couple of short hops to bridge some gaps in my train network and to deliver tractor/truck fuel to stations that are bridging other short range stuff that trains aren't the best for. All in all it really isn't a ton of drones
Got it. I had some spare uranium rods but nothing automated so I’m thinking of setting up dedicated fuel or batteries
But same. Just a few drones for essential direct path stuff
it is more that i'm seeing reports from ports like this and just know that 300 fuel goes pretty quick if each port is using 20/min
Yeah I haven’t set up plutonium reactors yet but I have the rods sunk after filling an ISC
So currently no waste piling up
there's really no easy way in the game right now to get any vision into how often drone's are making a trip
On my observation if you force the manifold to back up on 1 drone system, drones will move the least, but wont be sure how much down time
You can use one drone to distribute to multiple ports??
Nah 1 port to multiple drones
Or do you just chain them on fuel ports
Got it
So a transport drone will have a fuel port next to it being fed
Yeah pretty much, as long as the port supplying fuel not have drone placed on it the system wont deadlock
Actually for fuel it doesnt matter but its best to leave the depot ports open
I'm pretty sure the throughput on the drone port (as well as the fuel/min given) is calculated as if your drone is constantly flying, while drones might actually spend a lot of time docked at destination waiting to unload
Since your consumption is smaller than your input, you have the drone delivering fuel waiting a lot of the time at the destination, waiting to unload (which isn't taken into account by the numbers in the interface).
That's what I think is happening, so I tend to take the fuel/min indicated by drone port as more of an upper bound of my consumption, which tends to be quite a bit lower
why is rocket fuel so good?? just 600 crude oil and some other things makes 518,000 mW
with only 10 refineries and 4 blenders
Nitro rocket fuel is just a little good
and that is not even using oil->heavy oil residue->fuel, just using oil-> fuel
am I missing something?
I think the wiki has the wrong power output for rocket fuel
This is a basic diuted fuel plant , no matter what your doing with oil you will start like this makeing fuel as effecently as possible
which page? and how wrong?
the gg should be right.
and what's wrong with that? seems right
i think something like that is happening, i agree. It still doesn't change the fact that it would be really useful in the game to see a consumption rate that is accurate.