I don't think direction matters (much). The point is how long a train takes up a block. If it needs to start from 0 speed it'll take a while and all other trains will take just as long coming out of the stations.
With your fix, you connected the rails in a way that allowed the trains to pick up speed before joining the main ("fast") track ^^
#math-and-meta
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there's a little more to it than that if you want to get really technical and into the math
The worst case scenario, for any junction, is having trains stop before engaging it, as that takes the longest to clear it.
If some trains DON'T HAVE a way to engage the junction with speed, the minimum time to cross that junction when two trains meet goes up by a lot
what the resign did is reduced the dependencies a train needs to satisfy to get out of the station
i.e. fast-paths the egress
Yeah, I'm not trying to imply it's all about speed, but I do think it's the most important factor
i'm going to disagree, respectfully. same stuff happens in the same order regardless of speed. its just the frequency and duration of the windows that changes
on a long enough timeline, each train on your rail network will be at the exact point as another train at the exact point to cause a problem. it isn't an 'if' but a 'when'
I don't think I understand what you're trying to say.
Isn't my point about avoiding the "worst case scenario" valid (albeit incomplete)?
Worst case scenario being: having two (or more) trains needing to pick up speed before clearing a junction
the only way that ever will not be the case is if trains are at exactly synchronous or harmonic round trip times. and while you may have that for a little while, second you change something, you'll perturb that synchronicity
what i'm saying is regardless of speed, over time and after enough simulation iterations, 2 (or more) trains that can deadlock will eventually be at the exact spot that they'll deadlock
if you've designed things incorrectly and they don't, you've really just had some good luck
I don't think I ever said otherwise. Bad designs can break, that's normal and expected..? 
(or haven't run the game long enough to observe it)
pretty much, lol
i wonder if there's some stuff from Alan Turing's math that could be used to describe it 
Imagine a world with trains as precise as belts (not the MK6 ones ofc
)... 
btw, since you bring that up... i've been keeping my eye out, not for mk6's skipping items, but for factories as a result skipping beats or buffers running dry, etc
and i'm really not observing that anywhere
if it is happening for me, systems are recovering
is there any way to balance dark matter crystal/trap to make sure I use all input
yeah, there's a formula on the DMC wiki page
in the planner tools that is, it's probably just making 2 variable equation system to solve
I guess likely not, the planner would favor crystalisation instead of trap because power
yeah, its just 2 linear equations that you have to algebra out
idk, sftools gets a little funny with the endgame recipe stuff, lol
Blandrew just said that Snutt said they have confirmed issues with MK6 belts (previously, the opposite was said)...
I don't trust what Snutt says much anymore, not over our own observations... π
at least it can show me if a recipe is dark matter positive or negative to make a plan
APA feeding dark matter for ficsonium gonna be massive
SFTools don't care about power
It's making a ~250 variable equation to solve π
I was putting dark matter as input, it tries to minimize the other resources I guess? so when my input is really large it only uses crystalization
yeah, it's probably favoring the 'no coal' recipe
I know it would mostly be my work to isolate an easier system that is solvable by hand to get my personal extra constraints
It only cares about weighted resources
trap & standard use a lot of coal, so any choice that isn't crystalization uses more resources
so input = 0 weight = crystalization only if possible, otherwise crystalization + trap etc.
that's nice to find out I need to make sure inputs are precise to get the combo I need
No cap? 
I seem to recall seeing a case where one solution seemed to be preferred over abother only for using less power...
you can probably uncheck crystalization and get something of an answer, but i don't think sftools has an option to 'use all input'
Maximizing can get close to that, but...
Something about using diluted fuel VS packaged diluted fuel, so the resource usage was the same iirc
Nah, it doesn't do anything like that. However the solver itself seems to prefer simpler productions when two equal solutions exist
I have one of these too π just with "one layer" of stations... quite easy to deadlock too ^^
sftools does dark matter crystal instead of trap (extra converter) if possible I think
Yeah
That makes sense. Thanks for the explanation :)
taking notes about dark matter handling
tl;dr use trap until you start having excess dmc. then start mathing out where crystalization can save you diamonds
remember, dm crystal is sinkable, so making more than you need isn't a big deal. problem is you need a lot of diamonds
just hit Phase 5, still on a small HD hunt to unlock recipes for it
Or be me and always use the standard recipe because you can't be bothered finding more HDs... 
yeah, diamonds are "expensive"... want to produce the first ones from oil to keep it simple... but I will need other options later π
i'm looking at the number of time crystal i need and the number is pretty formidable
past a certain sized goal, turbodiamonds becomes very compelling
I just threw oil at the problem. Simple enough given the abundance I had, the worst part was the plumbing...
wow I really need to blueprint the t9 stuff out with 10+ wide foundation or so cause particle accelerators are huge and I need 2 of that for the dark matter handling
incidentally, blended TF is the wayβ’οΈ for turbodiamond
hmm... turbofuel is already a solved problem... good to know π
the painful part from what i can see isn't the turbofuel
Oh, BTW, @prisma kraken did you hear how I had to use one container to handle a sushi line feeding a machine (using one hole)? 
its that the turbodiamond recipe needs packaged turbofuel
at least there's steel near the crater
while you can export up to 1/3 of your turbo without importing canister it's probably too annoying to do for me
sulfur and oil in, diamonds out (including the plastic production)? That sounds a bit too large for a BP if you want to be efficient
~~Just sloop the Packager making Packaged Turbofuel, EZ
~~
yeah, slooping packagers would be "nice"
blended tf can be done in 2 6x6 bp's - you use the same bottom half as for dilluted fuel or recycling. top half looks almost like dilluted fuel, but whith another blender & refinery added
I have a 100/min Rocket-Fuel BP in 2 5x5... so this should be doable
you can make packages by slooping DPF π
Then you can burn the packages and sink the Fuel... No, wait..
i have no idea if that is a thing that makes any sense to do, but yeah, that creates an extra package, lol
wait, when doing DF for Turbofuel you get some Polymer from the HOR anyways... is this enough for the containers?
i don't think it's enough
this sounds like a really funny concept... not really scalable (sloops are not scalable) but FUN
looking at the time crystal requirement for max nuclear, i think it ends up taking something like 1600 tf for most of the coal nodes on the map (which is pretty simple of a build), so you're looking at like a 900 plastic build for the packages, i guess
that's sort of as far as i've gotten with the napkin math
the other option is to use the compacted coal byproduct from ion fuel to make steel cannisters
idk what makes the most sense, but you've got a few options with that all from what i see
you could also just convert some oil to plastic with the 1:3 chain and make containers from it
yeah, that's what i meant with the 900 plastic comment
either way, turbodiamond really becomes more compelling at large scale than the oil-based or petro diamon
pretty sure they give you 6 recipes for them so you can throw everything you have leftover at it
or to have more options for "local" diamond creation
perhaps. i need to play with the numbers some more. I still don't have a really solid feeling for how much concrete i'll end up using
that's another thing for max nuke that seems like it'll be a stretch
My favorite diamonds are the bio diamond I'm making using all the vegetation I get when I clean up zones for factories
anyway, getting some zzz's, later all
Just wondering, how much lag would it cause if I had ~12-15 conveyors parallel to each other for about 600m leading into a giant nuclear plant with 252 reactors and like 300 other manufacturing buildings
can't be much surely, 15 belts is nothing
I had this grand idea of resources from the mainland being transported to this giant floating nuclear tower surrounded by reactors, but I'm reconsidering that plan because I want to avoid fps lag from long belts
Hmm that's reassuring
I might go ahead with that plan then
The way more boring alternative was to make all the rods on land and just use some belts to bring the rods out to the floating platform to minimise belt length for the materials
Because there's like 10 different items
And it's just 600m
I could use a train to do that, but I'd rather do a belt both for the convenience and the aesthetics
I do plan on having trains in the central tower, but just for certain items I need from far away and a personal train station
To keep the train station size small
Trust me it takes a lot to make this game lag
I already have some "stutter" when using my hoverpack, had to kill the "lights circuit" to get it a bit better... but CPU is often up in the 70-80 percent utilization... might hit a limit "soon" π
The light stuff can be laggy af yeah
I had one singular ceiling light aimed at my 160m radius dome once.. could barely dismantle it cause of the lag 
it wasn't much light... maybe a few dozen street latern, two of them every 40 meters? It still stuttered...
Thats weird
Do you have instant replay on? Nvidia
That completely destroys my game
PCs these days have a really wide range of performance. Going to vary heavily when people hit their personal performance drop limits.
no, AMD 6700XT... both CPU and GPU at 70-80% utilization... still the micro-stuttering every 10-20 seconds is really annoying
Probs best to hop over to a questions thread if you do want to deep dive on performance. Tends to get very lengthy as a discussion.
I'm worried about max nuclear though
1300 buildings + 252 reactors all in the same place
That's more than currently present in my entire world right now
Sounds like it would lead to some reduced fps.
Iβm noticing a bit of slow downs in the area I built most heavily in. Mainly does an fps drop when looking in a new direction towards large factories. (nearing end of phase 4)
It would be really funny if satisfactory convinced me to get a cpu upgrade
I've built massive bases in factorio, but satisfactory might finally push my cpu over the edge
I upgraded my cpu before i even got the game cause i knew i was cooked
it won't be much, but remember, every km of belts is more processing the game needs to do. if you're worried about lag with it, you can always cover the belts so they don't render when you are nearby
I'm making 720 aluminum ingots per minute
How many of those should I turn into aluminum casing?
and how many should I turn into alclad aluminum sheets?
keep them and wait until you know how much of each you need
because there's no answer to that question, it heavily depends on your goals, recipe choices, etc.
You're going to be using a lot of sheets for mk5 belts
I would aim for 240 sheets/min to feed a depot
As a starting point, at least
240/min is imo too much, most people are fine with 30-60
obviously you add a buffer in front of a depot to fill it quickly, but otherwise you don't need much
If he's making 720 ingots already what else are they going to go for
well first of all, why make them if you don't need them yet
second, why mare more than you need, you can save the rest for future projects
240 is only eight assemblers. It's not like I'm recommending a 2-hour construction project
yes, but you also have no more ingots to work with for next project, which is even more time
If I have 3 pure coal and 3 pure iron nodes and I wanna start up a basic steel factory with tier 2 miners but I can overxlock them. What kinda proportions are good. Like what numbers are nice and scalable so I can do what I need
the conversation just above your questions applies π work based on what you need, not what you have π
can someone help me understand the relationship between the 10 frames im making per minute and the manufacturer which says it takes 10 per minute for 2 heavy modular frames per minute, and is clearly not eating 10 per minute
Any other approaches to this guy and some maths to answer it?
wdym?
some screenshots would help
As in if I wanted to make a big steel plant for my level with only t2 miners what would the maths be and what numbers are nice to work with
how much of which product do you want? start with that
I want steel
steel what?
so, steel ingot? steel beam? steel pipe?
Steel ingit
I do not recommend this approach
fair, then pick a number and build that much
So I can have a ton of steel to fly through phase 2
But what numbers are nice to work with
nevermind, I think I understand whats going on here
I donβt wanna be having underclockimg to 2.46383%
its correct its jusrt that the cycles are veeeryy slow
any
and i should use a smart splitter to send the overflow to versatile frameworks
so that I can send a precise 2.5 modular frames per minute
instead of splitting the 12.5 evenly
Anyone else got a more specific number?
so
42
1000
8716874
1
here's some specific numbers for you π
(If you missed my point - there's no single "good" way to play the game, everyone plays differently and based on recipe choices and goals, their resource consumption varies greatly)
i set up my steel to make 300 ingots
out of one miner
currently, just because, its what makes sense for me now π
i could set up to make less, because I don't think I'm using 300 steel yet
Okey thanks. Was it one mark 2 miner?
let me double check it, it might be a mk1 overclocked lol
clock it
270 yeah alright
so start with 270 coallll, thennnn
Calm is the math behind it nice
clock speed is the single most useful logistic tool we have. You can make any number of anything, if you change the clock speed to that number
Thatβs what 8 foundaries?
Ahhhhh makes sense
sorry, 3
Nah I cba with that for now just wanna keep it simple
What stage are you at in the game
ahh, t7 just unlocked a day or two ago
im making 300 steel ingots out of 200 coal
basically, because, my setup is kind of unique i think
Could you send a pic Iβm interested
i also use pure iron ingot recipe to feed this, which is from a refinery:
so I truck in IRON ORE
Oh damn you more ahead than me I havenβt got refineries yet
Yoooo is that a simpler
one of the reasons I recommend you to make your own numbers instead of asking others
I feed 4 refineries:
Thinking I might go 48 foundaries π
no
Ahhhh for me it will be
I was entertaining him
I just wanted some numbers so I donβt make it hard on myself
"enough for the rest of the game" depends on what your plans are for "rest of the game"
and I heavily recommend to stop thinking about endgame when you're not there π
Iβm new alright guys π
so for just raw numbers that a machine can generate
Official Satisfactory Wiki
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...
try out a tool!
What tools are there
here is my steel refinery
Okey thanks a lot
and heavy modular frames and versatile frameworks,
thats how I make steel, solid steel and pure iron
so im probably the worst person to ask for numbers lol
not to mention the calc you're using is kinda shit for calculating
yes it is not precise, i have to fuss with some of the floating points
i just use it as a general guide
I mean that it can't do things like loops or optimisation
can anyone tell me why it says 1.3 m its a straight pipe π€¦ββοΈ
scim is not that, ohhh, i might check that out π
the forderhohe isnt that a measurement from the origin height?
this is probably something that can be answered with a definition
it comes in to the buffer with a straight pipe and go out with a straight pipe
so it should be 0 not 1.3
i ddont think buffer input is 1.3 m o.o or is it?
it's headlift, not pipe height
no o.o
yeah but wwhy headlift on a straight pipe? makes no sense for me
headlift exists in the whole system, no matter what pipe
water is like divining rods to me, I just pump the water downhill and everything always works.
the solution to water is have more water going downhill
the lake has no problem staying full:
this is the way of water
but saly that ddont work on all places on map someetimes you must go uphill because of Landdscape for example
but yeah good solution
well, here the landscape has taught us the lesson
andd THATS what not works reealy good atm π
you can apply it anywhere because you are the vessel
why not?
so i have 5 refineries output on one pipe 5 blenders input on same pipe Pump ssaays headlift 43,9 m but blenders still dont get enough turbofuel but they should becausse refineeries produce ebough
even wit another pump and/or a buffer still not work i dont know why
try the classic pipe troubleshooting:
- fill all pipes and machines before running the setup
- don't use valves and buffers
- feed from above or level, not below
- loop any pipe manifolds you have
- keep system simple
- use pumps when going up
i have done this 5 times i know all this stuff but it only helps some Minutes then they get empty again
fill all pipes and machines before running the setup <-- this one almost certainly does the trick if your setup is correct
show some screenshots then
also a funny not funny things from this 5 Blenders on the Pipe Nr 1 2 an d3 have full storages Nr 5 too but Nr 4 in line not so why Nr 5 gets full but Nr 4 not (and yes i rebuilded all in and outputs and the bleender
im trying to get 5 foundries of aluminum running lol
i think im going to probably ask about this water issue, im trying to return my water to my bauxite ref
so two solution refs take 360, 1 scrap ref makes 120
meaning I need to produce 240 and loop the 120 back around
right?
nice and neat
https://www.satisfactorytools.com/1.0/production?share=fbrDcps5y0Ahygxiej2J what should i add/change
i think i will make it in the top right desert
wait... something is not right... misplaced a digit?
lol what
had to fix a STUPID mistake to correct the image...
I hope this will be enough Time Crystals to get me started with Tier 9...
i think you've made the exact same setup i made
it was enough for me so it should be fine
600 oil to Time Crystals?
thats A LOT of coal
I spent a few hours on a HD hunt to get the "oil based diamond" recipe
i think i will try to get turbo diamonds
I heard its the best for the endgame/massproduction
hmm... how does 57/min sounds for a first Ficsit-Trigon line?
OMG THEY MADE IT SO YOU CAN COPY PASTE WATER EXTRACTORS
if you make like 2-3 big chests of buffer you wont run out
hmm... on the other side, slooping the Ficsiit-Trigon production is very cheap... so 110/min would also be possible π
is it possible to package-unpackage with a sloop to cheese fuel production
No
Packagers don't take loops
At one point several people in here did the math, and while amusing, sloops in packagers ultimately wouldn't be that powerful until you get ionized. Even then, meh.
This is very helpful. Is it better to not use water buffers though?
yes it is
Okay good to know π
you could if you used the alt recipe for diluted fuel as you can sloop the refineries and would get extra fuel and packages from that, will need a way to make sure you can deal with the extra package build up so that isn't what clogs the system
Man I hate it
Somehow here, theres different waterlines for the extractors

Guess I gotta go farther from the shore.
northern bay?
if so, that line is really annoying - a bit surprised they didn't fix that in 1.0
can somebody give me tips on debugging a turbo fuel network? I have 8.89 turbo fuel plants running @ 100% effciency going into 22.22 fuel generators. However, it only fills up like 20.22 of them consistently so my power fluctuates a bit.
All my pumps are not exceeding head lift, all my turbo fuel is running 100% no hiccups. I dont really know how to find the problem.
first thing i'd recommend is to disconnect all the generators from power and let the pipe network & generator buffers fill completely
oh right i forgot to say, I try that and it seemed to fix it for like
sometimes doing that and reconnecting the power fixes everything
20-30 minutes, but once the buffer ran out the problem came back
gotcha
have a picture?
also, quick math on how much fuel and how you have the generators clocked, etc would be helpful
yeah sre. let me provide the guide Iwas following
Official Satisfactory Wiki
This page serves to go more in depth on the creation and use of Fuel as a power source.
up to stage 2
I'm sure I'll be told that satisfactory calculator can do this math but I'm struggling to figure out how to split this up. I have 2500 MW of fuel power setup and it produces 150 polymer resin per minute. I"m trying to figure out how best to split it between residual plastic and residual rubber. I have plenty of water nearby so that's not an issue
sorry I have to go eat rq ill come back in an hour or two if u are there. but these are my two levels of fuel generators.
give me a quick sec, checking the math on that tutorial
how are you dealing with the fractional machine counts? over/underclocking?
He had to leave for about an hour or 2
i wanted to check the wiki tutorial's math to make sure that they were working from the 1.0 consumption rates for a sec, the tutorial math looks right, but that tutorial uses some very bizarre numbers
thanks, i missed his comment π
All good
i'll help later if the turkey coma doesn't get me first π
lol. @prisma kraken WOuld you be able to help me with this?
Yeah right north of that spire with the uranium node.
yeah, i can give you some tips on that and what i did with such a byproduct myself.
I'd love that
resin needs to be converted using one of the two residual recipes - there's nothing else you can do with it besides make fabric
Well yeah that's what I'm asking
of the two recipes, making rubber yields more stuff
I need both so is there a good way to split it between both?
Or if I want both should I just make a separate factory for the one I'm not producing?
so for a simple answer; the solution is to just make some rubber and add it to the trainloads you're probably going to need somewhere
well, however you're getting stuff from one place to another
If you are planning on going hard on alt recipes, you will need a LOT of rubber.
I do it all manually
making rubber from resin is almost always the best alternative unless you're just wanting a simple way of making a bit of plastic for fluid packaging
So should I have all the byproduct going into rubber and just make a separate factory making plastic?
the more complicated answer is that after you make that rubber, you can then use that in a recycling loop to make more rubber or plastic
Whatever works for you, just make your life simple and change as you need.
if it is your first playthrough, i wouldn't overbuild extra stuff because you think you may eventually need it, but instead focus on what your needs are right now
Yeah that's mostly what I"m doing
especially with rubber and plastic, it is really difficult to get a picture as to how much you will eventually need
It's technically my 2nd playthrough but I didn't get as far as I am now with my first
refinery builds tend to sop up a lot of power (and often before you have it secure), so going light and as needed usually works best as a way of tackling the early oil stage of the game
Sounds good. I did manage to just triple my power output with this oil power generation I did (went from producing about 1200 MW Of power to 3600+ MW)
generally that's a lot less of a concern in 1.0 than previous game versions, but you really do need to get into the 40+gw power range before you start slinging refineries around like you do with smelters
that's just my opinion, others probably have a bit different idea on what ranges for power are comfy. my experience is my own, so take it with a grain of salt
once you get turbo and rocket fuel going as power sources, things get considerably easier with power
in my current playthrough, i think i made it through phase 3 on a shoestring budget of 12gw of power with some APA's to help pretty comfortably before really sinking the time in to build a large fuel plant
150 turbofuel, what to do with the resin i wonder?
Yeah,
When I decided to jump onto rocket fuel, I didnt have much infrastructure, so I kinda handfed machines to make parts for all the geo gens.
That and an array of coal gens got my aluminum running, then using mk5 belts, I got 2x 780/min coal power plants working with 3 APA for my RF power.
And this is the result of that 
sort of the range i ended up with as well... nearly all my sloops are sitting in apa's at the moment, so i'm maxing a bit more than you, but same ballpark - iirc you built turboblend->rf with a slightly larger amt of sulfur and crude than i did
Yeah its 2400/min for fuel gens, +200-> 100/min packaged
yeah, i did 900+600 -> 1200 tf -> 2000 rf all going to generation
think that means you went 1200+800, right?
my decision on the amount i used was just to keep the sulfur to one node
Im trying to think of what that means 
I did it all in one build, so I just dumped all the numbers.
1200 crude + 800 sulfur
Works for me 
but yeah, comparable size build
I needed one belt of a pure node
my power boost is higher, but i nabbed all the bonus sloops when the bad patch came out π
I only got 5 extra sloops, thats like, a handful for some on the fly slooping or dumped into something for personal use.
yeah, i recognized what had happened immediately and just stopped everything to make hay while the sun shined π
(plenty of experience with playing the bleeding edge experimental update releases, lol)
I remember doing that with slugs yeah 
i actually kind of wish slug respawning was a feature
its kind of fun rocketing around spire coast looking for them π
ofc, it doesn't matter with synth shards, but it still is fun to do
This is what mine would look like if I slooped APA'd with what I have on hand

I know I have a mess back at base with at least two refineries and a manufacturer + a few other machines
in any event, anything much more than 100gw is probably going to be unused before you hit nuclear
i kind of think that should be where a large rf build should end up with power if they were ever to nerf it - something like 2x or 2.5x turbofuel alone
anyone know if there's a mod that changes the damage fall-off for distance of the rebar gun?
sorry I just came back from thanksgiving dinner and have time for myself to play satisfactory. are you okay if we continue?
I like that you elevated the pipe higher and then lower it into the fuel generators. Seems like that works
yeah haha I read the plumbing manual and that was one of the pages where it said not to connect at level if you can help it
Really cool trick. I'll take it! π
use the vertical to horizontal feature on the pipes. thats what i found, makes it much easier and nicer to look at
yeah
@jolly furnace i'm here but dunno for how long - tried sleeping for a bit and wasn't really getting anywhere with it, lol
thats fine if yr tired its not a pressing need
well, trying to get tired, lol
alr ill use that as an excuse to throw up the rest of my plant :)
anyway, the guide your following really has wacky sizes for strange amts of stuff
wacky how?
well, everything is like fractions of 9 instead of whole machines
whenever you see 1.11111, 2.2222.... 8.888888, those are all x/9 as a fraction
but usually with oil and turbofuel, you kind of want to say 'i'm devoting these full nodes to power' instead of doing little bits
hmm okay, I guess ill keep that in mind when i eventually tear this down
which is just weird that the guide does that
anyway, how are you clocking things? i think you said you had 8.8888 refineries going to 22.2222 generators?
I'm currently at ~27GW power and my factory consumes ~15GW, but I still feel power insecurity
yeah, it really depends on how big you're planning on building
I wanted to skip straight to nuclear, but now that I just want to build the entire max nuclear at once, I'll probably do a 80GW rocket fuel build in the blue crater as a stopgap and stepping stone to max nuclear
Of course, I could also beat the game with 27GW, but where's the fun in that
skipping to nuclear is sort of painful to do
I would have done it if I was only building 90GW of nuclear
its possible, and i've done it, and really don't recommend doing it the first time you build nuclear
These are the generator, turbo fuel refinery, and compacted coal assembler respectively
But now that I'm doing the full 630GW and the full setup consumes 50GW to even run, I think rocket fuel as a stepping stone just makes sense
so, try this, you have 23 generators now?
yes,11 below 12 above
can you add one more generator?
this is the pipeline from the first to second floor
yeah sure
oh....
ok, your problem is that you have generators spanning 2 levels
you can't do that with liquid fuel
whats the problem?
if it were rocket fuel b/c its a gas you could, but gravity always pushes the fluid downward so generators on top starve
dont the pumps prevent backflow and push it?
it isn't that
its that the fluid always travels down first, so not enough is getting to the pump to get pushed up
oh wait are you saying that the fuel for the second level is just being hoarded in the pipes for the first level?
yeah, what happens is a generator gobbles a chunk of fuel and it flows backward instead of forward
oh shit I remember reading something like this in the plumbing manual π€¦ββοΈ
the rule for fluid manifolds is that all consumers for a manifold should be on the same level
not sure if the plumbing manual explicitly calls this out. but i can tell you from a lot of experimenting with things, that it just never works
okay sooo my turbo fuel refineries were also constructed in a similar manner I assume that is also a no no
it does when you mentioned the liquid changing directions when being consumed by a source I remembered the manual mentioning that
you may be able to salvage that all by splitting two pipes off to feed each floor separately
although im pretty sure it was talking about level 2 pipes where its 600 cubic meters or more, i dont really remember
oh so just isolate each level of the generators with the turbo?
like your refineries are taking fuel as input from what i see, that fuel is coming from a set of blenders (or packagers) that is outputting into a shared pipe right now. divide the yellow fuel makers into halves each supplying a pipe that goes to a specific floor
hope that makes sense?
okay so what you mean is just split my fuel manifold in half, with just two pipes that directly supply two manifolds for the first and second floors
without them being connected vertically
yeah, it probably is the simplest fix. the problem is that all consumers need to be on the same level to have the same priority for getting input
it's a really super-annoying thing about the pipe simulation, but it's how it works
okay cool thanks for the help I appreciate it π
how i usually sidestep the problem is that i push all input liquids up to the highest level of a build and then let product fluids only flow downward
like a water tower?
more like just only let fluids flow down
but i'm also careful to avoid split level manifolds
there may be a configuration or two that do the right thing, but it isn't worth spending the hours to find one-off rule exceptions
damn liquids are complicated lmao
the game's pipe simulation is pretty interestingly complicated and non-intuitve. one thing that i find a bit of a solace in it is that there aren't a ton of complicated pipe builds you need to do in the game. when you find a design you understand and works well for you, you can generally stick with it and replicate it
what should really be in the game somewhere is some sort of training wheels tutorial for teaching you the tools and how to build the stuff, probably as you get into the oil and then aluminum stages
yeah im on like the last of milestone 6 or something
before I need toautomate the phase 3 req
most of us with some hrs in the game under our belts get a little bit superstitious about pipe configurations we've not seen before, lol
I had no idea how uselss the frames and advanced wiring was until I googled what they ewere used for
yeah I can imagine
do you know if the doggie bag for deleting on the calculator is limited by item stacks? like if I delete a lot of shit and it doesnt have space for the items in a crate it just voids them
best tips for pipes i can give are to keep pipe networks simple and small, keep your pipes full and keep the consumers of the pipe network level
yeah I kinda was getting into building vertically with all my stuff so I guess this is the one place where I should have not done that lmao
i think the loot crate that scim yields on big deletes has an unlimited size, just like the in-game deletion one
oh nice thanks, ill def use that to remove my top gen floor
yeah I def should π
i think it makes it nearly impossible to not have a backup, but still, the reminder needs saying π
what im confused, is that if my generators were suffering from the 2 floor situations, why weren't my turbo fuels doing the same?
all of them were running at 100% with full stuffings and everything
and I believe I was producing the exact amount of fuel for them
SCIM savefile editing is quite fool-prove, but never underestimate fools!
i'm quite good at proving myself a fool π
just saw a youtube from Totalxclipse... MK2 Blueprint making enough fuel rods for 10/20 nuclear powerplants with only inputs are ores and ingots... nice to know how compact you can get.
unfortunately not stackable, but this could be solved in a MK3 Blueprint
I have a 2.4 uranium rod tower stackable vertically, don't know how I can reach 20+ plant/4+ rods without sloops though
to be fair it's just 4 manufacturers and proper belting to lift everything up top
rods for 10 reactors (at 100%) is without sloops, 20 reactors is with 4 sloops
normal recipe? I had mine with fuel unit
have to look at the video again, the built used a few alts (of course)
was interesting from the layout/routing perspective...
(I don't need nuclear power anytime soon)
that'll be interesting to tackle myself, my tower doesn't use ore and have to have quickwire pre-processed, was good enough for me
yeah, blueprints can be a great puzzle...
I really want to redo my "plastic/rubber" blueprints, but I will delay it until I get the MK3... want some space for walls and decoration
quick little thing i just figured out... i've been pushing out my railway into a pretty dicey area, and before i did so i built a bunch of lookout towers to mark the path i wanted to run... a nice surprise is that the number of towers i used actually suppressed the critters spawning in the area
i have an older small bp for the base recipes that can be manifolded, it isn't the actual nuclear that takes a lot of space, its everything feeding it π
btw, that guy has people designing his stuff for him, i'd take stuff he says on the engineering side of factory design with a grain of salt
I make all of my BPs myself anyways, but I always like to get inspiration whats possible (or from other channels what I can do to make my BPs look less awful ^^)
yeah, he makes some good content, for sure, but past around the oil phase, ummm...
I have disagreed with his suggestions in the past and it will happen again... as with all youtube content, take them with a grain of salt π
yeah, i'll stop before it seems like i'm bad-mouthing him
what does drive me bonkers is when one of the yt personalities mis-state something in a vid and then for a few weeks everyone in chat is quoting them as a source of truth π 'pipe floor holes are broken' etc
π
and even beyond that, "truth" like this ages like raw milk in Satisfactory... every patch can change the situation again
yeah, that's the other thing, lol
unrelated, i did good:
love it when the intersections just work out
looks fine... especially with the "missing" signal at the second intersection... always easy to make a bad situation with signals not far enough apart
that one i intentionally removed
yay!
it doesn't make sense to have a signal there
thanks for the help @prisma kraken
happy you got it working
probably still need to move a few signals around a little bit, but that's a tomorrow problem
i got the lake forest spur laid down and that's kind of where i wanted to get for the night
have a g'night all
What would be the easiest way to get a train to the red forest without building a train elevator or giant ramp?
Like is there a smooth access point here that im missing?
There are 2 possible train paths both from crater lake
There is another path to walk up from the lake on northeast of red forest, but naturally too steep for train
Both those paths can accommodate 2 tracks without crossing
Im on mobile so cant mark them on your map, but look for slopes up near the 2 circular crater lakes nearby, both will need/explosives to clear
Yeah those
aight thanks
are they accessable with 3 wide foundations tho? Or only 2 wides?
tight squeeze... is that rock on the left low?
Yeah they are about that wide
The left side? The rock is higher up
3 tracks are pretty enough though, I do 4 cause no foundations track
Toggle the roads layer
Refineries are smarter to smelt Copper and Iron as normal Smelter, right? Built a big fabric with These stuff. Using 600 Ironore per min and producing nearly 1300 Ironbars per min. Guess i right or is this fabric trash?
its a tradeoff between "copper ingot output" and "factory size/energy consumption"
I tend to build "Copper towers" from MK2 blueprints with 4 refineries inside... these tend to grow to hundreds of meters high. If you want something compact, take a look at copper alloy
As a refinery hater myself, I'm a fan of copper and iron alloy
They're both useful recipes and the foundry is a much nicer machine to work with that consumes a lot less power and you need a lot less of them
Iron Alloy is quite useful in 1.0, especially with Iron Wire... but Copper Alloy not that much anymore... π¦
#screenshots message
Processing of one pure copper node
And yeah, that's exactly why I hate refineries
I like tempered Copper, if my production has leftover heavy oil residue I can turn it into petroleum coke to save some copper
But it's a specific use case
one mouse-click (MK2 Blueprint) for four Refineries... its not that much effort π
It's about all the space and height it takes up
I have a 4 refinery blueprint too, but it doesn't make refineries any less unwieldy to work around
I will repost the picture when I get to MK6 belts... because then I can increase the towers (not that I will need them at that point anymore)
And besides, if I were to do a comparable foundry setup, it would take like a single mouse click
looks..... like some specific towers...
the train line between them must be a dwarven invention!
Just keep drones away from the area
its a no fly zone, I promise...
but back to Copper... I think the most annoying part of Pure Copper Ingots is all the water you need... because sometimes its not available closeby and you cannot stack Water Extractors ^^
I am okay with placing the same BP a couple of times to get my Copper in a compact (2D) footprint
Im fine with them ever since leached got added
Im just a pure hater
Minor efficiency loss compared to pure but much better speed
A building I'm actually a fan of despite its size and power draw is the particle accelerator
The first time I switched it on, the sound effects were amazing
Accelerator is neat
except pure quickwire I don't want to ever pure copper again
Pure copper pairs well with it but im just gonna use leached from now on
just put a few of them down for Diamond creation... they are "not that bad" (even a bit large ^^)
20 GW power draw? Ouch...
yummy
need some processors for a MK3
with sloops and overclocking you've only got yourself to blame
its just a temporary setup with a large liquid container to flush the byproduct...
not sure what I really want for a Phase 5 factory at the moment
I'm finishing up a factory for AI Expansion Servers with some Neurals and Superpositions on the side
probably gonna do one factory for each spelevator item
I most likely need to change or upgrade a few existing factories anyways... not enough frames, not enough rubber/plastic π
finally... its done... π
can someone link me a good rocket fuel setup?
nitro or turbo blend rocket or normal rocket depends on how much sulfur you wanna use
would be a balance between oil and nitrogen and potentially coal, nitro is simplest but worst on sulfur nitrogen, other two saves more sulfur but worse on oil
lowest sulfur use combo is a mix of turbo blend and normal rocket that uses byproduct compacted coal
Update 11.29.2024 - 1.0 Fixes v1.0.1.0
Today I updated the game in Stim to 1.0 Fixes v1.0.1.0 and after that I start the game and this message pops up (Plugin βDLSSβ failed to load because module βDLSSUtilityβ could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.), two days ago I played - everything was normal, and today after updating this.... What happened? Why in a friend such???
This is not math related, please don't spam this into every channel you can post pictures in
I do this, 360 RF times 14 modules
mine wasn't quite so modular
I use the same strategy just with 24+2 modules of 100 RF each
Got it thanks, but I need help with this, before the update everything was working fine - and today it's like this
Someone already responded to you in the main channel
that's an oil restricted setup then, there's still merit to it (like the northern forest lake) it's really depending on how much infrastructure you wanna deal with
yeah I can't remember the exact thought process, but it would've in part been motivated by getting relatively round numbers
and not spilling onto multiple nodes if I could help it
built this in the se crater
the most simple it can get (in terms of complicity)
diluted fuel nitro then, use the coal output for coal generators of a bunch of steel beams
can you send the crafting tree?
gonna take a huge hit on sulfur instead with this
it's not necessarily bad in resource considering how optional sulfur will be later on
if it saves me alot of headache its worth it lol
it depends, you'd have to calculate for infrastructure instead to be expandable for a maxed belt unless you use the crater's sulfur cluster
what do with this resin i wonder π€
if you can make sure the modular frames are sinked (and hence not blocking resin production) you can make some filters
I dumped it into a sink in my RF factory... no nearby factory to use it
you can do the same here...
in truth the modular frames are hooked up to a heavy modular frame manufacturer that in theory should perpetually sink
you will need an overflow-splitter and a sink anyways if you want to use the resin somewhere else
but, i need to use the flexible frame recipe, i have it and it makes perfect sense in my setup
most often with resin you just sink them, but filter automation will be nice and it only needs like 30 resin per min per person
while you can make empty canister from the resin and do some funny logistics for t9 diamond things I don't recommend it
you know it makes sense to use hte resin for containers because plastic is the packaging for my truck line
packaged turbofuel for diamonds yippie
i dont get why they dont just use liquid turbofuel tho
yeah i do not comprehend the necessity of the packaging step for vehicles
the accelerator has a fluid input even
i understand that packaging is required for massive logistics, like shipping oil across an ocean
but its not needed to fuel your car π
but maybe thats the concept
its not that it comes to your car in a package, the reason it costs a package is because that package was -somewhere- in the logistics chain
same as coated plates
my opinion is that you don't have an actual plastic plate, just that plastics were used in the manufacturing process, and that doubled/tripled your output
most likely they just wanted to mess with us π
whoah
that 60 water is the excess from my alumina refinery π
60 goes here and 60 goes back into the alumina machine
from the scrap refineries
Question about tracks, I have a push pull line on red with 3 freights. I have guaranteed that the 3 freights are of the same item (stator) and balanced and fully unloaded when arriving. Connecting the end of the loop will not affect anything even if my train is flipped per cycle right
lets reframe - because i didn't quite understand the question
i want to connect to the end of the loop ---- you mean you want to complete the loop?
if you don't completely unload you will end up with a mixed train
which isn't problematic, unless you aren't set up to receive mixed materials
yeah so make it a full loop
so you have to account for that potentiality (its always potential jus by existing in the game world)
that you will end up with a train with 2 different items
as for material they're all stators, spaced out to have even input in each freight
so there are a looooot of little factors that could influence whether or not you fully unloaded
so simply put, you have to build in a system to account for mixed trains
you either push pull or you push and sort
as said I only load that train with stator it's 3 freight since I can't do 2 with 7 stacks per min in total
you won't ever get the maximum use out of your trains unless you mix your products
it's 3 freight not 3 types of item in 3 freight
if you loop it it will be fine if there is only 1 item
it won't care
but in your current system, you could theoretically push and pull more item types
but if you connect it, then you must do all kinds of things
to support more item types
the decision hinges on whether or not you need multiple item types, and whether you need them now or later
it's an already finished line, I realistically can't get more relevant stuff since it's electromagnetic rod only
then connect it, why waste the trains energy backtracking, but thats very subjective and not related to actual game logic π
I mainly just want to check if having the train flip might cause blocked load when it's flipped
I'll monitor the manifold to make sure it's really unloading everything then I can probably just make the connection
even if it didn't unload all, it will just take the remainder
it's still making RTT already but that track just look a bit bad on map
yeah but if my A couldn't fully unload then when it flip it could fully fill up C and block the load, anyways I'll just monitor the loading for a couple more cycles
well, that 1 remainder is not an unneeded unit
it is not as if that remainder will perpetually exist
it should under normal conditions filter out on the next truck
meaning, it will correct itself will it not?
truly it only means that your system handled gracefully exactly what its supposed to handle, and why we use trains and not belts
you could accomplish the same result by looping your belt around and feeding the remainder back into the belt at the source
you essentially have a buffer, and that buffer
is exponentially larger on the train
the belt analogy is interesting, indeed it would correct itself, the unknowns right now for me is whether or not my manifold is truly not overfed
you'll find out if you let it sit long enough π
yeah I need to manual stabilize the manifold a little bit anyways I can monitor it for another hour
trucks are just fancy belts and trains are just fancy trucks
you can solve the same exact problem with a belt as you can a train
the belt just looks a bit more complicated
so if you can figure out how to do it with a belt
then you know how the train works
i haven't built a train yet though, I am still pushing my trucks to the limit
this is my receiving facility:
its kind of a rough draft right now,
but the concept is that in order to reduce the amount of truck stations, I need a smart receiving warehouse
so I now have 4 truck stations, for each cardinal direction, and I use the receiving facility as a massive sorting operation
I hold buffers for the material that are large enough to accommodate the scaling time it takes to actually sort the various inputs
Why not make it 1 way train? Connect the loop (yellow in your pic) and add a trunabout at end behind station in your main base
after I built everything there's actually no space to do a ring anymore after the receiving station
I always did push pull so I planned for push pull, but now after I looked at the map for train track footprint I saw that the loop looks not as good as I wanted
can you fit a single track going out of factory and rejoin it to the incoming line?
how does the exit side look like?
its completely blocked by drone port and whatnot let me go back there
the gray/white one
how many rotors yall making per min?
around 5 or 6
post-endgame, ~120
my T9 factory's gonna be making a whole 8/min
(plus whatever it's using as part of the rest of the production chain, but that doesn't count)
I plan to make 60 uranium rods / min, for 72 nuke gens @ 250%
that means I need 120 rotors per min
yeah but that's part of its factory, so IMO doesn't really count
it's like saying "I make 5000 ingots", yeah you probably are but they're going straight into other stuff
well it's on the grassfields, nuke plant is planned to go to the swamp
the leftover is 11.25 rotors / min
I'll gonna need so many drones I think
Have you checked the miner speed
Are you underclocking the smelters?
Don't have access to overclocks yet.
Donβt
Do not slap self
Ficsit does not offer leave for self-inflicted injuries
i have 9 input pipes and 121 machine output, is it appropriate to connect everything in a single pipe network but leave space between every entry of an input ?
Normally the amount of rods I make doesn't line up with the amount the machine intakes
Can I get a screenshot from above
Ah I just started tearing things down to rebuild
Sure
Sorry bout that π
It's probably better to divide the pipes in groups that use 600 to avoid having to troubleshoot the whole system
Yes. Ideally I'd like to make Reinforced Iron Plates and soon Modular Frames.
Working on a milestone atm
the thing is that a set of machine wont match the throughput of one of the input pipes...
How mutch iron ore do you have?
thats why i want to connect everything so it evens out everywhere
416 on its own right now. I have a shitton of leftover resources I have no clue what to do with.
I just dump em' into the ficsit rewards thing
How many rotors would you like to make?
18 to complete the milestone, though I could also keep the setup there for later use of them.
It's also worth noting I have a second normal iron deposit next to the one I have.
In rotors per minute
Um... Idk? Just a normal amount???
So 2 normal nodes?
I'm kinda new to this π
To rotors
You can try, the worst that could happen is to have a couple of machines starved
WEll generally to any iron products I'd need.
To make more iron products you can grab more ore
Like I said, IDEALLY I'd like to automate items like Reinforced Iron Plates and Modular Frames.
It is time to do a different part of the ficsit motto
Exploration
Go and find some power slugs or hard drives
I keep getting decimals and I do not like the regulair screws
Got it boss
How many should I go look for?
Well I found one but it's
Upwards.
I built a veritical manifold of pipes for nitrogen gas, and to my surprise, the flow was off. I have 8 buildings, each one taking in 150 ppm, and all connected vertically in an H manifold of two 600 pipes. It seems to work if I disconnect the H junction. Is this typical gas behavoir? I thought only fluids had this problem.
one blue and 2 of a kind
sorry for the wait i was jumped by 4 gas/elete stingers
do not leave your spawn until you have bombs
many bombs
stackable convair supports are ladders
press r to zoop them up
Just got another.
The next one is in a cloud of toxic gas
Okay got it, it's yello
can you make a mam
I have one already
I just researched yellow slugs was that important
I found another one but it's uh
In a rock
if i put a fluid storage at the top of a water tower will the water tower still work as intended? meaning anything under the top level of the water tower will never have headlift issues
why the hell would you build a water tower
but yes buffers reset headlift, ur fine
its not like an actual water tower
im building a buffer for my fuel gens
just incase
and making the highest point of the pipes higher than machines gets rid of headlift issues
buffers should be placed in parallel not series
and you already have a 50m3*n buffer by way of the fuel gen buffer
yeah true
idk ill add just 1 buffer before i split the pipes to gens
should I be going for space or speed
sexiest thing evah
clocking water extractors to exact numbers? never seen that befre...
unless recycling shenanigans
if you make water mega buffer stack top each another make sure put pump pipe
woooweee who doesn't love a good aluminum scrap ref that feeds its water back into the process perrrrfectly
https://www.dropbox.com/scl/fi/cfa6cjs9t190wnfk6ukzh/FactoryGameSteam-Win64-Shipping_Osi4V3HF6o.mp4?rlkey=4gssnjbyyo6hmpjonujequgpx&dl=0
Space first always, you have all the time in the world to fill the dimensional depots
Also the skill that let you upload from inventory
with rocket fuel since its a gas its better to not use buffers right?
yeah i got that one already i love it sm

better to not use buffers for any fluid if you can avoid it (which you usually can)
what are some good alt recipes for my first hmf? I have encased indust pipe, heavy encased frame, and steeled frame.
solid steel's pretty... solid
I dont have slid steel but I have compacted steel
" you'll never regret making more steel pipes"
mine used heavy encased, encased pipe, solid steel, and cast screw. I'm sure you could work steel-based recipes into that to rebalance resources however you see fit
I think mine only used wet concrete and steel screw. You can use many alts, just figure out what you want/need and where your necessary resources are
alr thanks guys
its kinda temporary im prob just going to make like 5 per min
to get me through the milestone requirements and for trains
lol temporary, that'll handle your personal usage ~forever probably
5 per min?
mine was also 5/min and still going strong in T9
5/min is enough for pretty much all the game
hmm okay well Igues thats good then
not like I'm using it to feed into other factories
I don't really recommend feeding other machines this way
you mean as run-off from a personal line?
I mean that if a factory needs something as ingredient, it should make that itself
ah okay
about drone ports. can i have multiple ports with no fuel supply offload into one port full of fuel? assuming i handload those empty ports for the initial trip.
as in, will drones have the presense of mind to get their sustenance on the far end of their journey?
you mean drone on port A without fuel supply going to port B with fuel supply? yes it will always resupply to do a full trip
yes, that's the way you do it... just drop a stack of fuel into the remote port to bootstrap the first fetch. after that you can take the remaining fuel back
incidentally, this is why i used to actually keep a mall container of batteries in my mall (in 1.0, just setting up a dim depot suffices)
also, as an FYI, the strange pipe headlift being incorrect bug still exists in 1.0 - I just had to work through a situation where that presented itself
i think i know now how to make that happen π
The most minimzing way to make that would use 640
That's... not that much less for how much more complicated it is
255 silica and 288 crystals for a computer, crystal oscillator and high speed connecters factory
i feel like i use nowhere near that much silica
nah its cause i dont use plastic alot so
mine are silica
ahh
and cooper
so i can build my factory anywhere and i can still make the stuff and i dont need to deal with oil
second pic is old world
nice, is there a recipe to turn biofuel into anything else?
dont think so but its good for jetpack fuel
but turbo fuel is better π¦
biofuel last like 3x times longer
its true, but vertical lift is important
im gonna spend most of mine on ammo
i had 200k concrete and i ran out after only like 4 hours π
nice
i mean building something like this takes ALOT of concrete
i just got the game and im learning that no matter how much concrete i think i need, i will need a lot more
finally finished my 4400 rocket fuel power plant. i had previously abandoned after building about 250 of the 1056 generators (ran out of motors and had enough power already). These 250 were enough to finish the game... just went back and build the rest for the ocd.
nicee
had the game about 2 weeks and im 140 hours in
and also had to fix a lot of stuff to make it work 100%
yeah i have had it since 1.0 came out
and the refineries are below all that
Biiig
and the plans
i would recommend going for half of it.... too much hassle. If you need more power than that go nuclear.
is it just me or does snap-aligning extractors seem broken now?
little more centered of a pic
I don't like that we can't put them on foundations anymore
you used to be able to put them on a foundation to align them perfectly. But now they have a lower collision
that stinks
yea
unless that changed in the past patch or two (like in the past 2 weeks), it may be that your foundation just isn't low enough
unfortunatly, i think it was a change pre 1.0
Yeah If you layer BPs you can get some good work done with extractors
my experience is that you want to keep bp placement a good distance away from where you are planning to build extractors... the squarish bounding box region for extractors is really rather large
weird. I just tried it myself and it now works for me. It wasn't working for a long time for me. Even as late as yesterday
This is from a while back, did some tests with a design that was screenshot'd
idk why that works, if you place a bp that the top of the extractor glances, it'll prohibit the extractor's placement
what i mean... the thing with power storages & columns is a bp
different subject, i broke down and installed the xl bp mod to be able to do a 10x10 bp for the recycling loops... pictured is 3600 plastic
i really kind of wish that bp's didn't have dimensions but instead had item counts or material cost as limitations
(or just that the sizes for them would continue to be upgradable until some limit that is too big)
i sort of feel like bp size actually ends up limiting itself because of the game's terrain - too big ends up being impracticle unless you're doing a skybase
What I found out, it will look through the entire range from the water
So, the surface all the way to the upper bounding box
hmmm, ok
anything above the water will be no bueno for BP unless its above that.
(unless you do extractors like I showed first)
its so gross

there's probably some horrible spaghetti code for the water extractors that no one really wants to touch for fear of breaking stuff, lol
i'm guessing that's why c&p for them was only just added π
That and blueprints seems like they still have a lot of work to go, like I found a couple things you can still zoop out of the BP maker 
can anyone else give snap-aligning extractors a try and see if i'm just imagining that the alignment changed in the last patch?
yeah, one thing i find annoying in 1.0 is that double sided power nubs can't be placed on a bp's border wall anymore
imho, that's a pretty big annoying
Mine worked
i must have something weird going on where aligning to alt grid is going wonky
@unborn ermine one thing that i've been finding as a bit of a deficiency in the trainifold idea is that on the terminal sink end, its difficult to figure out how much sink capacity one really needs if you're trying to both get stuff into storage and sink the remainder in the same place
if extractor is not aligning correctly, turn it one more tick with the mouse wheel before holding ctrl
yeah, if the grid you are aligning it all to is on an odd angle, the extractors do funny alignment things
i got my extractors looking clean enough that they're not noticeably misaligned or anything which is good enough until something i can't unsee bugs me, if that happens, i'll fuss with it a bit more π
I know my iron spot, im sending in the iron to be dealt with, but also making iron.
So right now I opted to fully deal with the produced iron for one product, Iron Wire, then the trained in iron will handle the rest.
Its not the best, because both sides have a decent amount sunk, but it will let me throttle my sink on my train overflow a bit more leniently.
heres the plan so it makes more sense, producing 1040/min iron with pure refineries.
where i've been having problems with it is that i have some lines that are coming into my main base and will eventually end up being an amount that is less than 1200/min, but i just added 3600 plastic production to the world, and that's currently ending up back on a line at my main base that is only handing 1200/min
so i'm having to add some supplemental sinks to content with such things. I'm wondering if something more clever will occur to me, but atm, it kind of seems like something i'd have to do some janky beltwork to bullet proof
yeah I went with the "buffer" of sinkable items route.
probably the least elegant 
i know of a few solutions to the problem, but i'm really not keen on any of them, so i'm living with the problem for now
incidentally, i run into variations on this problem in pretty much every playthrough where i'm centralizing product and need to pay attention to capacities on the sink lines coming from trains, truck stations and local merged sushi lines
right now my sink lines all look like variations of this
it isn't bad, i just feel like there's something smarter i could be doing
i'm drawn towards nitro rocket fuel for the simplicity. am I making a big mistake?
versus the regular formula
not really, probably biggest factor in deciding is whether you intend on building for a lot of hours and making lots of stuff, or if you want to sort of minimally complete the game
Well more locational than that tbh.
Like me on west coast, just more oil than sulphur.
if you are doing something like a max nuclear or 60/60/60 phase 5 delivery rate goal in your playthrough, the oil and sulfur become more valuable, and as such, you might want to use default to use as little of one or the other resource as you can, but if you have a more modest goal, either recipe gives a lot of power
60/60/60/min sounds painful on top of just doing things 
yeah, well, i was just naming it as an example of something stoopid big, lol
tbh, i'm not even sure if such a goal is possible
earlier someone mentioned trying for 500/min pasta 
you cant even do 500/min cubes for them.
(467ish is the resource cap in Tools + alts)
and thats with EVERYTHING
i'd be surprised if you could even do 120/min of pasta
perhaps 500 isn't outlandish if you leverage converters
134.339 in tools, same method 
nah, i take that all back. 120 is easy if you have the sloops
yeah, well, yeah, lol
i'm honestly looking to make 60/min for pasta
might try for 75/min if i can swing it
(no sloops)
ok why is fully oc coal gen need 113/m water instead of 112.5
it rounds it up due to impression in the way the numeric display function is called for UI formatting reasons
i.e. the function to format the number is being told to display 3 significant digits, so it needs to round it to 112 or 113 and the latter is 'more correct'
ok smart guy normal words please
ic, but is it only for display purpose or u actually need to fed 113/min of water?
just displays it wrong, you sometimes see the same weirdness in other places, like when you clock something to make 66.66666666666 ingot/min, it'll actually display 66.6667
the place where it actually is a little annoying is that heavy encased frame makes 2.1825 frame/min, but the manufacturer UI actually displays it making 2.813/min
err, i reversed the 1 & 8 in that, sorry
iron β
is it a good idea to use sommersloops on my future power plant? I have about 120 backed up from just not using them, also I kept my save when they respawned in the patch. This alone already used 20 for 5 manufacturers D:
also the power costs would be negligible compared to basically making 4 times the power I think
lol wtf the machines arent even running
i have 128 refineries that im pasting recipes into
maybe its the miners
in general, you can use them wherever you want unless you're planning max nuclear which sort of forces you into using them in the ficsonium chain
best bang for the buck with sloops though is to use them in the most refined (latest game) items so that you are doubling EVERYTHING that goes into the product as well
as far as power generation goes, you'll probably get more out of putting sloops into APA's
aren't there certain t9 recipe that can't be full slooped or slooped at all due to buffer capacity
doubled warp drive is fine though
I'd have to look, i think there's a few recipes where slooping them pushes past 1200/min, but those aren't t9 recipes
just the dark matter residue ones, iirc some does 25 DMR per cycle which means if full slooped it'd block the machine
the only t9 recipe i can think of without opening the codex, is turbodiamond that takes 1800/min coal if fully OC'd (not related to sloops)
idk, sloops don't affect input at all. its same cycle as normal, just output. DMC is a 100-stack, so i doubt even doubling it really would kill things. I have seen that slooped protein -> biomass has problems
there's probably a power threshold (likely after both nuclear + decent scale rocket fuel) that APA would be better than uranium rod but I never mathed it out
well, napkin mathing it... uranium rod alt makes 0.6 rod/min -> 1.2/min for 4 sloops
am running around with 300GW now before nuclear and APA seems to be worth so much more
that takes you from 3->6 reactors worth of fuel, or an additional 7.5 gw
i can tell you atm i have 120 gw of rf power, 12 gw of coal and then most of the geotherm on the map. with 8 APA's online, i'm actually making in the neighborhood of 250gw
sloop on a 200% quantum encoder give 5 extra APA = 60GW on my case (when I get to make them that is)
yeah, that isn't a bad place for sloops, but you're tying up 10 sloops in each APA, so the question i have to ask with that is whether adding 14 sloops worth of boosted APA is better than going nuclear, and that's a function of how much power you're making already
past a certain point the math is sort of moot. you can generate more power than you can reasonably ever use, so its more a question of what you wish to build and how you want to power it
really once you get into the 100gw+ range, you'll be hard pressed to make enough factory to use it π
once you start automating a lot of t9 volume, yeah the machines gobble up power, but you kind of don't need a lot of them until you look at massive nuclear builds
yeah I'm only 100-130GW usage putting the nuclear build together, even the giant electromagnetic rod build barely gobble up 20GW, need the t9 machine to use the excess power
once you start looking at stuff like ficsonium or ion fuel, they just need a mess of particle accelerators to make the time crystal, and that isn't cheap
ECR's just stink to make, lol. Did you go with the base or alt recipe?
went with base, full iron stator + plastic limiter + fused quickwire
that's sort of what i'm thinking. I may use cat wire for the stators though
if I didn't have a vertical stack stator bp I would have done caterium wire too
i just pushed my rails down into the swamp for a few things i need to build there (alum, ai limiters, hsc's)
still sort of planning out how to make use of the biome
right now i'm trying to figure out how to use the 600 excess coke i can make from the swamp oil
little bit late, but what tool do you use for that?
that's satisfactorytools.com
thanks!
it would appear it will be to easy and leave to much empty space in my existing facilities to finish phase 4 so im going to run the math with builds for sinking all the phase 4 space parts.
current plan.
i cannot do it scooty i dont have the power.
great success
You did nulclear?