#math-and-meta
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you say total intake should be 480/min are u talking oil to rubber/plastic? cus thatd be 600/min
ok so if the bottom refineries are starving yoru plastic and rubber should be stuttering on and off if the math is right, right?
yes byproduct is not an issue
if the byproduct isnt backing up then you're consuming too much HOR
no the only thing that is studdering is my flow rate of hevy oil
... if it's backing up then the HOR producers should be getting clogged. One of hte many reasons to remove the buffer
can cause and or hide problems
HOR?
heavy oil residue
so yeah, run it w/o the buffer, see if the plastic/rubber refs are backing up
trying that now
600 oil/min should net you 200 plastioc/min, 200 rubber/min which also makes 300 HOR/min which u can then make into 200 fuel/min w 5 refineries
cause either
a) they are backing up as there's a flow issue getting to the fuel producers
b) they aren't backing up and it means your math / clocking is off
those are the main causes to this sort of thing.
first step to trouble shooting pipes? figure out if it's A or B
im going to go with option A. i took out the buffer and the flow rate of the connecting pipe is stuck at 350ish
I wouldn't totally trust just flow reading but yeah that's an indication. You can post some overhead shots of the set up. Next step.
copy will try to do so, also hiting another potential problem area
honestly I'd guess you probably need to loop your HOR feed pipe like this
but there could be other issues. Layout and elevation changes make a huge difference
i tryed that as wall and they were still starving
for some reason even though the math says i should be outputing 600 HOR/Min the flow rate says otherwise
Feed from a higher elevation?
so one thing i did just chnge is all piping is now on the same level
If possible that is
yeah really need images
it's nearly impossible to diagnose pipes w/o them
let me know if this works
there's a lot more going on here but try to replicate the loop I shared with you exactly
then flood the system by down clocking the consumers
Designing the 320 gen plant
nothing fancy
So I may have forgotten that 780 divides by 3 into 3x260, and so while making 3x260 I accidentally invented dividing by 3
Should I delete it or should I keep it as a testament to my idiocy?
Wait until you invent a manifold ๐
I refuse
I only ever use manifolds when I absolutely have to because of super specific decimals
And even then I use balancers to make them somewhat close to normal values just to make the startup process better
Occasionally I'll even overproduce with the sole purpose of transforming the excess to be sinked
(I just love conveyor spaghetti and how balancers look)
Im thinking its gonna work out
The only qustion is i probably should autmatepower shards before building all the generators
Help! I think this idea I have isnt possible ๐ฆ I tried to design a tileable blueprint for my truck stations in this screenshot. Hypothetically, Each station would get its one truck. But for some reason The stations seem to stop working if I try to have one truck pass through one of the stations without unloading or loading... Is this not possible? a possible bug?
notice in this screenshot of this BP there is 2 truck stations. I know Trucks Queue in a line if there is a truck in front of them. So I thought If a truck were to come to this pair of stations, and there was already a truck in the first station (the one closest to the player in this screenshot) it would wait til it is done loading, and then the trucks would move along and the waiting truck would pass through to the next. THIS PART WORKS BTW! However, for some reason one of the stations just simply doesnt work. It will not allow me to press F to unload/load the trucks. I am not given the pop up to do so and nothing happens when I press F anyway...
I think That maybe the stations are too close together
Yep. I have answered my own question... after some testing,Truck stations need to be a certain distance apart. If the stations are too close together, the Truck will pass through the first station, and not be able to detect that it is enterd the seconds stations loading zone until after it has completely left the first stations loading zone! This must be an intended feature to preven trucks from being in two loading zones at once!
more testing...
Seems like truck stations just break if you try to have a route with more than 2 stations on it???
someone smarter than me should test all this
Well actually all, Just ignore me. I am a knuckle dragging, rock smashing, dirt munching, pea brained neanderthal. It works fine...
Yeah I remember someone saying something ages ago,
making sure the node for stopping is not interacting with the other station or something like that.
that's a lot of LED
but what's the meta?
can train still make energy?
not more than they use, just a bit from braking
yea still only like... 33 MW or so
best case, you are moving downhill (so minimum power demand) and you are braking regeneratively
that makes trains actually produce net positive power: +8 MW
been out of the loop a bit, so with the ficsmas event you cant really do anything yet right just need to wait for the days to pass to unlock the calendar?
There's plenty that can be done now, but you cannot do more until waiting.
dude i thouhgt that was real life
That's very novel for SF Discord/Reddit. I like the diorama look. You should post those on Reddit, too, if you haven't already.
This seems like the simplest way to plop down a SAM Fluct DD factory. That seem about right? Provided I have an ISC buffer chest, does that seem like all I'll ever need?
We had a couple manus at our first base producing these from a general bus (๐คฎ ) and I'm trying to clean it all up. So I was thinking of just plopping this down somewhere I'll never go again.
you can ping the @ moderator role
we have a @Moderator ping for these cases (and it was pinged like 5 times already)
not sure what's going on (?)
Apparently I cannot. I tried a few times on both mobile and desktop. Oh well fixed now
https://satisfactory-calculator.com/en/blueprints/index/details/id/7716/name/Petrochem+Stack
Is this an efficient way to make plastic and rubber?
basically crude -> heavy -> diluted fuel -> recycled rubber / plastic
-> polymer -> a little rubber
Yeah, probably. It'll at least do until T9 where some of the buildings require it in large quantities, but the buffer should be sufficient unless you're building several at once. I have a blueprint which builds 6 (which actually uses 6 stacks, so I have to drag out of depot and wait for it to reload ๐ฎโ๐จ)
Six what?
Converters?
Ah yeah that would do it, since six require more than five stacks
I can just use two DDs for one ISC when it comes down to DDs being empty. I don't think I'll need to increase the output and double up on manus making fluctuators.
That looks reasonable for a modular build or small quantities. I usually build a large set of refineries for recycling (a row of rec plastic and a row of rec rubber), then use a smart splitter to make sure they're fully loaded.
But your issue isn't solvable no matter how much I build, so I don't have to worry about it haha
Yeah, I just like building in blocks. Unless you plan on building ~60 at once (however many's in the iStorage), the buffer will refill your depot eventually.
I build in blocks but rarely more than one floor at a time except for rare bespoke facs
of course. but... In general, it's good value e.g. to produce fuel and plastic in order to make recycled rubber?
Yes, it's by far the best oil : rubber ratio as long as you use diluted fuel. I've actually ended up scrapping my excess resin in most of my factories (may ADA forgive me) rather than making residual, although that's just me being lazy.
I have so many coke and resin sinks. I don't think I actually produce energy or material from resin or coke byproducts anywhere on my entire map.
I also have sinks for coke but now that I'm mkaing a centralized plastic factory I think I'll start making steel and copper from it, cuz why not?
and maybe later i'll give a try to the diluted/recycled ways
why did they make the blueprint size limit? was it a restriction of the game design? or just to spite us?
Game design I expect. It forces you to build clean, modular code factories
Does it though?
Yes?
I did get that stackable crystal factory, which I made into a nice skyscraper. But that was a lot of work too... to connect them
and I created some tilable manufacturers and assemblers, which is nice too
BPs made me realize how dumb non-manifold building is
Yeah I only manifold, don't see a reason to do anything else
I have a BP for each building, with the max amount crammable onto one plane, and with a logistics floor underneath
12 smelters is a lot.
but all in all I really prefer the free BP tool in DSP... where you can BP an entire planet... And you still try hard to make clear, modular things.
Everything but nukes and encoders fit in a mk2 BP. I don't even think the mk3 is necessary for the game.
I think for a game with such a huge world, it's more appropriate
There's nothing forcing you to do that though. You could easily make pure trash in something that big. That's why I think the sizes are intentional game design choices.
without clipping?
People consider belts touching mergers/splitters clipping, so it depends what you mean. Also my refs and constructors have parts that stick out of the 5x5, especially constructor arms.
But no hacky egregious clipping. They look very clean.
also seems to me that there aren't so many public download blueprints?
you mean those loose belts and hoists sticking out the wall? hate those ๐
I don't stick out the wall with belts, I mean for under a manufacturer, I have the belts stacked with ceiling attachments, and when you put a splitter snapped to one of those belts, there is some very minor clipping
And for con/refs sticking out, I could just not put walls right on the 5x5 border and then the clipping problem goes away. But boo, no.
4 plastic buldings feed 1 coke factory. I couldn't make a BP for this... Could I? At least on 5x5
maybe I should start working with the plus mod. as I am so resentful ๐
4 refs easily fit in a BP. I stamped out 66 pretty quickly for my plastic/rub fac
yes, but not 4 + 1 (for the coke)
if we want to be modular
(this design above uses a 4 ref BP)
I don't think my plastic/rubber factory has coke at all?
I remember hearing a Mk3 can fit 5 refineries in a row.
Cant wait to get there eventually 
But mine does. It's an example anyway... Don't you have use cases where a minimal module would not fit in a reasonable BP?
If I wanted five refs, I'd just paste my four twice and delete the excess
Alternatively I could have built upward (maybe not for refs, I have no idea if they fit), but for most buildings that can work. For example, my RCU fac has a BP that is two stories tall. Assemblers or cons plus a ref on the bottom floor, and a manu above, with a gap in the floor for the ref to stick out. So the ref spans two floors, without blocking what I needed on the rest of the second floor
No clipping either, I think? Maybe a tiiiiiny bit of second floor foundation into a part of the ref, I dunno I haven't looked at it in weeks
It does sound nice
If it works then it works
do lizard doggos tend to stay where they originally spawn in, or can you walk them all over the map
ok so
I recommend making a small-ish pen for them, making the floor have more than one layer, just in case they phase through the foundation ect.
32 refiners making 18.75 turbofuel mer minute each. yet the mk2 pipe won't fill up. Do liquids not work with a manifold?
The ones on the end won't drain
best to section the pipes into smaller chunks, sometimes merging/splitting near the pipe capacity can have issues.
I hate fixmas
you can turn it off in the main menu, and turn it back on Dec 25th to get all the calendar rewards.
what would be the best way to fuel drones? cuz transporting all the fuel to all the different drone ports sounds like pain
i was more thinking of nabbing them and walking them all the way home so i could do mass collection in one location
unless that makes them despawn
For every section of drone ports, add one. That one is a fuel delivery drop-off drone. It flies to your nearest fuel pickup station.
The pickup station can be the destination of all the drop-off ports.
A: How can I make satis-calc use a specific ore for a trigon planner?
B: What's the best production planner/calc?
b) Satisfactory Tools
in Tools, and probably Calc, you can set a recipe for the ore conversion or recipe for a specific Trigon chain.
I had a very quick look in Calc and couldn't see a way to disable default recipes, only add alts
Yeah that's the problem. No way to tell it "Please stop choosing alum ingots for trigons", thus making it kiiinda worthless? Even if you tell it the input includes 9999 iron ingots, it doesn't change. I bet I could request this on his discord but eh
I understand it's got more issues than that, but yeah that doesn't help
the only two issues I have with Tools atm are
- You can't do a full "with x Uranium how much uranium and plutonium fuel rods could I do" without having to manually copy uranium waste, awkward feedback loop there of get result -> change waste -> repeat (or reverse engineer the ratios manually)
- No plan for Ficsmas recipes
both have been acknowledged with reasonable explanations, but they'd still be nice to have
ah, and being able to disable the conversion recipes without completely disabling the converter
best tip for that one's to search for recipes with a ( in 'em, tad awkward
Yeah most things like that lend itself better to having the multiple production tabs, ie chains in this instance for uran ect.
+sloop-aware calculation
just someone who is the author of one of these tools, please add sloops
Can someone help me with fluids problem?
2 of my 5 fuel refineries wont empty their fuel. like its backed up, but my fuel generators are not running because they are not getting the fuel. something isnt right
@worthy thistle Make a post in #1038092680493801533 with pictures. People like pipe troubleshooting.
I think I got it. I didn't prime my pipes. looking like its stabilizing
Nope didnt work it jsut emptied again
Posting on the Q&H page gives me a greyed-out POST. Any idea why?
Whatโs a good number per/min for crystal oscillators? I know itโs somewhat subjective but want to get a feel what others do to make the late game math much easier.
for most items, 5/min is more than enough. You can always build more later if you feel like you're running out, but I'd say 5-10/min is enough for most items (not counting concrete or belt materials)
Thank you. I was trying to calculate how much I needed from the usage numbers on the wiki.
However, Iโm not at tier 7/8 so it was a shot in the dark.
generally I don't recommend "producing in advance"
just make what you need for storage, which is (as I mentioned above) usually very small number (often you can even get away with just one machine making things). Later if another factory needs that item, it will make it itself
it's kind of crazy how well nitic acid simplifies fuel logistics. a 320 generator plant can meet get it nitric acid requrements from a single car with a round trip time of 18 min.
Ficsmas Tools up! https://www.satisfactorytools.com/1.0-ficsmas/
Heck yeah, cheers 
how do i make a refinery need 43 heavy oil resude per minute
over/underclock it
just set the necessary output number and SF calculates the underclock factor... if you need to OC, you need the put in the shards first
you can enter math equations on the overclocking field
you just enter 43/(usage at 100%) x 100
If the refinery usuaally needs 30 /min, you enter 43/30 x 100
just remember to input shards if the refinery usually needs less than 43
Do you have it unlocked?
This pro-tip just made my week. YOU CAN?
Besides headlift gasses still behave the same as liquids right?
and maybe no gravity making priority junction impossible to do
Ah I shouldn't need those anyway but thanks
not sure if I'm missing something, what's the benefit of the 'dark matter trap' alt recipe?
a slight decrease in power requirement maybe?
was trying to get the crystallization recipe to remove the coal requirement but landed on that one first, wondering if it's worth using at all
It makes the most crystals per dark matter residue
ah ok that's fair
idk how I missed that but thx, that is a fairly convincing argument for it
Yeah, you can completely eliminate sam ore from that production chain with that recipe
wait what?
oh like directly from sam? so you're just taking the by-product residue from other recipes?
Yes, for my factory I ended up with extra residue using that recipe
So im still in the early stages of the game but im getting started on my first Megafactory and am working on running my Reinforced Plates line, i was wondering woul you recommend Stitched or Bolted Iron Plates? I somehow have already unlocked both of those but i dont know which would be the most efficient use of materials.
Im guessing Bolted because Iron is so common.
Thanks
personal recommendation: don't build megafactory, build separate factories
as for alt recipes, it really depends on your preferences, resources nearby, etc. Stitched plates generally save more materials, bolted plates are more expensive than default
Oh really i didnt realize Bolted were more i must have overlooked that.
yeah the Bolted tradeoff is that it's a faster recipe with a higher cost
Your actually going to run into allot more complications when you scale something like reinforford iron plates. The easiest way to see that is to run the numbers on your manufactured processes and work backwards. Youll find that for ever manufacturer run at 100 percent the amount of inputs is allot. @formal vessel
it turns out while the total resouces are allot the amount of reinforced iron plates i needed to make inside is only 11.25 per min.
and i would never be able to remmber that without running it though a calculator or returning to this building.
Thiers no way i could plan for phase 4 at this stage but it turns out i was able to meet my goals in phase 4 without making anymore HMFs.
does a backing locomotive help push the train any on a two headed train or is it just extra weight?
See i havent been able to figure out how to balance transportation that well i had a truck running coal and steel and i wasnt able to use it as fast as the truck could move the supplies so i ended up just running long belts
do yall think regular turbofuel or heavy turbo fuel is better?
What is everyones thoughts on trucks? I made a tilable blueprint seen here. This depot has a total of 10 truck depots I use 1 drone port to fuel all 10 with turbo fuel. So at max throughput and effiency with mk6 belts im looking at a throughput of 24000 items/min in the same area footprint of a 4 car train station which could do less than half of that due to stopping when loading and unloading.
turbo blend fuel.
truck stations like that meet all the rule of cool reqirments of any base.
Rule of cool is what I go by lol. Definitely effects how quickly I beat the game though lol. Doing a modded playthrough for 1.0. Only QoL Building mods like a copy and paste one, infinte nudge, and infinite zoop. Lets me get those cool slanted wall like in that SS to stray away from the boxy look that normal building forces.
I hate ACUs now
lol i swear to god it is always the lifts, my whole copper chain was going so slowly so i had to follow my belts all the way back to the source, there was one mk1 lifts holding everything up
Are there rough numbers where you can say: Don't bother with this type of transportation and go for this type instead?
For example, I am thinking of doing drones as I never really used them before but don't want to set them up if its going to be a hassle
Imo it depends on distance, required throughput, stack sizes, terrain and existing transport network
Is the missing rim piece a texture glitch or intentional?
wat
you can enter math into it.
You read correctly
then you input 50/60*100
alrighty then
and it will adjust the clock rate
83.333333
yep
thanks magic man
60 * 83.3333% = 50
if you're bothered by the missing 0.000033333...%, you can round up to 83.3334%
and how do i make 2 fuel gens eat 33.33 fuel
well, first off is how much would one fuel gen get?
no idea
if you have 33.333 and have 2 generators, how much would one get if you split evenly?
do i just do 33.33/2
thats how much each generators gets
then you need to adjust their clock rate
16.665
yep. how much does a generator usually use?
aaand whats the math you need to enter?
same deal as before
thanks magic man x2
tanks
Great way of explaining the rule of three using Satisfactory 
what does that means?
Nothing, it's an error due to distance. A sort of phantom node
multiple nodes with mixed purities
Is this a good idea or should i do something else with the fuel (not fuelgenerators)
Fuel is just for power, plastic, rubber or better types of fuel so nothing wrong with your setup
do you have a use for this much plastic and rubber?
because otherwise this is an goal with no clear purpose
Im just trying to not have to worry about making plastic and rubber for a while
transporting it is the hard part when you later need it
I have a dedicated area that has enought space for 5 trainstations for later transportations so thats not that big of a problem
brother.. press windows + shift + s ๐คฆโโ๏ธ
*press printscreen
uhh ol
huh I didnt know that
what's the better choice here for best optimization later down the line? I've unlocked crystal computers which uses and oscilator and chips to make computers, if that changes anything.
we in that fr
windows has had the ability to take screenshots for like 30 years, that keyboard shortcut is just an easy way to do it ๐
easier than single printscreen button? ๐
I would personaly take 1
i dont think I have that
printscreen works too, just depends on what you want
pretty much every keyboard has it, it's next to F12
PrintScreen or PrtScr or similar
are they used in many things late game?
using the snipping tool lets you pick just an area of the screen
yeah
honestly, read the message I linked above and pick for yourself. You can get both anyway
a lot
how do you do that with the buttons.
you just... press it
and then paste the image here
I mean, highlight what word is a button
`word`
do you preceede the word you wanna highlight as a button with 'word' ?
` is to the left of the 1 key
you use the ` backtick
obviously you can do it with any amount of text
is just use windows + shift + s for printscreens.
Alt + Print Screen is where its at these days for me,
captures the active window/game.
great if you have multiple monitors and dont want to mess with windows apps/editing.
that's a link to a specific comment
This game looks to confusing
it is confusing if you dive in head first
question: does explosive rebar daamage trees? and does it destroy gas plants?
it counts as a bomb so yes
yes to both?
it destroys everything nobelisks can
what is this i want it, the thing your using to visulise this stuff
how much power does 180 m^3 of turbofuel make
!wikisearch fuel-powered_generator
The Fuel-Powered Generator is a power generator building that generates power by burning liquid fuel (Fuel, Liquid Biofuel, Turbofuel) or gaseous fuel (Rocket Fuel, or Ionized Fuel).
At 100% clock speed, one Fuel-Powered Generator produces 250 MW. The type of fuel does not affect power production, only...
You start with your fuel, 180/min
and divide that by the burn rate.
then multiply the number you get by the power per generator.
How do I do the math to know how many FICSMAS gift trees could max out (or closely max out) an Mk5 belt?
Math
I forgor how much the mk5 transports
But just divide that by 15
Yeah, also Satisfactory Tools got updated for ficsmas items, so you can use that now too.
780?
52 or two whole foundation blueprints
Plus two more
780
Im having trouble figuring out how much throuput I need of each material
Basically What do I prioritize in my factory at each stage?
early game sucks
I would say, go for a handful of what you want, around 5-10/min to start
as you go, see what you need more of as your stockpile grows and you explore.
then plan out factories for what you need once you feel like you have a good handle on things.
Satisfatory modeler, its free on steam
magic man i require your help again
nvm i figured it out
How do I calculate Uranium Waste storage?
My understanding is that Uranium Waste stacks 500, one Industrial Container hold 48 stacks, meaning 24000 Uranium Waste per Industrial Container.
If I create 10 waste/min, it takes 2400 minutes before it is full?
yes
you can blueprint the containers
or alternatively reprocess to plutonium rods and sink those
Thank you. We are planning to do reprocess them, but that part isnt ready yet ๐ฆ
This, 10 reinforced plates per minute can carry you up to phase 4
2 screw constructors in front of each rotor assembler
screws are easy if you don't work with them as with other parts
don't think about the arrows as belts and everything becomes easier ๐
lol
Im thinking about where th f im gonna place that all rn
Kinda running out of space
place it near nodes it needs
also the amounts of items you want to make seem excessive
There is one free iron node still here
But i also have no space in my building left
I started to build most of these at t4 lol
I'd only build like 5-15/min of each
But where is the fun in that
fun in not needing to do gigantic builds for no reason
I burned myself out so hard on this Update1 safe that i basically had to recover for a week until i could do anything in life
I just like big productions dont ask
My old save produces like 200 quarts oscilators
or 100
I dont remember
may be a reason for your burnouts ๐
Maybe
But i also use this game to get off school depression
so when it occupies my whole mind its easier
i have a very unhealty relationship with this game since 2019...
actually nvm
its 290
A lot of this was unhealthy holy
So I need to do 5 blenders of nitric acid which requires 1200 nitrogen total (240 each). So I will need 2 Mk.2 pipes but whats the best way to divide it over those 5 blenders?
I was thinking of doing this:
B B B B B
| | | | |
+-+-+-+-+
| |
^ ^
but not sure if that works
what input pipes do you have?
You mean to the manifold or to the blenders?
how are you mining the nitrogen
Im using the resource well in the eastern dune forest that only has pure nodes
so, 300 each?
Did actually not yet think of how I wanted to connect those
Is that max for a pure well node? because then probably yes
I think so
then you can just clock blenders to 125% and have 4 of them, so one pipe per blender
Ah wait that also works of course (and then it will be 250%, was already at 200% due to the layout I made)
Thanks๐
most of the game is simplified if you stop thinking about the bigger picture ("I need to move 1200/min nitrogen") and start thinking about machine-level logistics and match ratios
Will keep that in mind, haven't worked with the blender and resource well much so with water and oil I always got away with simple manifolds
manifolds are obviously great, but if you take a few minutes to match ratios, you don't even need them in most places ๐ clock speed is very useful and powerful tool ๐
Are the red ornaments supposed to produce slower than the blues? I assumed they were the same but the math wasn't mathing, so I checked and the reds are much slower
they have different production speed, yeah
https://www.satisfactorytools.com/1.0/production?share=MhKOFDALk3NpK4Y2Tons what do you all think? feasible to do under a single roof or gotta split if so how do you go about it?
Hello! I have a Question, mmaybe its a dumb one but its a question. So i have a stream of 270 iron ingonts which i want to feed to nine constructors, how Do i do that 100 precent efficent if its possible, or should I do a manifold
manifold is 100% efficient
if you really want to balance it, then splitting into 3 and then each belt again into 3 would be the way to go, but honestly I'd just go with manifolds everywhere
you can prefill machines by hand, then there's no filling up time ๐
The way I equilibrate manifolds is set it all up fully, cut the output belt of the final machine type, manually add items from dimensional depot to production line, let it afk to fully finish filling everything, reconnect output belts.
how do you make a 4 to 4 balancer
first question should be "why do you need it"?
i have 4 belts that i need to be even
why tho? can't you just use what is on each belt?
because i need to send the same amount to 4 places
and the belts aren't even?
no
how much is on them?
2 780 and two like 750.892
where did you get 750.892 lol
Did anyone make a spreadsheet for calculating recipe costs in MW/piece/minute yet? I am wondering which recipes are the most energy/resource efficient.
the problem is that you can't consider just one step, but the whole production line
actually nobody.
In most cases, it will yield good enough result. perhaps even optimal result.
I personally don't think so, since I was trying to do this back in time ๐
you need to design the entire production line for economy/efficiency. There is no point in taking alternative recipes separately because new resources will be needed to complete the required tasks. if you need to do one thing, then take the final recipe and look for equally effective recipes for its inputs.
or just use satisfactory tools
greeny calc optimizes for volume, not energy consumption
you can still force recipes and compare power draw
yeah, so thats why I want an excel telling me which recipes have the lowest equivalent mw draw
I am not going to hand test all 10k combinations
but if a recipe has lowest MW, it can use ingredients that in turn make the recipe not worth
so the excel won't give you the answer
just build a couple of generators. why do you need to calculate an insignificant amount of megawatts to save
You appear to be mistaken. I want a sheet that includes the price of ingredients, in MW/unit/min, on top of the machine power usage.
(not to mention that things like loops and byproducts will just break it)
but which recipes you pick for the ingredients?
the one with lowest cost per unit obv ๐
(which is the point at which I got stuck working with excel of my own)
what about byproducts and loops?
Assume byproducts deduct from the total cost. Free resin is free resin. Loops make things funny, but excel usually doesn't explode, it just stops repeating.
Theres a reddit post for all the alternate recipes idk if there is one including normal ones tho
that doesn't analyse MW per item
(and is heavily subjective anyway)
Its a start no? Doubt anybody has done the whole thing. Plus i find that power is not really a limiting factor. Is usually resources on the map right?
it doesn't give you any relevant data
limiting factor is usually the player. Resources are technically a limit, but hardly anyone runs out of more than like one or two resources, and that's without SAM conversions in mind)
minimizing the power usage has a side offect of minimizing the building count & sizes.
eg. Pure refinery recipes may have the best production yield, but are horrible from MW/unit perspective - in most cases you are better off placing couple more miners and just using regular recipes.
Electrode aluminum scrap or steel screws? Both are on the same drive. I think I should go with the scrap but it is screws per minute.
ah thank you.
Looking for recommendations on power shard synthesizing
I have nearly all recipes, and soon will have 100% of them. So that's not the problem.
I don't yet have any plans for them other than fill the DD
Coal for diamonds or oil? Or something else? Dark Trap Matter recipe?
750.892 isn't that bad, I tried making a HMF factory that fully utilized 2 coal, 1 iron and 1 limestone deposit and the maths got crazy
somewhere in there I think I got to 416/237 or similar
how to connect conveyer vertically 5 times and spend less space for this?
I have a column of manufacturers and I need resources to go from one conveyor to each floor. mmm, I had somewhere a compact drawing of a separator, I think Iโll have to look at it
ok i got nice number for hmf production
A sushi belt could just snake around from the bottom level to the top one, manifolding each machine one after the other.
Overflow could be merged with the output to be managed later.
Hey guys, Iโm just getting into nuclear pasta for the first time, and like what a good per minute amount I should shoot for in my nuclear pasta factory? I was going to do 10PM but then find out I will need over 300+ refineries for pure copper ingots for the copper powder. Now Iโm thinking 5PM maybe? Just donโt want to mess up the next tier/phases if I only set myself up for 5 but maybe thatโs enough? I dunno
just starting with ONE pasta generator is already enough for finishing the game... if you want to be quicker, one OCed and Slooped machine can be better...
Building more is just a matter how many you want, not how many you need
Hmm good point. Sloops could save me here in the end
1 machine to finish the game, as many as you want to have fun building a factory
For sure, I hear ya!
The number of pasta for t9 pretty much only base on how many warp drive/singularity cells you want
5 is enough for reasonable warp drive speed, if its too slow for you you can make more
I think I will target 5. 150 refineries sounds a lot nicer than 300 for copper powder lmao
depends on how much copper ore you locally have and WANT to process
Also I have a 10 fused frame factory already and Iโm only using 4.5 of them for my thermal propulsion factory. So the other 5 could be a perfect fit for the pasta.
Yeah another reasons why I wanted to lower it, copper ore ainโt so easy on the map..
one pure node accessed with a MK5 belt can already provide a lot of copper powder
Well my calculator said I need 5k copper ore for the 10PM pasta
And mk5 is only 780, so yeah I would need a fair amount of copper ore nodesโฆ
Copper Ore processing can get huge... ๐
Yeah lmao. It kinda feels like I should just setup a system to gather all the copper on the map and bring to a central location then make ginormous ingot factory. Lmao
I normally process as much as I can locally
Same as what I do, at least before this chat ๐
they are fiendishly simple and straight forward unless you choose for them not to be
I made the simplest setup possible I think... three refineries, Sloppy Solutions and Electrode Scrap... in effect I am just using OC/UC to make half of the wikis 21/40 ratio solution
I just setup two more of the BPs I made for them... one hard-locked, one did not... the order of adding the resources made the difference ๐
like I said, Drama Queens ๐
Unbreakable 780 processing.
impossible to lock up
they are very simple unless you choose for them not to be
literally impossible for them to lock up
the ratio examples for all the recipe combos
I use the one in the bottom right...
one Sloppy Refinery at 45%, one Sloppy Refinery at 105%, one Electrode Scrap Refinery at 200%... 360/m solution
then you've mathed and/or clocked wrong
or maybe you aren't processing all the scrap and its not a 'lock up' and more just a generic back log like any system
but in that case it should self balance once you start processing the scrap properly
I cannot even misconfigure them because they are blueprinted...
as far as I can tell the problem either happens at initial startup or not at all
maybe you missclocked or built in the blue print?
if you've followed those ratio examples there's core build or math problem going on
something simple like a wrong mk belt or pipe, or just one machine with wrong numbers in it
I guess the "compact" layout with the short pipes causes issues... the loop gets not chance to get up to speed because of too much water in the "waste water" pipe
I'd have to see the whole layout to even comment on specifics
It's very easy to bugger up a pipe system though
and you shouldn't need any loops for this
there is a loop for the solution/waste-water... its right in the wiki picture
this?
exactly... the three refineries on the right feed into the bottom-two on the left, the two on the left feed into the three on the right
I would call this a loop
yeah, loop tends to describe something else, at least when people talk about pipes in satisfactory
you can just call this a normal manifold, it just feeds a previous step it's part of
it's not a standard manifold layout, but not super weird either
I get what you mean though
its only of the reason a lot of people stumble on the "fuel/plastic/rubber" recycling loop when they do it the first time... you have a loop in the machine dependencies...
but yeah, I'd guess there's probably a simple mistake in your blueprints. Set ups like this are some of the most robust you can make
without loops there is not much that can go wrong unless you get the input or output of the factory wrong
ah see, I don't even have dependencies doing the recycled oil products. Just start with see rubber from resin. Much simpler
me too... but most people build the recycling stuff in loops... and propose its the best way to do it
I mean you can do it, I just don't see a point when you can have the seed rubber from the waste product.
they probably see it in the SFtools layout and get tunnel vission that you have to do it that way
other fun "loop" are these huge "Diluted Packaged Fuel" with all the packaging merging together and then manifolding back into the refineries... this can go wrong in funny ways ๐
let me just hop over somewhere I can place the BP and remove some walls to get a few screenshots
okay... finally got everything removed that prevents to see the lower floor
this is the general setup... the refinery on the left is Electrode Scrap at 200%, the other two are Sloppy Aluminia... the middle one at 105% OC (for waste water), the right one at 45% (UC) for fresh water
same side, view from above
what is getting clogged? too much water in the scrap machine?
back side
I did not thought about this but
this does make sense
this one here is getting clogged with water
most likely the one on the back also with Solution
sounds like there's a math issue
I typically can unclock the BP by flushing the circled pipe 10 times... or adding a buffer sideways to the pipe, which then normally levels of at 60-100 water and stays constant
returns into satisfactory
thats why I think its a pure startup issue
I realized that I dont have steel production yet
for steel I need coal I dont have coal
when the loop runs at 100% it works... but during startup bad things seem to happen
yeah that's weird. that really shouldn't be the case
27 (one underclocked) refineries manifolded on one side, been experimenting & this is my last attempt at getting it working still nothing (middle 2/3 not getting enough fuel) pre-filled and left over night & they're empty again
get coal, get steel, get automatic power AND MK3 belts.. be happy!
I can try to reproduce the problem so I can show the state of the blocked machines
it does look like youahve a loop, but yeah, in my experience I've seen set up slike this, even flooded, will starve after a few hours
yahhhhhhh
either break it up into 2 pipes and 2 loops, or over clock 13 machines to 200% and make it a smaller loop
I am not sure what you mean... its not that one machines output directly feeds into its input.
maybe this perspective helps a bit more
I'll probably try splitting it into two loops first, keep the power usage down that way. Thanks for the help
ahh, sorry... comment was to Skelyos27...
more difficult to reproduce the problem than I thought... I have run into it a couple of times during this playthrough... if I get it again I will save the game into a custom file
okay, if my Alu setup doesn't do strange things again I now should have 900 Casings/min...
just as a thing, even if you over clock a whole process with every machine at 250% you only use 33% more power overall, so .... its really not a big deal
ideal
Exactly. I don't get why everyone wants to try and 'save' powewr. Just build one extra power plant to handle the extra load. I run nearly everything at a min of 200% to cut down on the total number of machines I have in my world (to try and cut down on lag a bit) and I've never ran pot of power... heck overclocking the very power generators already covers the extra power draw.
That said, with the new 1200 belt speed we have... when working with oure nodes and maxed mk3 miners fully overclocked, or just maxed items in general. Sending resources via train do you recommend splitting the total between two freight cars per item to get the maximum throughput or is it still 1 car per max belt like it was when max was 780?
Might have to get some somersloop power shard production going then
I... never had to throughout update 5-8? Power isn't that big of a deal... like said you only use like 30% more if you have everything in your world overclocked, and if your overclocking your power production that mind you only needs more of a resource to run it you're offsetting that power need anyways. If you have such little power that you need to underclock everything to 'save' as much as you can... you either didn't build enough power to start with or have a crazy idea that you can somehow 'waste' power in this game when really just make a but load of it and be free.
I mean I'm just being stingy af, I'm using 15k & this power plant is producing 60k...
ImKibitz on youtube for his update 5-8 lets play overclocked EVERYTHING and ran it all off of one nuke power plant.
mission accoplished... I had too many HMFs... now I have too many HMFs and too many Fused Frames ๐
There is no such thing as too many
they all go down the sink as soon as the ISC/DD is full...
still, the factory worked out nicely
Oh trust me it is still not too many. wait until you start needing those frames again in some other factory.
ie my 12,000 quickwire a minute.... and I still need more.
the new factory make 45 HMF/min and turn some of them into 15 Fused Frames/min... thats a lot I think
There's a saying I seen a few youtubers use 'when you think you made too much, you always find you didn't make enough'.
People be making the craziest builds for hmf and the best I can do is 2 basic frames per minute
I did 4 with the base recipe and thought that was a lot lmao
HMFs is the the first moment where you start to realise just how massive factories can/have to get. It's quite a bit of work if you want to produce everything locally
the difference for computer and hmf factory in term of size is quite big
it still easy cuz u just do extra step after steel for hmf
just took a lot of time cuz of how big the production lines are
I think most computer factories also take more kinds of inputs compared to HMF
but still, they both grow A LOT if you want to have a decent output
45 HMF/min pretty big. Iโm finishing phase 4 with 10.8 HMF/min.
I can't seem to fix other people's setups. If I build my own, they're flawless and never break (/s) but if I try to fix someone else's, even though everything looks absolutely perfect on paper, it still backs up.
Anyway my battery fac can go die I don't even need it I can just deliver rocket fuel and plut rods all day long
BUT I WANT THE BATTERY FAC TO WORK AND RESPECT ME DAMMIT
I literally pumped 100% of the water output from the blender into a second production line that should be starved forever and instead it fills up. I don't understand how I can supply a factory with 80% of its water needs, and come back to clogged pipes.
Without pics we canโt really say much.
Yeah I know I'm not even in game. I just wanted to vent.
maybe that other factory has other missing inputs or connections
The one battery factory i have runs flawlessly
Byproduct water goes into dedicated sulfuric acid refineries and its all good
Are fluid buffers recommended for fluid freight platforms like they are for their non fluid counterpart?
I would assume so. The intake of resources pauses entirely when a train is loading, which could cause your pipes to suffer flowrate issues or fill up quickly depending on the size of the factory. Buffers would give the system some breathing space during the loading process
Yeah, if you think the next pickup will show up before they refill.
My fluids are barely used so I don't need to
At the very least I can't see it hurting the process, even if it's unnecessary
It's not necessary if you're not using that much.
usually, if you are debating a pipeline or a train, more capacity is defo the standard.
I think since pipes themselves are also buffers (albeit small buffers, but still buffers), if you aren't delivering/using much fluid, you are fine not having a buffer. But I would guess the amount would have to be relatively small.
Similar for belts, I think you can technically not use a buffer with the train if your belts are long enough to be the buffer. Though I might have to actually think that through a bit more...
I think the stipulation is there would have to be a merger from the 2 station belts into 1 main production line belt, and those 2 station belts would have to be the long "buffers"
Yeah it would be a convoluted solution, the two "longer" belts being split production.
New to phase 5: What do you do with your DMR byproducts?
You can get away with it with a high belt level and relatively low amounts of product, since you'll be able to load the backlog before the next train. With pipes, if the flowrate is solid, it works the same. However, fluid physics and flowrates tend to be whack, and it's pretty safe to assume you need to move a lot of fluid, so I'd advice against gambling on it and just install a fluid tank or two in front of the station
DMR?
Oh yeah, of course. Like, I'm still always going to use an actual buffer, because its not worth the headache otherwise
Dark Matter Residue. the new byproduct for every recipe
make dark crystal
there is alt recipe that only need DMR, too.
So I likely need to overflow sink the crystals, unless a more common ingredient is the limiting factor
What's a good number of superpos osc to make? 5/min from ONE encoder would be enough for one building each of BWD and AIES, with a spare for DD/portals.
And is it better to make them separately from the AI/BWD facs? I'm thinking so but I don't know.
If you have everything unlock already, you can take extra crystal and make power shard and sink power shard.
I thoguht shards couldn't sink
oh, you're right.
maybe I'm sinking ballistic warp drive, still.
haven't touch my main base factory for a long time.
Oh man you "could" sink shards if you sink packaged Ionic Fuel 
I think the matrix item might be a more common way to sink shards
oh neat they are used for other stuff?
well, make some Singularity Cells, too. I use them to keep warp gate running.
I think I'm making ~5 pasta/min, so I might be able to make a whopping 50 singularity cells/min which sounds nuts. That's probably way more than I need for portals and BWD. At that rate I might as well start using my plut rods
so i have 180/min iron plates coming from 10 streams which 8 of them are 20/min and two are 10/min (from 9 constructors) and i need to separate them to 6 assemblers each 30/min, so how do I do that? I am having some issues figuring it out
oh nvm, i figured it out, thanks anwyways!
I know I say this a lot, but, this game doesn't actually care about balancers. If you want to have it nice and balanced, go right ahead. But if you didn't know, it doesn't actually matter and you can save yourself a lot of time by ignoring it. Generally you just need to disconnect the machines and let the belts fill up, then turn it on and it'll balance itself.
and even nuclear, its just peace of mind when it comes to radiation with balancers.
well and time, but its not the end of the world if you make stuff before hand.
I think the reason my factory cart logistics were so efficient is that there's a duplication glitch with their inventory
at least it happens when you delete the cart; will have to test whether it's also happening on load/unload
why does the alien power augmentor have a input
@uneven burrow It's a lategame thing. Look it up if you want spoiler. Nothing too crazy really... or is it 
Sounds like a possibility.
i cant ima look it up
the hell i cant find anything about the input
oh
alien power matrix
man i wanted to make flying bois
but dang tier 9
what if i uh
cheat it in
is the 45-81 rule still a good thing to design to if you want to avoid any clock cycles going past 4dp? i remember that from a while ago but idk if 1.0 or other updates rebalanced recipes to make it not work as well
Sooo
I just ran out of power
And is 2550 oil into turbo fuel overkill???
Ist one whole ass biome
1416 with the normal recepies and
2720 Liters with alternative recepies
this gonna be fun holy
wait thats 362 generators ๐ญ
IMO, overkill doesn't exist. Really the 3 rules I go by now (which are somewhat subjective to the individual)
- Does it produce enough of what you need for other things? (in this case, does it produce enough power, answer is likely yes here)
- Is it fun?
- Is it cool?
If 362 generators is not fun, and a lower number is more fun while still producing enough, then do that
-
90666 MW, should be enough until nuclear
-
yes
-
fuck yeah
if i just cheat power shards and 250% the generators i can make it only 146
Or just go slug hunting for an hour or two and sloop them
But its your game, up to you tbh
I dont think i can find enough slugs for 438 power shards rn
and i honestly dont care about cheating those
wait Calculator wtf ๐ญ
There is not ENOUGH SULFUR???
Remove SAM from the inputs
That will force it to use sulfur. It tries to minimize resource inputs and is somewhat opinionated in that
Ahh k k
Remove the converter machine from your config
That also works
this is gonna become a screw situation again....
If you get the turbo blend recipe, you can pay more oil in exchange of less sulfur
That's fair. Diluted fuel is possible with packagers and refineries, but not the turbo blend
im just having, minor difuclties rn... and i did not rly even start
But having a packager/unpackager loop adds some complexity. Though I like loops
i dont like loops
They where such a headache in my old save
all those loops for the perfect aluminium production
I complety converted like 4 Bauxit nodes...
That shit was ass
Then a suggestion, just use fuel, packaged diluted is far easier and less trouble than turbo and when you factor everything, turbo is just like 25% more power
25% more is 25% more
Fluid loops are way more difficult than item loops IMO though
Because you cant just make emergency Sinks
YOu need to package then sink for overflow protection
and if you have the loop fill once because of backlog
HF!
But a packager/unpackager loop ideally has no potential backing up IIRC
Since the loop part is all item based with the canisters
This is a simple loop
If you use MK1 conveyor you need to add 50 canisters, faster conveyor = less canisters in the loop
Technically I think the loop part is all still item-based though
What do you mean?
wait does this need water?
Diluted requires water
Ew
lifehack: sloop the DPF refinery until you have enough overall canisters in the loop to run indefinitely
Yeah no not doing that
The items that are "reused" are not fluids/transferred in pipes. They are canisters which are items. Item-based loops are easier because of overflow splitters. And in this case even easier since the canisters have no input source that could clog the system (unlike bauxite which has an input source and being water, no easy overflow)
Well, with diluted you get double fuel by adding water...
I hate using water so much
Free fuel for water seems like a good trade off to me TBH, but up to you
I only do it for Pure recepies, because i dont wanna run out of nodes in a 50km radius
Otherwise i would no bother AT all
I absolutly hate working with water
since pipes got introduced im in a constand war with them
I think we all are
I honestly want a mod that removes them
I still cant see why everyone wanted them so badly
Just put an unpackager before every machine \s
Anyway, BP makes it easy to set diluted packaged, easier than transporting all that sulfur but if you have the infrastructure...
To continue our conversation from design, I will say yes, that is overkill. Why bother building that much turbo fuel when you can build a comfy amount of turbo fuel (way, wayyyy less than that), and then move to our savior ROCKET FUEL when you unlock it?
I did do some math on rocket fuel right
and
honestly 
I might go to it
but idk if i wanna deal with it
It's very simple, and I just went with the alt recipe. Gas doesn't need pumps so I built straight up without a care in the world. RF produces so much damn energy per oil node that I coasted on it until phase 5, and then only went over because I was shoving sloops in particle acclerators literally because I was bored of not needing more energy
yeah but the alt needs the blender
And at that point ill just go full on Nuclear
I have some crazy shit planned for that
yeah but it uses oil
I have 35GW from a singular oil node. One. Uno.
But you were going to setup 344 gens for turbo fuel
yes
Or i keep the turbo until i get the blender for rocket fuel
but then its good to already have the resources at one central spot
So i can convert to Rocket easier i guess
Wait
2550 Crude oil is 5600 ROCKET FUEL???
I believe ideal ratio is 1:2 or at least very close to ideal ratio. I dunno, I just went for a very lazy route.
yeah you get an absurd amount of RF from oil
project-wise I think it is easier to decide how many RF generators you want to build, and then marvel at how little oil it actually requires
omg i need the smart mod back rn
1358 Fuel generators would be an absolute obsene amount
And i am all for it
and its suprisingly cheap
Yeah that's why I was wondering why you wanted to go for turbo and then nuclear, yet say RF was too complicated
I was looking at other recepies
without dilutedr stuff
But this might actually be smt i can setup as part of my turbo fuel factory, and convert to later kinda
There is a small line between genius and madness
And i am riding the mental hostpital line
how is instant scrap any good?
More alum per bauxite at the cost of added complexity and other resources
Also it skips the alumina solution process
But sloppy seems to negate it so I dunno
Bauxite to scrap, instant scrap is 1:2 not bad
Baux to scrap, sloppy + standard is 5:9 which is amazing for how simple it is, but less than instant (by about 1/9?)
Just go nuclear at that point
... just go nuclear
I've just got to the stage to start nuclear but is there anything else but to make power with uranium or should i use all of it for powerplants right away
!wikisearch uranium
Nobelisks is all I know
praise the wiki, love the wiki
and unless your plan is to go full nuclear, there's no need for it, you won't need all that power
Yup just explosives which aren't a real item anyway
I agree but it only gives the recipies it doesnt say what the end goal you can make with uranium is that is why i asked
but i got it
This good idea??
use a more legible planner and I could give you advice
and just keep clicking the recipes it makes to follow it to the goals...
you aren't locked to the one page
Good luck making that many crystal oscillators and magnetic control rodsโฆ not to mention the obscene amount of nuclear waste youโll need to process, at that point storage imo is basically unreadable, you need to make plutonium and either sink that or continue to ficsonium
Would it make sense to make batteries at my aluminum factory? Seems like I'd just have to ship in sulfur.
But also, if I'm going to use batteries and drones, how many batteries/min do I typically need per drone? Like is 60 batteries/min too much? Too little?
Aww the little tap out the side for nukes
Is that the map maximum non Sam amount of u rods?
SAM is insane, because of converters I've planned in my head a gigabase that I could almost certainly ever build centred around converters, production maximization, trains and priority mergers
essentially it would gather all the convertible resources at some central spot through trains, process them using converters to combat shortages later in the production line, and use priority mergers (which I've built working models of) to prioritize use of raw resources over converted ones
you'll never realistically use all the base resources on the map, SAM is more of a gimmick in that respect
except for uranium
Well it's more that a PC cannot, physically, process anything even close to all the resources on the map.
alas, that may be the case
no it's definitely the case
the highest end pcs turn into a slide show getting anywhere near that point
I'd just have to see how far I get
this is not the only time I've come up with some stupid idea my computer cannot account for lol, in Shapez I tried to make a make anything machine that outputs 16 full belts
You most likely cannot realistically use all the power from uranium
this base is not realistic
possibly with slooped fully OCed particle accelerators. But at that point your goal is to use the power
never said I was gonna build it, but the aim was to use 250% OCed buildings to process as much resources as possible
actually, no, you'd have to mod in extra sloops I think even for that
Well there are resource limits
this is what makes it unrealistic
it's meant to get capped out by the resource limit by using so much
it's mostly an idea I play with in my head
Yeah and my point is that you can make more power than you'd ever need to process whole map worth of resources
the factory is meant to be able to produce the maximum amount of any item possible, so it would use a crazy amount
the stupidest idea I've ever had
very unrealistic goal, but I've come up with a few systems that could be used on a smaller scale because of it
for example, you can use priority mergers with converters to turn excess resources of certain kinds into resources you're lacking, and it can automatically adjust to what the factory needs
anyway, the part I left out here is that I'd want to make power in bursts, by filling a battery and manually cutting the rod supply off from the reactors, before proceeding to wait until the battery is near empty
overall this idea just isn't practical though, and would be better to recreate on a smaller scale with more limited resource availabilities
Anyone? Re batteries
look up fuel types in the wiki, it's based off distance traveled
It depends on distance
Yeah but just generally speaking, is 60 batteries/min overall for all my drones a decent number?
I haven't built any yet, trying to figure how big of a battery factory I need.
no idea how many drones you go
0 atm lol
then 60 is fine yes
But maybe if I had 10 drones?
look up the fuel table, sort out how much they use ๐
I'd say that's probably fine though yes
probably
Yeah the wiki only has MJ values and speed, but not burn rate
Like yeah, battery is way better than packaged fuel or turbofuel, but it'd be nice if it said like "units per minute of flight" or something.
small little math question for this but I might be thinking too hard
if I want to do 10 constructors that are all underclocked by the same amount, do I divide the material input or output by 10?
Output
Then type the resulting number into the items/minute field on one machine and copy/paste it onto the rest
alright was just making sure, thanks
clock them all to 99.26%
I don't think that's correct
actually
shoot I never remembered the second output
yeah you're right
why doesnt my tractor take in coal as a cargo and not fuel?
You probably have the wrong input port in the station. The two inputs stacked on each other are for cargo, the third one is for fuel. Trucks and tractors will automatically take fuel if they can fill up their fuel stack with the contents of the fuel slot in the station
I know about that, I have all of this yet it doesnt do anything when I press F
Fuel doesn't restock when you press F, it just does automatically when you enter the station's range afaik
nvm it does transport coal mb all
just had to wait for it to actually do the path
it will now work as a conveyor
how do i even this out so there no odd numbers on belts ive got 510 iron ingots to work with, and if its overkill are there any different items that ishould be using
wdym?
to make it easy for splitting so instead of 472,5 iron ore pm to round it up to 475 while its still at 100% efficientsie
make groups of machiens clocked to what you need on each belt
If you mean "How do I split this over multiple belts with these numbers": The ingots are a 1:1 ratio so you can just play with the clock speeds of the smelters to match it, same for the iron rods. Both the screw lines and RIF lines are both a multiple of 50 and 5 respectively so just connect the proper amount of machines to each belt
group A smelters make 225 pm
group b makes 137.5 ect
no ive got 510 iron ingot pm to work with and want to have that maximazed while also keeping it at 100% efficientcie
go to inputs, put in 510 ore, then hit maximise
that's why yo uclock machines to make what you need so you don't have to split it
as per my previous message
Splitting here is just adding a lot of extra work
i dont think i really understand
make the plan I suggested to maximise, post the image and I'l lwalk you through it
this?
great , what's your fastest belt?
mk 3
Simple then, you have 2 sources of Iron I take it?
huh?
well you can't have 510 on 1 belt right?
yeah
so where is your iron coming from?
ive got the smelteers set up already so 32 smelters with 15 going to an other factory so 17 smelters
ok so do you know how to clock your machines?
yeah
ok so you're going to have to change the clocking of your machines
yup
make group A B and C produce those numbers. And only merge those groups
that way you don't have to do any weird splitting
steel
yeah okay
the power of clocking your machines and selectively merging their outputs is probably the single most powerful and simplest logistics method you can do
The arrows do not represent belts, they show flow of resources. How you lay belts and group machines is up to you ๐
so this is A
sure
and you could make this B if you wanted
since 1xmk3 belt can hold all of it. And you have constructors all the way down
there's essentially infinite ways you can do the layouts
that's certainly an option yes
though I highly recommend you plan out how you'll more the screws at least first
planning at least 1 step in advance really helps
I mean, as long as you have the belth throughput you can have set ups like that yeah
you could have all the rods on one belt and go past both machine groups that need them
il just cheat myself another belt rank and then i should be good with the first part
you really don't need to, and this is part of the learning process because you'll get to the point very quickly no matter what where you'll need more than 1 belt
yeah but otherwise ill have to remove my smelter layout wich is already working
you could also just do 1 factory for smart plating and 1 for frames
then you dont have >270 belts
just clock them differently?
then ill have to add more
if that's too much of re working a system as you go you're in for a world of pain later
thats true im gonna build the first part then if i need your help again ill tag you okay?
sure, I might be a sleep in an hour or so though
you live in america?
Australia
how late is it there
1015pm
so 22:15
@kindred forge see #math-and-meta message for alt recipe choices
W H A T
dude i got 300 per minute and i got 9.333k power
cuz im making some packaged turbofuel
i think its max power from bottom right location. (excluding impure node)
Excluding wells blue crater is probably the best location, yeah
Including oil wells the west coast has a lovely well right next to those 4 nodes, which gives 2700 oil/min total at max overclock. I'm planning my late game rocket fuel over there because the coast also has all the necessary resources to support rocket fuel production
what is considered good production rate out of reinforced iron plates,rotors and modular frames for a 20 h save?
the amount you need for further development
As much as you need for your use (unhelpful answer, I know).
RIF, rotors and frames are easy, single resource objects, they're easy to produce locally wherever you need them, so produce as many as you need for the factory you make them for, and maybe make like up to 10/min (prb even less) for personal use in building
I need some help with rocket fuel production... I would like to use Nitro Rocket Fuel and recycle the compacted coal to turbo fuel and then rocket fuel normal recipe. I have 8000 Fuel / min to work with.. can someone help me?
thx๐
I can try and model it out, give me a minute
thanks, I am unsure how to do that which is why I asked
You sure you have 8k fuel btw? Even with diluted recipes that's a metric fuckton
hmm, yeah smth like that. i cant turn on all generators cuz i need 6lvl belts :(
yeh, I didn't use all the heavy oil residue
especially with fuel and generators I don't want to deal with pipe messups and fluctuating power which is why I am playing it safe
i just did this
4 refineries each doing 75 turbofuel a minute
-20 for packaged turbofuel
Just use more of slower belts
no, Iโm generally satisfied with the amount of energy now. pulling a belt from other nodes to simply turn on all the generators does not sound reasonable. I have a couple of tens of hours left until I reach level 6 of the belts, Iโll definitely have enough energy
The compact coal output in the normal rocket fuel blender is being sent back to the turbofuel blender btw, that's a little hard to see in this modeler
Numbers underneath machines are how many of them you need, underneath resource extractors is how much of the resource you need per minute (this makes sense bc of purities and overclocking options, but it's worth noting before confusion sets in)
IS THAT FIVE THOUSAND SULFUR
That is a lot of sulfur indeed but hey why not
5 and a half k*
dude my power plant uses 60 per minute
Bro said they had 8k fuel to spare, I took their word for it
i do use production amplifiers to be fair tho
glad I'm not you tho, Maja. holy shit xD
well yeah I do have 8k fuel and yeah I'd like to use it properly
ah it'll be fine ๐
I have a working drone setup, getting the sulfur shouldn't be much of a problem
Hello everyone! Satisfactory Factories update 3 has been released! Check out all the new changes here: https://www.youtube.com/watch?v=GU4foy7xFAQ
https://satisfactory-factories.app
Discord: https://discord.gg/zge68PrGJ7
GitHub: https://github.com/satisfactory-factories/application/issues
== Chapters
0:00 Introduction
0:51 Power Generators
2:28 Satisfaction: Redesign
3:41 Satisfaction: Breakdowns
5:17 Tasks & Notes
6:05 GameSync
9:00 Imports Rework
12:05 Performance Improvements
14:01 Up...
And here on Reddit: https://www.reddit.com/r/SatisfactoryGame/comments/1hb4qh0/satisfactory_factories_update_3_released_power/
I think I will do 5500 fuel to rocket fuel with alt recipe, that way I will have a bit more compacted coal later than I would need but it should'nt matter much since I can just sink the overflow
Your new numbers, my good sir
(just pretend I said that with the most pretentiously rich british accent ever for comedic effect)
no I meant just the alt recipe, the number with 5400 in the first picture is where I will go for 5500
that way I can still use the other fuel for turbofuel and rocket fuel later
Codsworth from Fallout 4 it is 
it's a bit off and won't be perfect, but that's not what I am aiming for anyway
Good enough lmao
hmm one drone can bring ~200-300 sulfur / min. That will be a lot of drones bringing sulfur
I raise you: train
#math-and-meta message Depends on distance. Two drones with a buffer is probably better. But also, this is why trains exist.
I would have to set up a train network spanning the whole map just for the sulfur, so I will stick with the drones
And I already have a train network for my nuclear setup, I'd like to use drones for the rocket fuel setup
Some diversity
I think I accidentally already have a train near all the sulfur
Ya shoulda built out a map wide train network to start with!
But I didn't want to! I felt like going Drones this save ๐
Dear God, and here I was getting annoyed by the numbers for my HMF Factory (The FrameWorks, trying to name my builds)
Is there even enough sulfer in the world for that?! Wouldnt you have to use the converter
Also what would you do with the blue stuff
no problem, theres 5 pure sulfur nodes + a few normal and impure
Polymer Resin.
The blue stuff? Water? ๐
Can be turned into Fabric, Plastic, Rubber or just sunk.
Ah that lol, I am currently just sinking it
Could you put this into modler just so its easer to understand
Yeah but thats honestly like a whole diffrent factory. And it cant go strait to the sink... right
It can go straight to the sink
Oh no
I always sink my resin
It can, solid part
but now that I see that I only need water to make rubber from it I feel like I should do that
I think I literally don't use resin anywhere except one little fabric factory that backed up 300 hours ago
And maybe at the start of my rubber/plastic recycler
since I don't use too much rubber it should be enough rubber for my purposes and I can make a plastic only factory from the other oil
As a note the magic of diluted fuel and alt rub/plastic recyclers, you can make an enormous plastic factory out of rubber
the numbers seem to be werid
Kinda
You can earn a little boost by processing before sinking, and if you're packaging the fuel for personal/vehicular use you can use that for the packages, at least some of them.
is that 20 versatile framework? what recipes it uses?
Thats just how it turned out
I got to this
Yeah. Just basic
This is a great idea actually
ok with basic recipes it's this
Psh I only left enough room in the plans for a sink, not for extra cons!
I admit, in my current fuel plant I'm just sinking it but that was just to patch my power grid.
Can someone do like 50 vf per minute thing for me in modler i cant rn
Next plan is gonna be a Blue Crater turbofuel generator. Once I stop getting sidetracked.
I'll do you one better: look up on steam "Satisfactory Modeler." It's free
I know but I litterly cant rn
Available alts?
Basicaly all avialable ones yeah
I can't either. I was omw home from uni
Wanna use base or flexible for the VF?
Tools are free and don't need steam to use ๐
Thanks. How do you gets yours to look like the the normal one is so much more confusing
wdym "normal one"?
Nahh its ok i can do it
Nope, not the same. Tools is better imho
no, SCIM, despite having a "calculator" in name, is generally used just for the map, while Tools are used for calculations ๐
Tools is a little confusing with alts
Tools is better for two things that really stick out
- Tabs!
- Disable default recipes, mainly for converters and shards
Esspecialy on my phone
I used the calc up until phase 5 when it became worthless
how so?
(also it isn't really designed for phone, but should work on phones, just may be a bit weird UI sometimes)
I really liked the calc, and the UI is great, I like the viewer. But it's literally worthless if it involves shards or converters
Yeah its just loading weird and stuff ill just wait till im home
personally I'd mention "speed" and "optimisation" ๐ค
if you have an issue, feel free to share an image, I may look at it and tell you what's wrong or if it's a bug
doesn't have any optimisation and you have to click everything manually ๐ค
again, if you have problem with Tools, show us the problem and we can help you
Ok
I do get kinda annoyed when the flow chart in modeler limits itself based on an abundant resource but otherwise I like it.
Oh? I can't tell.
Though tools may be a bit faster if it would wait for me to update the input numbers before trying for 10 ๐
It does a thing where after selecting an item for input, I click in the number textbox, and then it does three things: refreshes the item that I just selected (slow image loading? but it's already loaded in the dropdown, how come it has to reload it in the field?) and then defocuses my cursor from the number input, which is very frustrating. And after that it refreshes the calculation.
I'd prefer if it:
- Didn't take away my focus on the number input
- Not refresh/recalculate until I've entered in the number I want. Maybe defaulting to empty string would be better, rather than 10, so it doesn't have to do the little dance
I had SCIM take literal minutes or even crash a browser when doing large scale production
Ah, perhaps I just don't build big enough
maybe it was just the realistic layout, but still
not sure what the "focus taken away" is caused by ๐ค it's definitely not intentional
(but also, even if the default was empty, it would still recalculate)
im gonna need some help hee just finished all the contrucotors except for the 6,6667 for the iron rods so i should have 100 iron ingot remaining but i somehow still have 190 iron ignots left went over the entire factory to find were the calculations werent corect but i didnt find anything anyone can help?
Hi, I've done the maths to produce 30 versatile Frameworks per minute but I'm left with some odd ratios on my input of Iron and Copper (I need respectively 100 and 50 of each per minute)
But this left me feeling weird about that and I was wondering If any of you had a "soluce" to avoid that
Usually I just multiply it so that I can get a factor of at least 30 or 60 but then I end up building too big factories :/
generally I'd just clock the miner and go with whatever numbers I need
But I feel like I'm losing productivity by doing that, since I've never been really far in the game I wonder if this can become an issue later on
by the same definition you're losing productivity by not using every single node on the map