#math-and-meta
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and you can always come back later and change the clock speed back to normal
and use the extra resources for something else
I'd even argue that by building more than you need you've wasted time that could be used for building something you actually need
True as well, I guess by the time it becomes a problem I'll already have built a better factory for the same or other purpose π
My main problem and why I've stopped playing in the past π
yeah, always just build whatever you need now, there's never a reason to build more (or "prepare for the future")
I tend to see way too big for what I need, thinking I'll find a use for it but I've come to understand that's not how I like to play the game
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...
Unless you're planning ahead based on prior knowledge because you KNOW you'll need it eventually
But yes, in general this is true, and people like to build out far more than they need and then complain it took too long to build / uses too much power
Very good reading and teaching ! Thanks a lot !
I feel like that's the play style I like the most atm
AKA the anti-bus system
I don't have the knowledge. π€£π
I like the idea of busses but I'm not good enough in macro managing I think (if it can be considered as macro)
almost nobody has
And that's fine! This is my ~fifth playthrough (first on 1.0 though) so I have a lot of memory of "I need a shit load of oscillators" and whatnot from experience. If you don't have the experience to know, you get to learn like all of us before ya
Busses suck and are ugly. Outpost factories are pretty and can not get messed up by the grubby hands of the other players on my server
Unfortunately none of my friends share my passion with this kind of game π
Tho I'd hate that one of them messes with my factories lol
I'd say almost the same but I only have around 300 hours with a few tens of them being afk while doing stuff irl π
Okay but Past You is also a grubby handed other player. Future You will say the same thing about Present You.
It's very important to protect yourself, from yourself.
This is why I use priority switches at every factory.
I already did multiple times lol
I never actually used priority switches yet but I sure will on this save
I really want to to my best with the light knowledge I now have
Priority switches are amazing for those (hopefully) rare times you use more power than you or your batteries produce. And if you're struggling with power, you can remotely turn off a bunch of factories you don't need at that moment. It's very nice. Also helps keep things organized.
does anyone have a video explaining train blocks?
A block is section of a track with signals at the ends. Each block can contain only one train
#screenshots message
this is the train station I have, where do I place the blocks? before the tracks merge?
How do trains drive on this? (Also better to post in #1038092680493801533 )
the train coming from the left docks and picks up materials and the one coming from the right just passes through. the trains circulate on the left side of the tracks
You can do it that way, but I highly recommend having a separate rail go around the station. Otherwise, no train can get passed it if a train is currently using the station.
@wind spade We really need a train sticky / reddit post to link to
I'll not do the error again in the future but it would take me a long time to reroute the tracks oops 
Oh? I mean, it looks like you could do that in thirty seconds
huhmm i guess but i would love to keep it the way it is right now,, i'll go look online for a guide on train signals, i was just wondering if you all had a specific one u recommended
For those of you who are unfamiliar, a block zone is a section of ride that only one train may occupy. At the end of a block zone is a method to stop the train in case the block zone ahead is still occupied. This is the safety system that prevents roller coaster trains from colliding with one another.
@jovial wren βToaster gaming satisfactory trainsβ on YouTube has some nice videos. Maybe bit more focus on how to build the tracks, but signaling is included.
If you donβt have prior experience from other games, trains are a lot to learn. So take your time.
You've built a pretty clear bottleneck though. It even physically looks like a bottleneck. It's an odd design choice.
is stacking + daisy chaining fuel gens vertically a problem in the long run?
Asking because I see the drain + fill rate in the buffer going crazy instead of having a consistent output
I've posted it in questions and help! https://discord.com/channels/370472939054956546/1316119256424775834
though it is my first time using more than one train on a track and i just thought that block signals would be easier to set up oww
is this still a problem in a horizontal setup (no elevation changes) if instead of chaining, you just basically split the output before feeding the gens?
or really any advice in how to maintain a steady drain rate with lots of fuel gens is appreciated
If you fill from above, it shouldn't be a problem.
do you think something like this could end the crazy fluctuations? Like one valve after every split
Oh. Uh... Don't use valves. At all. Delete every single valve you have.
no, never use valves
any specific reason?
there's no reason to use them, they don't work as most people think and they often break your setups if used incorrectly
I'm probably one of those who don't know fully then haha. I just wanted to prevent fluid from coming back
they prevent fluid coming back from one end of valve to another. But all the pipe sections around it can (and will) still have backflow
should I just get used to the fluctuations then? Or are there any solutions out there to prevent this when going from 1 pipe to many generators?
fluctuations in flow are completely normal, since machines take fluid in bulk, not over time
for pipe manifolds, I usually recommend looping it and feeding from above
Provided you are aware of the pipe limits (300/min or 600/min), and you're feeding from above, whatever you see is probably normal
thanks both!
yup, this setup ended up working pretty much the same way but probably costs a lot more in performance
buffer is also not recommended π
oh god π time to rebuild
generally just do a manifold and build it like I've shown above and it should work
there's obviously ways to make it work in other setups, but generally the approach to fluids is "keep it as simple as possible, prefill it before running, feed from above, loop the pipe", and that works in majority of cases
Based advice as I'm about to move into oil
busses take more planning and management
vertical manifolds are also not recommended and generally don't work
Also valves
You've done an amazing amount of 'don't do this' in one image
Any idea why the tool does that ? (the weird .999 cable that isn't actually .999 after that step)
best I got is rounding error thanks to the cable step ending at 3
@vapid gorge ive placed and tested every constructor but somehow i still have 190 iron ignots left somehow instead of the planned 100 iron ignots pm bcs ive not finished the iron rods ive counted every construtor i think i even quadruple checked the math and i am still some how 90 iron ignots left while it should be zero
computers suck at decimal numbers
consider it 150 and don't bother with it
Yeah, assumed as much
I got a 90 on my math test π’
Are you sure it wasn't 89.9999
I mean, you've very obviously made a build error then π
did you make a SF tools plan?
follow it physically step by step. You probably clocked something wrong
no like they all work at 100% i just somehow have a belt left wich i dindt use
i didnt need to use all the belts and i dindt yet they still work fully
You sure? Iron rods look like some arent 100%
if the belt isn't being used then it's backed up somewhere and thus the system is running fine
unless the miner is backing up?
i figured it out i thought i was producing 270 iron ignot per module but its 240 wich i had right in the first calculations just nort in my hea so i thought i had 4 belts with 270 iron pm but it was 240 pm. gosh i had myself i ngl spend maybe a hour on this problem
this cant work for so many Reasons π
they can work if you do it right
Probably a brainfart question but I can't for the life of me figure out how to build this pipe set up
I have heard some individuals claim to have gotten top fed vertical manifolds working for something liek fuel gens.
I've never actually seen one and the years on this server have taught me people are really bad at noticing stutters in systems.
So I will always be dubious at extremely unreliable options like this
and never recommend them
i dont think it would be that hard ngl if youre talking about non-fluids
except we're specifically talking about fluid
ah
vertical belts? yeah sure whatever. easy peasy.
probably takes up more space but, that's not a real issue
by fluids youll just have to place a lot of pumps no?
nah, not even
fluids are bi directional and elevation changes within a manifold will totally screw things up.
I've heard a few people claim they've managed to make completely vertical fluid manifolds by feeding from the top... but people are bad at noticing stutters. It might work more simply if you only have like 2 or 3 floors? maybe? smaller manifolds are more stable, but as it's a fairly unreliable option I don't recommend it to people
true
by can't work I guess you mean can't work flawlessly π I definitely have them working full time BUT, I also have more input than the required. Probably wouldn't work if I needed 600/m.
anybody knows if there is a way to overclock in satisfactory tools?
i feel like building 99 smelters is wild
floor(99 / 2.5), (99 % 2.5) / 2.5
afaik it always operates off N number of base clock units and optionally one underclocked
do you guys know who i contact for the translation team
so divide 99 by 2.5 if i fully overclock them?
you can become one yourself if you want
else just write stuff in here
i'll forward it then
Worst case, the language you want is not available because nobody bothered to translate it, but we'll have to see
99 smelters just means 9900% clocking split however you like
^
with the restriction 1 machine can max do 250% ofc
remember, controlling how groups of machines are clocked is probably the simplest way to manage throughput on belts
^ this exactly
if I'm perfectly saturating a series of belts to send to another area for processing, it's one thing, but if I'm making, say, iron ingots, for use in 3 different parts, I'm likely going to group my smelters according to what the subsequent step(s) are
instead of just putting all 40 (in this case) in a big clump
I mean you could, the manifold will self balance, have all the consumers in one line if the belt can manage it
Yeah, I never said you couldn't, but just that I do tend to prioritize that over purely optimizing overclock stuff
it is working π
moments like these I wish there was post snap nudge for lifts and a few other things
FICSMAS event is making me think more than id like
why? what?
im too lazy to explain but it is working
Someone needs to get on the manifold game
often loop pipe manifolds
never loop belt manifolds
this is not a loop
no this is a disaster
YES
Good design?
highly recommend you to change "maximise" to "items/min"
it will calculate with saving resources in mind
once you know the max amount just type it in
i dare u to try understanding this
although greeny, in this instance, the maximise plan said 16.009, but you can't plug that into the items pm
i put in 16 in pm, it uses a lot more iron ore
most likely 16.008974467 or something like that
yeah, 16.0089 works
because iron is abundant. It most likely saved on other resources
if youre location is iron limited put in the amount available in 'inputs'
so what would you recommend in this case? would the system eventually back up unless you rounded up to 16.009 prods?
well no, it makes what you put in it π
oh sure but if you plug in 16.0089wouldn't that be very slightly underconsuming the waste?
wouldn't it be rounding up at that point on how much waste it's using?
well... testing it... I found out it tries to use all the waste it has anyway π
so reducing production of plut fuel rods doesn't change amount of used waste π it probably just gives some ratio of recipes
in any case - good design is extremely subjective
largely depends on personal tastes and locations you're using
seems it's 16.008938735
oh neat, where does it show that?
I gave up finding more accurate number at that point
ah right
I was just adding decimals and increasing/decreasing based on whether it complained or not π
very proffessional approach
btw what circuit board alt u guys use for big production line?
especially for computers
depends on
location
volume
other recipes involved
also what type of logistics you like using
pretty much the same criteria for every alt choice
For example if you want to keep it simple and probably do a smaller side production of computers? caterium CB and caterium Comp is convenient
for bigger projects caterium CB and crystal comps can be good to stretch out resources
if you only need a handful of CB and have oil? electrode is fine
if you're near a lot of crystal? silica CB
if you are messing with a quartz purification setup, crystal is pretty great yeah, you get crazy numbers of silica from the chain plus some decent crystal.
yeah that's a fun chain.
Haven't check if purification ratios well with the CB and Comp recipes yet
heres the one plan I have on the go, using the quartz cave in rocky desert and the water pool below the uranium for water (not all the extractors there)
fairly clean for what you can get away with
i cant extract nitrogen yet so quartz purification is out of choice
i do have 2400/min quickwire and around 930/min raw quartz
maybe i can use the pure crystal recipe?
π€
oil is limited around this area
in general I'd recommend making a plan in SF tools swapping recipes in and out so you force the planner down one direction
then as you swap out look at what resources you have available and what you'd have to import. I use the SCIM map at teh same time to plan out locations like this
i do use planner especially for big projects
I love this
Post in #1038092680493801533 instead
So, hopefully just a simple pipe question...
Do two pipes that a have different m3 flow rates, that are also connected upstream, load balance downstream?
Example: Will one pipe carrying a rate of 500m3, and another at 300m3, connected upstream equate to two pipes carrying roughly 400m3 downstream?
honestly, I'd keep the pipes separate as much as possible
pipes like to be simple
and also, don't think of pipes like belts π
I promise, I don't think of pipes like belts lol
Just curisous if it would work, but separate seems to be the way to go. Thanks!
it could "work" in the same way a manifold would - once pipes are full, every machine will get what it needs
That's what I was curious about, thanks!
but it could also completely brick your system
I'm looking at fuel power generation, so I don't think that would be an issue?
generic rules of piping have "keep system as simple as possible" in them π
Just making sure I remembered correctly, at 10 meters machine headlift is still enough right? (As in its >10 that a pump is needed and not >=10)
could be but who knows with pipes
sounds like you're not feeding from above, you should do that π
I am actually with all but one of them
Just hoping I can get away with this so there won't be one stupid pump for the water/HOR in an otherwise clean logisitics area
OMG
I just extracted the last 3 coal nodes near me and i am missing 20... 20 MORE COAL OMG
i need to see if there is smt left in my other production line hopefully
ok time for 69 fuel generators
That error is just because of old computer parts, you just have to hit no and launch the game to see if you can play it.
I still play on my aging PC with that error "just fine" β’οΈ
guys how do i stack buildings in eachother? modded only or some trick? ive seen it a couple times and wanna try it :3
people abusing -I think- the infinite nudge mod.
10 super osc is a pretty good amount for the rest of the game, yeah?
even 2-5/min would imo be
Whoa okay hold on
If I don't perfectly underclock everything (or at least the dark matter trap accel), does this backup with residue and break?
Oh wait, no, it should balance because none of my other inputs are more than the fac needs
Easy maths: any repeating decimal is simply that number over 9. And thankfully, the underclocking UI in machines accepts fractions
So my plans above, the time crystals would be three 100%s and one 8/9 underclock
Dark matter trap is one particle accel at 7/9 underclock
And if I keep entering every sentence as a single line, the cat gif will leave my screen sooner
Though now I'm questioning if I really want oil based diamonds since I can make diamonds out of anything, and oil is not the closest thing to where I planned on building this
hi, i know this an old post, but may i know what factory in each circle ? thanks!
π three months... yeah, hang on
Let me get to my pc so I can more clearly label things
well well well...
Thank you for reminding me to upate my map markers
so, a lot of times I feel like "I need to make more of this previous part to make this part"
Yeh
If it happens enough, make a dedicated fac for that item. For example, I make 60 ECRs in one building and ship them around.
Crystol Osc are another good middle tier item that is needed even in phase 5
yeah you need like 10 manufacturers
for the whole game
but a thing for me is rips for example. A lot of things want rips, and rips are better done all over the place because iron is cheap
but I hate doing rips
Eh, rips are easy enough to make on site
Especially if you have many alt recipes, you can make them in so many ways
"do you prefer the one with plates and screws? or the one with plates and screws"
I haven't made screws in 400+ hours
I think I normally do stitched with wire
And I make wire with iron
screws arent that bad. I even enjoy making rotors with screws
just suffer the pain in one place and ship them around, then. I agree they're annoying
the thing about doing things in one place though, is that you don't have access to later alts
screws are NBD. they're to get you used to the idea of making parts where they're needed. The highspeed connector recipe that wants 210 quickwire/min. 2-3 constructors next to the machine; done. caterium smelter into a paired constructor. easy, fits in a blueprint. lots of things are like this
not only that, but if you make a lot of things in one place and later need to transport them, you need to transport things the exact amounts, because you can't split by percentage
I will forever choose bolted plates and frames as soon as is feasable. Their production numbers are so nice for further use
but then you have to change the mfr process in only one spot? i guess it depends what you do with those. it's one detail in a modular frame factory and I only have one of those
Rather than ship RIPs, I just ship Heavy and Fused frames
{ all numbers are for storage output rates, put into dimensional uploaders }
Factory A:
- Heavy Modular Frame (6/min)
- Concrete (60/min)
Factory B: - Computer (7.5/min)
- Power (1000 MW, 4 fuel gens)
Factory C: - Silica (37.5/min)
- Quartz Crystal (22.5/min)
- Aluminum Casing (240/min)
- Alclad Aluminum Sheet (240/min)
- Gas Filter (3.75/min)
- Iodine-Infused Filter (3.75/min)
- Power (250 MW, 1 fuel gen)
Factory D: - Ficsite Trigon (97.5/min)
- Time Crystal (60/min)
Factory E: - Electromagnetic Control Rod (8/min)
Factory F: - Crystal Oscillator (4/min)
Factory G: - Rotor (4/min)
- Copper Sheet (30/min)
- Reinforced Iron Plate (10/min)
Factory H: - Cable (60/min)
- Wire (120/min)
- Iron Plate (40/min)
- Iron Rod (60/min)
- Portable Miner (1/min)
Factory I: - Modular Frame (7.5/min)
- Quickwire (100/min)
- AI Limiter (5/min)
Factory J: - temporary higher-level t9 production (nothing permanent set up for these yet)
- Power (3500 MW + 70% of total grid capacity, 7 alien augmenters)
Factory K: - Steel Pipe (60/min)
- Steel Beam (60/min)
- SAM Fluctuator (10/min)
Factory L: - Encased Industrial Beam (15/min)
- Stator (10/min)
- Motor (10/min)
- Nobelisk (10/min)
Factory M: - High-Speed Connector (7.5/min)
- Packaged Fuel (12/min)
Factory N: - Plastic (96/min)
- Rubber (96/min)
- Power (8000 MW, 32 fuel gens)
Factory O: - Turbo Motor (3.75/min)
- Supercomputer (6/min)
- Fused Modular Frame (3/min)
- Radio Control Unit (5/min)
- Cooling System (10/min)
- Power (8887.5 MW, 35.556 fuel gens)
I think that covers everything I did before I took a break from the game. Hope this answers your question.
sorry for the wall, gamers
Dayum. Bro had smth to say xD
yeah I do the same, setting hmf is too annoying to do multiple times
I got asked about a screenshot I posted almost three months ago
You good mah man, it was funny
rips are used in Frames and Smart Plating. My smart plating is fed by an ancient factory grinding slowly away and filling containers with smart plating. it doesn't have to be fast.
oh and the random box up top is where I was starting a rocket fuel power plant but got smacked by burn-out and needing to focus on irl, so it's still early and unfinished
and crystal oscilators
If I've got two drone ports with two drones going to each other, is the " stacks per minute" number it shows you the total throughput or the throughput per drone/half?
i don't know this authoritatively but only the first makes sense
it's just that you're doing a thing, and once you complete it, the game asks for more, not realizing that asking for the thing is also asking for all the things before it
in such an occasion, i build another floor
space isn't the issue, the issue is just needing to build everything again
but not really being able to build everything in advance
because some alts and higher belt speeds being locked
Then don't build too much
If you don't have the alts yet, you aren't ready to build out as much as you need for the rest of the game
Build exactly as much RIPs as you need, build more when you need it. By then if you don't have the alts... well go gettem, they aren't hard
I have ran some calculations and it seems that most energy efficient Sink Points per MW are Biochemical sculptor at 544MW/min/piece, then Turbo Pressure motor at 444MW and Thermal Propulsion Rocket at 439MW.
Does that fall in line with general community knowledge?
i dunno i havent done the math for that in ever
Here are the final recipes used, value of recipe is value of all ingredients + machine power, divided by product amount.
would you know what is the current meta for sinking for points?
something something ballistic warp drives
uh no, the only development i ever did personally is "which chain sucks the least to set up quickly and with little machines" and my conclusion there was Assembly director system.
but since Bio Sculport uses ADS... im not much surprised i guess
its just an extension of the "easy route"
ADS was i think the fastest to build and had the most point benefit for your work
Hmm
yes, minimizing for energy consumption will also minimize number of buildings used, or at least number of refinery piping
Asit was just quartz, oil, copper and caterium in the best case (plus some steel)
just read the recipe for sculptor, and its just some bricks and water added to ads. makes sense to be slightly better
(ignore the modded miner and pink packagers in the bg)
this was one such test build for "quick ADS"
i had a few variations for this but most were:
Silicon CB, Steamed Sheets, Silicon HSC, Recycled Rubber and Plastic (with default fuel of all things), caterium computer, heavy encased frame, quickwire stator, Automated Speed wiring
default fuel for recycled plastic and rubber is an efficiency increase over default plastic and rubber recipes by 37.5%
if you use default rubber plus recycled plastic and rubber, its 66.666% more effiency
so for the minimal amount of effort needed, it was quite good
fuel recipe kept the machine count low
so this seems kinda like the min-max of "low machine count but good output"
The 'energy efficient' chain for ADS would be:
Silicone boards, **default **Copper Sheets, Silicon high speed con, Recycled rubber and plastic, Diluted fuel (blender), Crystal computer, Heavy encased frame, quickwire stator (+fused quickwire), Automated speed wiring, and ofc copper alloy ingot.
So almost the same.
huh, fun
the steamed sheets had the bonus of needing less copper and having a greater output so that was the main reason
Hard to parse this manually from excel, but should be easy to just set recipes in greeny calc for all my needs.
i guess i can understand why default sheets won out when it comes to power
but for quick sink point value multiplication, steamed was easier
power, and aslo the huge footprint. and fdependency on water in area.
yeah that one makes it vary a lot more
hows it looking for ingots?
default vs copper alloy?
but, for quickwire its kind of the same between alts
hm. i went with default cause it was easier to set up in this case
alloy wins hand down, iron is cheap
not surprised, alloy is the simplest choice for increasing point value for little extra effort
But, mind my calculations use rarity multiplier for materials,
hmm i treated all materials as equal in this case
as this was mostly reserved for a challenge of "find a small and compact build to quickly rack up points, resources dont matter"
Fun fact - with uranium being so rare, it is actually energy efficient to turn bauxite into uranium (!)
compare 10.515 mw per uranium unit scaled by rarity vs 6.828 per unit when converted from bauxite
oh heay neat leached is third place.
I knew that speed was good for something
I have no idea what that recipe is, as I havent re-unlocked everything in my save π
hold on i just realized leached is a prime number output. multiple of 11.
pairs well with silicon cb cause thats also an 11 multiple recipe
either 1 to 2 or 1 to 4, depending on if you use default or steamed sheets
numbers are neater with default sheets of course
noe, no spoilers! (already looked it up and dont like it. Especially after my sulfur node got moved halfway across the map)
its very funny when you do ore conversions
why i dont have liquid at the top pipe?
you can turn sulfur to copper and combo it with this lol
too high up
pump is too high
refinery can only do 10m, this is definitely more than 10 m
ππΎ
If github links work here, here is the finished sheet + source data + source for the calc app. All nicely hacked together into something that spits out numbers.
https://github.com/Tomtores/Satisfactory/tree/main/PowerEfficiency
thanks, unfortunately im not a github person
with exception to that xls i wouldnt touch any file there
Mind that excel doesnt auto calculate - didn't manage to make it work with formulas and had to manually calculate it with c# app.
np, excel is for people, rest is the base materials for 'check my math' for software devs.
i gotta find a use for alchemy at some point but it always seemed niche
guess more experimentation is needed
conversion chains that end up with the input seem funny as those then allow for SAM to demanded ore conversion, with no other ore input
(some sloops may be needed)
with SAM being more valuable than all but uranium and liquid ores, it is not efficient process
"valuable" depends on how much the player uses π
yes, using the 'standard' conversion ratio with how many times more rare than iron it is. if user did not max any resource on the map, it changes drastically.
I only maxed up all bauxite on map in U8, because it seemeed convenient to just have it all processed in one place.
Still have to rebuild that factory with upped 1200 miners.
I want to say I really like this location
you have iron, oil, copper and caterium so close by
You can go coke steel, tempered ingots, all sorts of crazy
it's good for stuff like modular engines
you can even sneak an extractor or two in the geyser ponds, though Im not sure how many these days.
I was able to only put in 1, but that was enough for turning polymer resin into fabric, rubber and plastic
I remember one of my older saves I think I had 2-3
I remember I did a whole packaged diluted fuel -> turbo build there
the fact that I can use byproducts from a power plant for storage thing is pretty funny to me
but this place is much better for factories

was going to boot up the game and I forgot I hadnt updated yet.
I know I still have that save, its borked though in that things just... stop 
rips, computers, circuit boards, versatile frameworks, heavy modular frames, cables, high speed connector, ai limiter, modular engines, adaptive control units, supercomputers...
I think you can make assembly director systems here
oh wait, it doesn't have concrete
it can make some supercomputers
oh wait it DOES have concrete
@cerulean stratus loaded up the wrong save but this works too, up to 3 in this geo pond.
Wait!
4
I love finding out how many water extractors you can fit into X locations 
but obviously, the most stupid op location is this one
on one side, a metric ton of iron copper and concrete
On the other side, a lot of coal and some amount of iron copper and concrete
quartz and caterium are not too far off either
this is united states levels of geographical unfairness
also, the massive river in the middle boosting up whatever you need over there
and I haven't even mentioned the oil above northern forest
it does supply quartz and sam
you know, people talk to me about the desert being better, and while it is true that you end up building over nodes you're not using because there just is that much node lying around
most of it is basic nodes, like iron and copper
Yeah desert is good for mass/base game, areas like above are good for a plethora of stuff.
tbf, base game is pretty relevant
you want to have a lot of iron and concrete in the beginning
caterium and quartz nearby help a lot too
"nearby" 
honestly I hate quartz
Wow the conversion rate from coal to diamonds vs oil to diamonds is insane
Basically 2:1
the edges of the desert more like.
also a fun fact about that quartz spot in the dunes.
You can slap a water extractor in that cave by the nodes.
quartz is treated like a trash node
Yeah its an oil alternative
however, it's put in the middle of nowhere
no, I don't think it does what oil does
You still need oil in some recipe chains, but it helps eliminate most
well, where it can be used that is.
actually, I think you're right
I was looking at fine concrete
and thought everywhere else was like that
besides some space elevator parts that NEED oil, a good chunk can be cut out using quartz now that I look into it further.
yeah, mostly circuit board and high speed connector
It seems like it likes being near caterium and copper
everyone loves copper
even iron 
iron is copper's best friend
they participate in each other's ingots
they even do wire together
but while iron goes for coal and oil, copper prefers quartz and caterium
Oh btw I found my old save I was talking about earlier 
the one with the extractors by the geo area.
back then you could only fit 3, and it was so old packagers didnt exitst yet.
Im still amazed I have my EA release save too.
although theres artefacts in it that kinda bork the game.
i never realized how much silica replaces plastic in specific
you still need it for supercomputers though
(unless you do the aluminum based one)
I need a new beat for the last 120 generator pipes.
320 plant will get fired tomorrow, just spent 4 hours connecting the last pipes.
Thiers easily room for a smal row of generators to supply 5 genertors worth of power.
i forgot how small those coal plants are.
I'm planning on making a multi-level oil processing plant using VIP and VOP junctions to prioritize doing different things with the resources (for example, I prioritize making plastic over creating fuel). Is it possible to make a VOP junction with gases or do you need to get packagers involved? I want to turn rocket fuel into ionized fuel and burn any excess rocket fuel.
Cant make VOP with gas
At most you can try different valve set close to what each production line needs
then the valve that is the least restricting will receive the most flow initially
ah well, packagers it is
good thing there's only a single spot in the entire plant that will need the junction!
I spent all day building a rocket fuel set up that makes 1,500 a minute.... How many fuel gens can/should I build? I'm a bit cooked and can't find a calculator for it.
burn rate for rocket fuel is 25/6
360 gens
It's like 360 gens?
That's a lot of power shards
Hi together. I have 2 questions regarding Hard drive scaning:
First: Is the outcome of a specific Hard drive set at the start of the 10 Minute scan or at the end. Or asked the other way around: Can i save/load shortly before it finishs to get other results?`
Second: If i need a certain Tier/Milestone for an alternate recipe is this needed at the start of the research or is it enough that i finish the milestone while the research is runing (or even better after the research if i dont open the MAM)
The math is 1500 / (25/6)
as soon as you start the scan its set.
if you cant scan anything more out of the drives, it will pick the last recipes, and any new ones will be on the next scan.
if you want to save scum recipes just use a save editor
there's more than enough hard drives for all recipes though and they all have their uses
or advance game settings to unlock things
Thank you so much! Omg that's so many lol. I don't think I'll need nuclear power with all that running. Although this is my first playthrough so I don't actually know.
nuclear power really saves on you having to build infinite fields of generators
You'll have around 90k MW power, if I remember stats correctly, you'll be fine for a while xD
I think 1 nuclear gen covers 10 fuel gens or something? so instead of 360, you could build 36
Yeah you can overclock to save some pain.
and if you use blueprints... you can save MORE pain by having them pre-overclocked in groups of 4 gens with a Mk2 BP maker.
Yeah, Nuclear is 2500 MW per plant, fuel is 250 per gen
and you avoid fields of hideous generators covering everything
im still not at nuclear yet
Its why BPs for fuel gens are great, really compact and modular.
still gross
but waaaaay better on the eyes when planning
and math ends up being better because you work for a multiple of 4
I'll start looking up fuel gen blueprints. Thanks again.
heres a couple pics of my setup.
#design-and-architecture message
Bit late but just to add to this: Every 3 fuel gens consume 12.5 RF/min which is quite nice as it fits in 100 RF/min (amount per blender with default recipe)
I like the rule of 4 for the gens, lets the clocking/math be nice and clean for BPs
at least thats how it worked for me.
Thx
tell me answer
pfff
I could, but nah
How old are you
I love this game but i just cant do the math haha. its always been a weakness of mine and i cant find a way around it haha
There are online tools to help you
you don't have to do math, either, unless you want to. past a certain point you just need a tool, but for simple math like ratios, you can just type them in the game. for instance, if you want to overclock a thing from 25 to 33, you can click on the output number and type in 33
or in the % field, type in 33/25
I've tried 2 different tools and maybe im not learning how to use them properly. Like Satisfactory calculator. Use cables as an example.
If i use a mk2 miner, with 3 shards, how many smelters would i need, then how many constructors for the wire, then how many for the cable
idk how to do that in calculator, but you can do that in Tools
example, great it shows 1 miner to how many smelters etc. But i dont see a way to add powershards. so i guess i just increase the output amount to reach the correct times value on the miner?
im 800+ hours in an i always stumble on this stuff haha
in Tools, you just set how much ore you have and select "maximise" for cable
Ok, ill give tools a try. maybe i just need to learn how to use it properly, thank you
if you have questions about it, feel free to ask, people here would be able to help you (or even ask me, I made them π )
second question, this ones about efficiency. When you have a setup like this. Is it more efficient to run the input down the middle, or the output?
so it would either 1 for input and 2 for output, vs 2 for input and 1 for output?
these 2 options bascially
that doesn't really affect efficiency tbh
hmm ok, just trying to avoid bottlenecking as well
even 800 hours in an i still cant seem to avoid bottlenecking.
ill always end up with some of my constructors just sitting there because the output line lets so jammed up it cant push items through fast enough. i guess the only option would be to add a second output line
if your constructors combined output more than the belt can handle, yeah
hmm ok, ill rethink some designes, thank you.
I have all this time in the game, but i always get overhwlemed and start a new map. So this time im really trying to figure it out
i always get stuck when i start reaching the 3 materials an it hurts my head haha
https://satisfactory.wiki.gg/wiki/Tutorial:Independency this may be a help to you
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...
yeah thats how im trying to play this time. every other time i try to make 1 thing then ship to another. Now im making their own factories.
then ill use smart splitters to shove the overflow into Sinks
eventually i want to build a massive warehouse where trains bring in all parts just to have storage an have that on smart splitters to sinks
Ah i figured out where i was getting confused in the calc. When i set it to maximize it includes all the alternate recipies right? So i just change the avaliable materials to copper ore ONLY.
Then the amount is using map limits but i need to adjust it to 300 which is a mk2 miner limit
right? So for 1 mk2 miner, maxed with 3 shards, i need this?
it includes all recipes you have enabled
OH!!!!! i missed that before
and yeah, maximise makes as much as possible from the resources available
ah an thats why i was getting errors on recipies. If i deselect everything, i cant just add cable, it cant automatically select the copper ingots and wire
So if i use recipies i have to manually select Ingots, Wires, Cable
just selecting cables said there are no recipies. Ok i think im understanding the tool way more now
What is the best way to make Turbofuel?
Oil -> Fuel -> Turbofuel
Oil -> HOR -> Diluted Fuel -> Turbofuel
Oil -> HOR -> Turbo Heavy Fuel
depends on your footprint and available alts
though Diluted Fuel is the most crude oil-efficient
I have all alts
HOR is basically always the most efficient first step for oil products
there's also turbo blend fuel, which eliminates coal from the line
I dont have Blender yet tho
ah
Diluted Packaged Fuel is functionally the same recipe
just has extra steps with packagers to make it work in refineries
Default:
1 turbofuel = 6/5 Fuel = 6/5 * 6/4 Crude
1.8 Crude, 0.8 Comp.coal
Diluted Fuel:
1 turbofuel = 6/5 Fuel = 6/5 * 3/8 Crude
.45 Crude, 0.8 Comp.coal
Heavy Turbofuel:
1 turbofuel = 5/4 HOR = 5/4 * 3/4 Crude
.9375 Crude, 1 Comp.coal
Ok Im too tired to run the math right now. I got the right starting point. Thanks guys
Depends what you mean by "best"
all have their merit.
At this point, to be honest, even turbo heavy has its use.
With Heavy you dont have to bother with any of the other recipe nonsense and just get turbo straight from heavy oil.
Also, it has the best numbers when it comes to recycling compacted coal from rocket fuel
I have 2 train stations, one with 480 & one with 486 output. I need to send this to 40.25 Refineries. I only have 480 belts
how would I approach this?
each train platform has 2 output, that gives 240/240 and 243/243, pretty comfy number with 480 belts
unload everything into a container first, then let the belts balance themselves
I assume 486 goes to 20.25 refineries
ye
thats so math
I feel like there may potentially be a bug with smart splitter math right now
One sec
I have 6x 46.667 (280.002) of iron rods being produced at 100% efficiency. From there, I am using a smart splitter to separate 270/min and 10/min (overflow) with a mk3 and mk1 belt respectively. The 270 then goes to another smart splitter, which removes 60 (mk1 belt) and overflows the remaining 210, which is then merged with 30 from the 60 being split 2 ways to make 240. The remaining 30 is going somewhere irrelevant.
The machines which need the 240/min rods are operating at 98-99% efficiency, which is causing other machines downstream to also slightly underproduce. This means they are not receiving 240/min. I triple checked my balancer, and it is working fine. However, I noticed something strange. The first of the two splitters (the 270-10 one), seems to every now and then fail to output a rod to the mk3 belt, causing a 1 item gap. This also seems to only happen right after an overflow split onto the 10/min belt. I tried tweaking one of the constructors making rods to make them very slightly faster since rounding error gives me room to do that, however it did not solve the problem. Here's what it did do though:
- It slowed down the depletion rate of excess rods I hand-loaded into the 240/min constructor set
- The machines connected to the overflow output (~40/min) started slowly filling their input inventory rather than staying at the same number continousl
This indicates to me that there is an issue with how smart splitters calculate overflow output. For now, the bandaid solution I've chosen is to set the one rod constructor slightly faster, and overflow the slight excess back to the240/min constructor set
Later when I get to it, I'll rework the balancer entirely to split into 60-220, and split the 60 into 50-10
question: is the stream of items coming into the smart splitter a sort of even, steady stream for the most part?
or does it tend to appear in "bulk" or in "groups"
im gonna assume the 280/min are on a mk 4 cause theres not much alternative to this
sounds like someone needs a manifold
groups
sounds like someone needs to say something useful
in groups, the average "throughput" tends to be higher.
a group of items on a mk 4 belt is a burst of 480/min
its one of the odd results of items bunching up on belts.
this messes with smart splitters as they suddenly just see a huge influx of items and so a lot will go onto overflow
I see, didn't think of it that way. That makes sense
and once that "wave" of items is processed, it now faces a blank belt
so you get gaps on the mk 3
So then the future solution I mentioned at the end should fix this
hmm probably
Since no matter what that mk1 belt will always be saturated
And thus the overflow will always get 220
The speed ratios would work out to that I think
it might be better to have the initial output of the smart splitter be mk4 for a couple meters, THEN you switch to mk 3
that way, it can process part of that wave better.
it kinda acts like a buffer for that
I just remembered that I'm going to have around 440 compacted coal per min left over. I don't know if I want to build a second coal power grid on the side of the rocket fuel power grid lol. That's going to make so much power.
How many stacked hypertubes do I need to cross large sections of the map?
around 10-13
tho i only did like 7-8 and its enough to cross entire map
with some help of jetpack ofc
11 is a good number
0
I use 8 for short jumps, 10 for medium and 12 for long jumps
anybody know any cool easy train routes
im happy with curves id just prefer it to be flat
SCIM in #welcome, enable roads layer and follow that
thats a thiong? amazing thanks
anybody know any unnessecary cool areas to build roads through/ aka past or even through waterfalls and stuff like that
hello, does anyone know how exactly i split up 52 iron plates/ a minute to 4/a minute and 48/ a minute? without using a bunch of splitters cause that would be spaghetti
im pretty new
entirely subjective, look at spots, decide if they are cool or not.
also the 'road layer' isn't flat. you won't get flat roads or trains unless you build sky infrastructure, which is ugly
You can get around with 3 if you build the looped cannon
It's easier to just use the manifold instead of using a balancer. This feeds all the machines and saturate all except the last one that will receive the leftovers, takes a while to reach 100% efficiency but saves you a lot of hassle with belts
what are either of those
A manifold in this case is a line of connected splitters and every machine that requires iron is connected to an output of a splitter.
So you have your belt carrying 52 iron plates and you add one splitter per machine, first will get 26 plates, second 13 and so on but with time the machines will receive more material than they can use saturating their assigned belt and consuming only what they need passing the excess to the next in line until you reach the last machine
A balancer split the correct value required to each machine but is a pain to create them and don't have any advantage over the manifold
the wiki explains it pretty well: https://satisfactory.wiki.gg/wiki/Manifold
Manifold refers to a fill method where Conveyor Splitters or Conveyor Mergers are aligned in a series (that is, one after another), usually parallel to the arrangement of buildings. The setup is compact and can be expanded easily.
Manifolds work because full machines consume only what they need. Once a machine fills up, it cannot accept any more...
as well as manifolds, 'selective merging' is very useful. That's where you create groups of machines that are clocked to produce what you need on a belt
in this case a machine making 4pm on one belt and a group making 48pm on another, never merged in teh first place.
each options works though depending on situation and layout they each have the + and -
whats the processing speed of a smart splitter?
Just sizing up my aluminum factory, should I be planning on having spare aluminum ingot production available to handle future ficsite ingots, or is it better to use iron ingots (or caterium ingots?) for ficsite, given how much aluminum this would use up, whereas iron is really plentiful everywhere?
As fast as the belts
I have built a sorting facility that uses 240/m belts and has many splitters, but it seems like not everything is getting split and some items get shunted past the spitter, so that doesnt seem to be true?
Recheck your belts and smart splitter settings perhaps. The splitters are based purely on input and output speed. If there's too much in vs out, the in belt just stops, same as a regular splitter.
all the belts are correct, all the settings on the smart splitters are correct too.
it sorts every item in the game, so in theory the belt should be empty by the time it comes out the other end but its full of items that i have to make them go back around another time to get sorted
Is it because the belt leading out of the smart splitter is slower or backed up?
they are all the same speed, but it shouldnt get backed up - once the container is full it goes into an overflow belt which gets sunk
Like if you're filtering out one item and passing the rest through straight, but that one item can't enter the belt you've set it to, it'll probably just go straight through.
(I think?)
i'm not sure, but the setup is like... this but just tiled for every item:
smart splitter, splits filter the item required for this container, and then any over flow gets split onto a higher up belt, anything that doesnt match the filter moves onto the next smart splitter, etc etc
Is the center path set to "any undefined" and not "any"?
That's your issue
Try any undefined
Any is going to split 50/50 with the output you specifically flagged for the item.
ahhhh I see
I will try that, thank you!!
yeah
now i just need to change the setting on like 200 splitters LMAO
Copy/paste settings function ftw
unfortunately.... each splitter splits a unique item
Here's the filter rules for reference
https://satisfactory.wiki.gg/wiki/Smart_Splitter#Filters
probably should have looked at that before i started the project π thank you
Is there a way to roughly estimate how many drones a fuel source can power, want to know how many 12.6 plut rods could cover
that has literally fixed everything, the final output belt is empty
ty again
Np, glad it worked π
Unfortunaly none
You can get an upper bound for each route when the drone first take of (its port will give you the round trip time, the fuel consomption for the trip, and the fuel consumption per min for the route)
However these estimates assume the drone is flying non stop, which in many case it won't, since in most route except for very low volume items eventually the destination port will end up filling up and you will have downtimes where the drone is stuck waiting to unload
As a ballpark, using rocket fuel most of my drone routes would be at around 2-5/min if they were completely active all the time
Considering plutonium fuel rod both make the drone faster (about 20% faster ) and have way more energy ( more than 200 times), you can probably fuel quite a large fleet with 12.6
However, keep in mind that if you fuel your entire drone fleet using plutonium, it means that many hubs will end up heavily irradiated, since unless all your traffic transit via one central point, you will have stacks of fuel rods here and there
interesting thing that i noticed, that you may find interesting - this also seems to have dropped the CPU usage of the processor on my server by about 9%
Yesterday I built a rocket fuel set up that produces 1,500 per minute. I asked here how many fuel gens I can use for that and I was told 360 gens or 144 fully overclocked. Using blueprints of 4x gens, I built the 144 with full autoclocking. I then sent my rocket fuel from ten mixers in three mk2 pipes. Then I realised that I need to better plan out how to pipe all that rocket fuel to the gens evenly. Does anyone have any suggestions on how I can do that? My first thought is that I could pump five sets of pipelines with two mixers on each pipeline. Those will provide 28.8 gens each. I might just build 28 for each line and the remaining could be for packaging for the jetpack. However, I'm betting people here have much better ways of doing this.
having packaging for each line sounds very obnoxious yes
You can split it pretty cleanly into 3 pipes of 500 with a bit of clocking
That leads to 48 fully overclocked gen (or 120 not clocked if you're some kind of masochist)
Ahh okay. So I could remove one of my ten mixers and over clock three of the others, so then I have three mixers per pipe. That's a good idea.
Yep
Or if real estate and a little bit of extra pipe management is not an issue, add another 2 and underclokc
Thank you. That makes it a lot easier.
Or make a "load balancer" with multiple splitters between them
| | |
| | |
+---+---+
| | |
+---+---+
| | |
+---+---+
| | |
| | |
Plus sign is a pipeline junction
do train tracks supply power?
Yes
so i dont need to run power lines down beside my tracks?
You can only tap the power from the rails at stations, but the bare tracks will power the hoverpack
Some people like to also run power under the rails so they can put lights along the track
hm.
I feel like i've watched 25 videos and still havent quite found an exmaple of what I'm looking for - in megabase design strategy is it viable to manufacture intermediates in the quantities required (let's say that's 3-5 full mk5 belts, which certainly isnt megabase territory but bear with me) and loop that through the factory, or are intermediates generally crafted with ingots at the spot where they'll be used for more advanced items?
i cant get my head around how vertically you'd move such a quantity.. you can use lifts staggered behind each other but there's like 18 intermediate items
Watch the videos by Nilaus, his approach is to do a βmain busβ which is basically a ton of parallel stacked belts running along one side of the base, with all production done perpendicular to the bus, taking resources in and sending the completed items back to the bus
So for example, rotors can be produced from the raw ingots and then further down something that needs rotors can pull them off their lane in the bus
ngl itβs pretty ugly tho
Seems like most people in this discord donβt like this approach
Also good luck fitting it in your world
I looked at doing one but i couldnt find any place where it would fit in nicely if i didnt build it in the middle up in the sky
i did that for my tier 3-tier 8 factory and it worked fine and wasnt too bad, but i stopped expanding it in order to do something proper for final tiers. and yeah i didnt want to just pave an entire biome, something with actual structure but i just dont see any way to move the quantity of what's needed vertically
i dont think thats the point tho. i thought it was so you can do things faster and easier and beat the game fast
also you dont need to leave so much empty gaps and stuff between if you can do that right? so it can be kinda compacts
yeah when i did it it was very compact and if i needed more production i just made the assemblers for the intermediates deeper to increase that production
but it was basically just a huge rectangle lol
Yeah itβs a question of aesthetics vs effectiveness
Nialusβs main base was a floating platform that covered the entire rocky desert so yeah it takes a lot of space to do it that way
I just completed the first phase of my nuke build so I tried out the bus approach due to the number of different resources you have to deal with. It works decently well I think
An ISC of power shards is probably more than most people will use in an entire playthrough, yeah?
no
I had a personal box full and its gone after I did my RF plant
Thats not even with anything major for Space Elevator prepped
and I think at that point the most complex thing I had made was my Aluminum + RF plant
oh and the steel that was made from the Compacted Coal
My RF plant was only ~144 gens
mine was 240 at 240%
Any future energy production for me will be nukular
probably the same?
I just have to actually prep stuff like filters 
Also I think with my power + geo gens + 3 augmenters.
I might end up just topping up with an augmenter or two if I need more power by then 
Anyway an ISC full would have covered that multiple times over. 48*100 - 240*3, still 4080 left
Your RF only needed 15% of an ISC (not including DD, the shards in the DD buffer, and the handful between the ISC and DD)
Yeah my entire save so far, which is very limited, uses just over a personal storage/regular container's worth.
I am defo on the conservative side of things so I can say that I am not an average user 
Besides miners/extractors, I rarely use them at all.
I generally plan to fully utilize one node in a place, which means I can't exactly double the output later without shipping in that resource. And why do that when I can just build a second structure on top of that node
And when I say conservative, I mean actually doing things
To all of you who said I should wait until turbofuel⦠you were right
I decided whilst my phase three parts were being built I went exploring and found a LOT of hard drives
In fact so many hard drives that it stopped allowing me to scan them as all of the available blueprints were already in my library haha
@muted hamlet there's nothing like "better" with alt recipes, see #math-and-meta message
dumb question: should xenobasher be affected by lumen? I would expect it to act as handheld lamp
that isn't a pipe load balancer, not even close, pls do not build pipes like this
Does someone know when I press CTRL for making curves, the node doesn't snap central on the previous block. How do I fix this
catwalks
for making curves with foundations
if I want to do a rotation on the second catwalk with CTRL it doesn't snap at the center but left or right
it is somehow suddenly fixed lol
Do you mean the one Oleg mentioned?
Yea
yes
Ahh okay. Thanks. π
Anyone got ideas where to build this?
Idk If it shows you both but its the aluminum one
use SCIM map to place it. But it's often good to edit recipes to locations too
Yeah
how good is packaged liquid biofuel?
Got no replies earlier, bumping this - any thoughts re best ficsite ingot type?
At that point in the game arguable the best fuel for jetpacks and cars and stuff
And is turbofuel the best for powerplants or is there anther resource in the late game?
there is rocket fuel and ionized fuel, but nuclear is probably better than both
Not just nuclear but also rocket fuel
Ionised is not worth it tho unless for vehicals and jetpacka
I think it is at that point in the game. It makes a lot if power
diluted (packaged) fuel imo makes you enough power to reach nuclear, and doesn't require you to import 2+ more raw resources and complicated chain
I reached tier 9 with my starting coal setup and the leftovers from making rubber/palstic, you just use whatever you can when you need energy, it's just a matter of how much work do you want to do for it
Exactly
I use basic fuel for my powerplants. But I want to build modular factory's and connect every factory with train so yeah idk how much I will need for fuel and which fuel is the best for going to phase 3 spaceparts
I don't know if you intend to make one powerplant per module, but the train rail serves as a electric connection I believe, so you can connect all your factories to it.
I interpreted that as you saying connecting as in only the items
If fuel-powered generators burn 4.167 rocket fuel / pm, what do i need to overclock it by to burn an even 4 rocket fuel / pm, so my pipes don't back up?
have gas filters always requried iron plates?
when doing the math, 25/6 is how you get the burn rate if you care about not having decimal errors doing the calculations
i made this back in the day, but I'm trying to design it again in satisfactory-calculator and its no where close lol
keep a group of refineries that work just on fresh water, and one just on waste. It's the most reliable and simplest to set up
it's basically the same as feeding it into concrete in effect
ah well it just shows the ratios
i think I understand it now
essentially, whatever combo of recipes you're using, jsut figure out what % of bauxite uses fresh and what would use waste and you're set
the great thing about it is that it's essentially unbreakable.
and you can use this sort of set up in the nuclear and dark matter chain too
can please someone help me with a train scedule issue i have?
Can you elaborate for a dumb person please? =/
I understand what 25 / 6 is hehe.
What I don't understand is how I use this information to determine how to over/under clock a generator to take 4.0 rocket fuel / pm.
Post images of the issue and describe it
this is the issue (the red line is the train track)
Im not even sure myself, because of how its being asked?
like I dont have context as to "why" so its harder to think of the answer
and the tracksare all connected
If you use SCIM, you can get, just the track to show, it can sometimes be easier to see signals as well.
scim?
You can get something that looks like this and we can see whats going on
I notice a distinct lack of block signals
Try manually driving the train see if it works
manually it does
i need it auto
i again ran through the whole track
no holes in in
I'd guess a station is facing the wrong way
sometimes you never notice problems until you ask
its always a smart choice to ask even if its a simple error
Not powered or backwards is the most common thing
tyvm
Better to ask a stupid question than to make a stupid mistake 
Samara?
ye?
so, like, Π‘Π°ΠΌΠ°ΡΠ°?
ye
cool
any idea where i use the snowball????
(the ficsmas one)
cuz its classified as a weapon
throw it
with?
just equip it probably. How else do you use a snowball except with your hand?
yes, making tons of snowballs to use them during off season. The effect is similar to throwing standard nobelisks
So to be clear, basic fuel is easier to use at phase 3 and using basic fuel until I get nuclear is better and more efficient then making turbofuel?
I mean, rocketfuel* might get you a lot of room until you can build nuclear
does anyone know how save files are packaged?
or, rather, is there a way to unpack them easily, without writing a bespoke parser, like SCIM does.
ok, belay that, the format is described on wiki https://satisfactory.wiki.gg/wiki/Save_files
I've also seen this, may be more accurate https://github.com/moritz-h/satisfactory-3d-map/blob/master/docs/SATISFACTORY_SAVE.md (or less, idk, but better to check)
Belay....
Yarrr, there be pirates, matey
Is there something i can use like satisfactory tools but for ficsmas stuff? The satisfactory tools doesnt have the ficsmas stuff
it does
there's a big red warning message to change to ficsmas version π
Must have missed it somehow
Imma be honest, I'm not a best at math and Throughput hurts my tiny head
https://satisfactory.wiki.gg/wiki/Tutorial:Train_throughput
I produce and need exactly 60 Aluminum Ingots per min.
Does using a train even work for bringing the Ingots in time to the machines that need the 60/min?
The actual in-game throughput of a Freight Platform can be calculated if one wishes to be that precise. The most important variable in this determination is how long it takes a train to do a complete round trip, called Round-trip Duration (RtD). This is measured between the first and last departure "choo" at any single station on the route.
Afte...
Minute, sry.
@brave lagoon see #math-and-meta message for alt recipes
alr thanks
In spite of being done it the most complicated way with turboblend fuel it seems only 20 percent of the work was building the plant.
hey guys is this enough rotors for my motors
sure? only you can decide that
anyone else plan their factories like this?
no i just take the maths and then makes a small blueprint which makes say screws and rods then rotors and spam them like in the image i posted above
took me like 5 mins to create the entire thing aswell so that's nice
fair enough
that does sounds like its alot easier, but (at least for me) this gives β¨happy chemicalsβ¨ when its finished
hmmmm
i spent ages making a very messy nuclear factory and got no happy chemicals π¦ (this is the nearly finished pic couldnt find one of the finished factory)
imagine more conveyors through the middle and particle accelerators next to the blenders
oooo tasty lemme take a bite outta that uranium
also i have something else very important to share
112.5gw from 300 uranium did i cook?
(more for off topic but neh snail coaster go brrr)
damm, not bad not bad
how did u make something so simple so spaghetti
i like cooking
i am sinking all the plutonium fuel rods other wise i would make like 200 gw
and my adhd brain goes weeeeee whenever i build conveyor belts
you should see the belts in my iron plant
damm, doin good
show me
flying there as we speak lmao
its luckily right next to my aluminum plant so its not too bad
wanna see my rubber plant
it makes 1340 rubber a min from just 600 crude oil
i think
fancy
indeed
this is just the ingots into parts floor, i cant get a good screenshot of the smelter floor
oh that's actually quite nice
it gets so much worse
personally i would make the conveyors on the left verticle against the wall
also perhaps we should move this conversation to dms because this is a public channel about math and meta
yeah thats all good
aight
1000 copper powder per minute is going to kill me
especially since I do NOT want to use refineries so that requires 9k copper
since I am in the desert would copper alloy ingot be a good idea?
Does someone wants to talk about my planning and give advice? I am halfway through my powerplant setup but I don't think i'm doing it efficient enough
Also i'm working on different things for my powerplant and it gives me headaches π
ye sure i got some time
Have you considered using something like Satisfactory Tools to show what you need?
You still have time?
I use it for everything yeah, but i don't have much experience at 100h in. It is most for placing and arranging modular factory's
if anyone is curious what it would look like to speed run the Fiscmas event. This is 30 Gift Trees, 20 smelters, 24 Constructors, 10 Foundries, and 15 Assemblers.
You'd be able to do the event in about 2.5 hours-ish
Ignore the mess in the back, I was redesigning and suddenly decied to do the Ficsmas event
@steady gate I'm going to bed now, maybe take a look tomorrow? ping or message me if you have time
all good, feel free to dm me, just got done getting ready to go to sleep lol
how many aluminum sheets/min for personal use in general?
mostly for mk5 belt
i want to build a temporary aluminum plant
not much, esspeiclaly if you let it build up a nice buffer
one normal node of bauxite will do then
for personaly use? like 20 sheets a min would be fine, it'll build up as you travel and do things
yeah cuz i want to fully utilize pure sulfur nodes for rocket fuel
from mk2 miner
mk4 belt cant hold 600/min
i might just semi automate rcu and other stuff for some time
I ended up using mostly drop pod/doggo materials to slam mk3 miner tech to get my setup going for RF on west coast.
I am currently planning a rather big factory in the rocky desert (tier 8 parts moastly (some tier7). I have planned out the essencials but still have 1660/1950 copper, 3200/7500 iron, 6800/7400 limestone 600/1500 quarz, 800/1950 coal and a lot of nitrogen gas left (when I unlock mk3 miners these numbers will double). havenΒ΄t used the 300 sulfur
and 150 uranium there yet (Nuclear stuff is planned for later)
So my question: Does anyone have an idea what I could/ should produce/ use it for? Because I cant decide.
6,075/min nitrogen if you use all of the wells in the area.
thats including the one by that lake a little NW of it
and the abyss area NE
If you JUST use the southern one, its 1500/min
If you decide to go with Nitro RF and full scale it by using all oil you need the southern one and the one towards center Mal with the Pure Nodes.
You end up with an almost perfect ratio of only 50 nitrogen not getting used.
If you want some lil bit easier math go with 2100 oil, 50 less. This ends up in nice numbers all around. 56 blenders. So 14 rows of blenders, 4 each. Every row produces 600 RF per minute
i have successfully bought 27k coal to GC for my IF power plant
and the logistical nightmare is over
now onto beltwork
90/min sheets should be enough for my mk5 needs ig
I love that lol
Why would SFtools be doing the extra bit to produce diamonds? didn't ask for them.. https://www.satisfactorytools.com/1.0/production?share=qHpPis2DtDi3A48rziwl
i took more hours than i should to produce 4/MIN AND NOW I NEED 5/MIN?
Did you hit maximise on anything?
no, it's just 7.5/min HMF
How many resource nodes total are there in the map?
!wikisearch node
This article is about Resource Node, not to be confused with Resource Well
Resource Nodes are specific locations spread across the world where resource extractors (Miners and Oil Extractors) can be placed to automate ore (or Crude Oil) harvesting, solid resources to be extracted manually by the pioneer...
Ok now multiply that by 300β¦
it's gotta do something with the extra HOR I guess?
i think ill go with this for small rcu setup, 3/min with a nice number
technically it's not 3/min
How is it not? Also that is very helpful I unlocked that yesterday
greeny loves being pedantic some times 
Sometimes its contrarian.
Mostly helpful tho.
because the clock speed is either 66.6666% (2.999997/min), or 66.6667% (3.0000015/min)
Can't you set the output value instead of the clock speed for exact output values?
no, that still calculates the clock speed needed for that production, and clock speed is limited to 4 decimals so it gets rounded
can anyone possibly explain to me fill and drain rate and how to make it work, thank you
I think I have a signal setup the game does not really like #screenshots message.
The track from the bottom right is one-way and past the junction is just regular double track (that for now loops back around after that corner). The track on the bottom left is single track two-way which is why have that switch into the right track.
But for some reason the game thinks this is a signalling issue
Is this simply just an invalid edge case or am I missing something obvious?
on your right most line replace the green block signal with a path just a idea
what will happen if i feed extra canisters into a diluted packaged fuel loop?
Like A lot
If the loop is 1:1:1, not much
Unless you completely overfill it
And in that case?
@magic dock any luck?
managing to produce about 380K MW power rt now
Turns out one of the stations was bugged
After I replaced it everything worked again
had to do that one with my storage station i had 25 trains, and 40 plus station points
then it will probably stop
*GW
what was CC again?
compact coal
3000 compacted coal per min?
wiki indicates 1 CC burns for 8.4sec @ 100%
3000 CC / min = 50 CC / sec
(50 CC/sec) / (1/8.4 CC/sec / coal gen) = 420 coal gens
ty mate
it's all just matching the units
guys am i stupid for making an alien matrix factory in the Western Dune Forest biome?
i made one that can run 2 augmenters continuously
but it's doing more bad than good
the amount of power this factory takes is just... not good
maybe it's because i HEAVILY rely on converters to convert coal into several materials which aren't available in nearby biomes
they need to buff the overdrive power augmenters π
too much work just for a lil boost in power
i'd say i was quite dissapointed with my power gain but the augmenter animation is π₯
Any idea what I should produce from 3600 copper, 10700 iron, 14200 limestone 2100 quarz, 2700 coal, 300 sulfur, 300 uranium and a lot of nitrogen gas? I am already producing atleast one of each tier 8 part/min but have all these unused resources in the region. (I havent done nuclear yet so this will maybe make a dent in the iron/copper.
tbh I would recommend the approach of starting at the end product, not forcing yourself to use some subset of resources
I planned out all the production for the tier 8 stuff and was left with these unused resources. I just canΒ΄t decide on what I should produce more of/ what additional parts whould make sense to produce in larger quantitys
why not leave them around until you actually need them then?
I havent used moast of the resources on the map so I know that I wont "need" them in other regions. I thought about using the rest to produce an exess amount of parts to export if needed later but then again... what parts whould make sense. (I tend to overthink/ plan stuff+ I really want to use all of the resources in that region xD)
again, why make something that you may or may not use in the future, if you can leave it and use it when you actually know what you need and how much?
no specific reason I just want to do it.
Howβs your power right now? You have everything you need (assuming a nearby source of water) for nuclear power
Including the resources needed to convert the uranium waste to plutonium rods
I have 60GW of unused power
idk. I just did a big post-game nuclear build out for funsies. I didnβt need any more power
I havent looked at the recycling part I whould probably have to import some sulfur but that is not a problem since I already have a large enough train network
fill and drain of what?
i'm currently having a very big issue with nitrogen gas and trains.
are you packaging it?
no i have 3 train stations each have a buffer before entry and a buffer after it is off loaded. I've been told that i dont need it because it is a gas but it is still not working
yeah gasses and buffers are not friendly. Soemone did come up with a way to make it work but with gasses you're better off packaging it because it compresses 4x
i hear u
i'm bouta start that i'm doing a 2100 fuel generator project so this really messes with me
doing rocket fuel or something?
yes sir, i'm using 5600 fuel, 5600 sulfur, 2800 coal, and 4200 Nirtogen gas
sadly nitrogen gas has been my enemy and it's going to be painful to now work with
Trains bro
look, my strongest advice? just do nuclear chain and avoid a million km of piping and infinite gens. It's not very complicated and each Nuclear gen is worht 10 fuel
how do you guys normally supply water to a nuclear reactor will overclocking two water pumps into a single pipe. too power a 250 overclocked reactor work. is their anything special I have to do.
okay so i have 2 refineries that are making 20 plastic a min each, i take those two conveyors and merge them and that goes into an industrial storage container that has 2 more stacked on top of it (3 total) and the exit part of the bottom industrial storage container has a conveyor that im using to make empty canisters, the whole purpose of this is so that half the plastic i make is stored for later, and the other half is used to produce empty canisters for my fuel. is it split evenly? so that each time one plastic enters, if it goes straight through the other side and onto the conveyor to be made into empty canist
the way spiters work is they alternate ever other item into the next belt.
so if you were to drop an even number of items into a bin you will see exactly half come out the 2 belts they split into.
im not using a splitter tho
industral storadges dont balance loads from thier outputs.
sometimes all will come out the top or bottom.
are these things supposed to be possible to blow up???
I know some people complained about them, but I have half my factory standing on those and would like to keep them. Even the massive ones just go... poof?
By massive I mean this. Is this a bug?
gotta love iron only alts, makes it really easy to setup hmf for fused frames
and just use electrode scrap for aluminum
is this achievement broken or is it 100 scans? i just found 2 more but nothing happened
were you playing mp or server for those 2? or changed the advanced game settings?
hmm no i'm on my solo save.. i had been running infinite zoop for a bit. does ever having run a mod mean i can't get those on this save?
that said i did find a few in MP but they would have been part of the 98
i'll see what scim says about me
aha. scim is saying only 92
weird mismatch
i am doing a wet concrete recipe and i need 1296 limestone per min, i have a pure miner giving me 1200 per min and on another belt have a 96, what is the best way to split this
mods shouldn't affect that
is the other belt sending stuff to other places?
i found out i need to do a injection manifold
ok so... you never need an injection manifold
I've got two options for you that are, imo, less silly than injections
Yeah, its just the easiest answer with no info 
might not be the best, but its the easiest to get to
option 1. just make 2 individual manifolds. That's it. Zero need to connect them up. Just clock as needed
option 2. if you can conveniently use one of the other, more limestone efficient recipes in addition to wet you could reduce your need for limestone to 1200 and not need the 2nd source. Though that's not always a convenient option ofc
Aside from stuff that needs to be shipped in (fabric and aluminum casings), is there an ideal spot to build a gas+iodine filter factory? Looks like I'd need caterium, iron, and coal in close proximity.
I found a spot...literally opposite end of the map from the rest of my stuff though, southest-end of the grassy fields. Hopefully there's a closer one.
Oh that lake at the east end of the northern forest is perfect
I am using nitro recipe
this is what i get from 2.4k sulfur and 2.3k nitrogen for 4.8k rf or are there better option
I am currently working with 9k rf
are u shipping sulfur from outside crater?
6k getting used for power and 3k will be used for IF
I am shipping sulphur from all over the world with rail network
ic
i think 300k GW should be enough for now until i go for nuclear
idk what should i do with the excess 125 compacted coals
maybe i can do small steel setup with it?
Or u can send them off to coal power gen for more power π
300k gw or 300 gw ?
Yeah should be good
I am working with 385 Gw as of now more to come after IF is done
125 compacted coal into 17.5 coal gen, that is around 1.3GW extra power, worth it?
tho i think i can just make some steel with it for steel pipes and just ship it to my fused frame factory
practically it is not worth it
better make steel pipes it will help you in the long run
but if you are like me planning to go for max power with zero waste yeah then it would count
what can i do to do better
I really looks like you could consolidate the rails
i did the opposite
Apparently
Unless you have literally 100 trains it will not do anything and the more intersections you have the more opportunities they have interacting with each other slowing things down
whats more efficient for just making iron ingots, pure or alloy?
pure has more yield than alloy but use more power
Alloy is often much much simpler. Iβdimport more iron / copper instead of pure to avoid all the refs
its pretty much, use alloy till you feel like you need WAY more in one area. (or want to save copper for nuclear pasta)
Theres always more iron, so it wont matter how good one recipe is or not, just more factories/machines.
girl..
they r weird or im too dumb
i cant make them look beautiful like others do
also uhh signals r confusing???
https://www.youtube.com/watch?v=oYBQZZOZrsg&t=192s
this could help with your train struggles
In this Satisfactory Guide, I go over how Satisfactory Update 7 Trains work. This will also work for the upcoming Satisfactory Update 8.
π₯Get your Satisfactory Merch!
http://bit.ly/3GwXFrm
Spend $30 and Get a FREE slug plushie or sticker pack! (Make sure to add them to your cart)
This video is NOT sponsored. Some links are affiliate links wh...
(it helped me alot at least)
tyy
and making them pretty is mostly just build stuff around it untill it looks good tbh
just trial n error is the best way to learn anything in this game
fuck around n find out
np
π
yeah i learned the hard way to plan stuff, so now i make plan walls where everything is thought out before i start building