#math-and-meta
1 messages · Page 257 of 1
Sounds like a great way to get drive-by rad poisoning
that's what rad suits are for
Just pop those delicious RadX pills
If your rads rise too high.... then take some RadAway.... oh wait, wrong game 😅
Guys, I've done a bit of tinkering and somehow I now have a factory that produces 6,400 fuel per minute. For the production of Rocket Fuel I have already connected coal by train and Nitrogen Gas by mk2-pipeline. How would you transport 6,400 sulfur? By Conveyor Belt or also by train? The advantage of conveyor belts is that I wouldn't have to worry about the throughput of the individual sulfur nodes via train, but would it be much easier to connect them to my system by train? How would you go about it?
you can get perfect throughput by trains pretty easily. Depends on the distance how you want to approach it and the terrain
Worse comes to worst, you can split the sulphur into two trains/stations and stack them 
Distances will be kinda long as i've set up the factory by the crude oil wells in the western side of the map. I made it up to Tier9 without the use of trains. Would you go for one Train station per normal/pure sulfur with a sending and receiving train station per node with one train or just one big ass loop that connects all the sulfur nodes and then use multiple trains for the same receiving train station? Kinda lost rn, everything else went like a breeze with some proper blueprints
could just use a bunch of drones if hte terrain is awful, but long distances are great with trains
you'll need sulfur from mutiple locations though so drones might be simpler
Realistically it's 8 drones for a pure node though
and thats probably for a not-too-crap distance too right? 
Yeah, the sulfur node right on the west coast can do 6 drones but its an exception
Assuming I don't recycle them, how many aluminum pressure tanks would I need per minute per pure nitrogen wellhead?
(I should probably just make a big ISC of tanks and then recycle them though, and not worry about needing to have aluminum ingot production to support this)
Ideal to recycle since a maxed nitrogen takes up too 600 aluminum ingot pm
Wow that's a lot 😳
So temp setup to make an ISC of tanks to recycle is probably the best course
Theres a 3k well northeast of grassy lands, typically would be 2k ish or 400 ingot pm though
Two of these per pure well node.
Yeah that's the one I'm eyeing, but the ones at the north of both deserts could be good too
Those are about 2k but both arent really close to bauxite
Oh true, like if I was not recycling tanks at all
Its an okay use case for heat fused frame, but then you can reuse the drone port to throw the cans back
But you can compress it down to nitric acid and fluid train it
Hah yeah I'm planning on heat-fused frame
This was the footprint of the resource well I have for rocky desert
2x for fuel in and out and 3 for tanks.
Wow not much to it. That looks really clean and compact.
3 for tanks in, and you're not recycling them back to here?
Oh wait
I have a loop
I did a chain for neaby drone ports, might as well tbh.
Ah nice
Yeah I guess that saves space at the place you're making the fuel for your drones.
Fun fact the packing modules were a perfect fluke the first one I made, then the others were horrible to get the placement/belts right.
first one was the top right
Couldn't BP it?
Ah you mean the wellhead alignment
Oh no not that at all 
ports and the packers.
look how clean the angles and stuff are on the one I mentioned 
Pretty clean tbh. Why were you unable to do the others like that though?
Just the port placement in relation to the packers below, I wanted to stay in the confines of the well "cover" of sorts made by the foundations.
The building is close enough to the ground that I have the well poking inside the building decoratively
I am far too lazy rn to boot the game up for a screenshot 
That's fair lol. When you do, I'd be curious to see this one too
Should actually force myself to bed.
(troubles sleeping lately unrelated to new years)
Might ping ya in the morning here if I remember to. 
I ended up re-installing the server and mods, setting the tick rate to 60 and it seems ok now
Glad it’s working 🙂 maybe some file got updates or fixed during it
First aluminum Factory
wtf are all those containers lol
It condenses all of the different sources of Aluminum down.
i didnt have Smart splitters yet. and i can reuse the posts and the containers later when i get better belts and miners. Its something i can do easier when i get a factory to make compnents for programable splitters.
don't need smart splitters
if a belt has 250 on it, connect it to machine(s) that need 250
not all machines need exactly the same amount as the belt
keeps me from making a giant spiderweb of splitters.
that's why you have clock speed
(and manifolds)
as in over clocking? i am to precious with my powershards
you can underclock without shards
and underclocking would demand i build bigger factories with more material (which isnt the end of the world anything) i just like the container system.
manifolds + clock speed usually means like 1 or 2 machines more, which is much less cost than 50 containers 😄
my eyes hurt 😄
as in you down clock the last few if its short?
just the last one, yeah
yea i usually have more than 1 source in my factories though so i often just double or tripple the amount needed to even it out anyway.
2 coal 3 iron, all at 480 belts.
nothing that a manifold can't handle
like so right?
yeah
again this just lets me consalidate the like 38 iron nodes down to 23 containers that all produce 480 ore even. dont have to make a small factory out of the 60 iron an impure node produces
not the only way to do it
and once i build it i can just upgrade them
just seems like a waste of space, materials, etc. (the containers also buffer tons of things pointlessly)
with the right blueprints it goes pretty quick
waste of space whats that
constructing THE CUBE!!
you complained a few messages back that underclocking would take more space 😄
Yea like...in a single factory. i build them vertically and before the jetpack thats annoying lol
jetpack is like start of the game
sorry hoverpack?
the aluminum specifically, each assembler works so slowly you need a ton of splitting and mergers if you want to make anything at scale. smart spliters fix that so i wont need to use the containers anymore.
smart splitters are like T3
if you're at aluminum, how do you not have smart splitters? 😄
(also, I'm not sure what do you mean by "ton of splitting and mergers")
sorry i can never remember the difference between smart and programmable off the top of my head
programmable splitters do the same thing as smart splitters
and i put of plastics and Caterium for too long honestley
they dont handle over flow the same do they
they do
only thing programmable spliiter can do is to have multiple filters on one side
otherwise they are equal
they have pretty niche uses
but I doubt they are any useful for whatever you're doing
simplest solution is to just take the belt and hook it to exactly as many machines as it can feed
huh. overflow its right there.....guess i just cant read. im kinda just married to the specific way i build factories i suppose.
yeah, feel free to continue with that 🤷 I'm just suggesting a less painful way 😄
Would delivering 150 aluminum ingots/min (for heat-fused frame) 2.2 km by drone be feasible? I don't have a battery factory built yet to fuel them to see how fast a round trip takes to calculate.
you can always add more drones 🤷
A drone should be able to handle this throughput I think, depending on your fuel
I have a single drone delivering about 200 ingots/min clear across the map (from rocky desert down to blue crater). I’m using rocket fuel for that route tho
Oh nice! Thanks! Rocket fuel is only a bit faster than batteries judging by the wiki. I'm not planning on using slow fuel or turbofuel
Or wait, no, rocket and batteries are the same speed
Well then you should have no issues then
Awesome, thanks for confirming
Like greeny said, you can add a second drone if you need to increase throughput. The drone port will tell you the effective transfer rate once it’s done a lap
what does your sorting/storage system input look like? I have a 3 mk6 input but it's saturated.
I'm not sorting like that sorry, I just dump things straight into the dimensional depot as an overflow from my main assembly lines.
I also have this, first I have an item/item sort and the overflow of this sort goes into the dimensional then into the awersome sink
Yeah I'm not sushi-belting at all, aside from in one very specific location
okay
It's kinda a pain, as you're seeing 😅
yes, but I like to have my items centralized
Yeah the megafactory style doesn't work as good in Satisfactory as it does in Factorio
(imo)
I like it
Yes, it is.
So yeah, all I can suggest is just adding another sushi belt if you're over capacity on 3x mk6
not a good solution, but no choice
Or split your items into individual belts and overflow each into the DD separately, rather than combining them all into one belt?
Even more complicated because of my design
You could just not do sushi at all
Or, hell, not do centralized storage at all 😛
Game really doesn't want it, so I didn't. Well, not since 1.0 have I done so anyway
Yeah I did a centralized storage back in U3 with a sushi belt sorter into containers, but dimensional depot made it unnecessary this time around.
Can someone explain how smart/program splitters work regarding the buffer and overflow?
Say right is set to pass on rubber, center output is any undefined and overflow.
Ideally, the rubber should only go through the center output when the right output is full, and full should be when the belt is FULL. It's backed up. The machines are overfed and so the belt has backed up all the way to the splitter.
But if you use mk6 belts everywhere except the right output, and right output has a mk1 belt, and you push a hundred rubber into the splitter, a lot of it is going to go to the overflow instead of where it's needed
why Satisfactory Tools cant calculate Ficsonium? (any)
all Machines. map limits, all recipes
because you need to manually input the plutonium waste, it doesn't have recipes for waste
oh, thank you
probably because that right belt is "full", what else can it do? There's no room to output it at the full mk6 rate you're inputting at, so there's overflow
Right, that's not quite my question though. I understand that a mk6 is going to overflow a mk1. But I was having matching belt speeds overflow. So even though I was producing 72 rubber for a factory that needed 70 rubber/min, enough was going to the overflow and then the sink, slowing down my factory. And I want to understand how that works exactly, so I can figure out how to prevent it (besides just producing 100 rubber/min when I only need 70)
But if you use mk6 belts everywhere except the right output
Yes I was explaining an example that I fully understand
That is not the issue I have though.
Am I correct in assuming that transporting aluminum casings to my battery factory with a drone, and bringing batteries back on the same drone, is probably a bad idea, since it'd mean sinking the batteries at the delivery end to avoid stoppage of aluminum casings?
You need two drone ports unfortunately
Drone only has one cargo box. It would be cool if they had two, and you could label one outgoing and the other incoming. But since we do not have that, you either need to sink, or use separate ports and drones entirely
I'm guessing when people say they recycle empty nitrogen tanks, they're also using two drones
And not just bringing the empties back on the same drone that delivered the packaged nitrogen?
Right, any time there are two items, you need a separate port or a sink
And really you need a sink at both locations, right? Unless you don't care if one side backs up.
Also unfortunate that it can't be solved with two drones. Because the full one blocks the port.
I think in the case of a battery factory, it's ok to back up the battery output, since drones fly out to it only on an as-needed basis to pick up batteries for their own factories.
In this case yes. For fuel, the fuel output can back up. For anything else, you probably don't want either end to back up. I think.
@north mauve I think other items backing up is probably ok if it's working on a "pull" system? Like say my electronics factory needs aluminum casings for RCUs, it's probably fine if they back up at the electronics factory end, and the drone homed at the electronics factory only flies to the aluminum factory to get more casings as-needed?
@north mauve
no this is fine, it's the same thing you do with nitrogen gas and containers. You can feed the containers into hte same port dropping off the full ones. You just need to make sure there's continuous flow
so it can drop off it's delivery fully in a timely manner
if the batteries are for fuel rather than part makign you probably want another port as you'll waste a bunch of fuel
For my rocket fuel, I import empty packages so that the rocket fuel that isn't burnt for power can be packaged. If the empty canisters backed up, I couldn't export full rocket fuel from the same port. Which sounds fine except that I was using more DD fuel than I was using in drones, so when it backed up I couldn't fly anymore. So I had to split them.
yeah like I said, you need to make sure there's continuous flow
either by sink or usage
For batteries<->aluminum casings, I'd have to sink the batteries or I'd run out of aluminum casings, wouldn't I?
My understanding was that packaged nitrogen and empty tanks was fine because they're 1:1 back and forth.
1:1 doesn't matter, as long as both ends are consumed
Yeah, and so if I'm not sinking batteries, they'd back up, and they wouldn't be getting consumed at an equivalent rate to the aluminum casings.
so if the batteries are part of a production chain using them all? all good
if they are for fuel? you'll need an overflow sink for the excess that isn't being used
What’s a good amount of turbo motors to be producing per min? Are they used as components later or just as is?
Just for building stuff, you don't need many.
Turbomotors are needed for a single space elevator item late in the game, so it really depends on how big you're building in general. I'm only planning on doing 5 turbomotors/min max.
use the wiki, it'll give yo ua good idea
For the drone topic, for transporting nitrogen gas via canisters, a single drone can handle both the full and empty canisters transfer. You need to be careful not to loop saturate with full or empty canisters. Basically just manually seed enough canisters rather than continually feeding them into the loop.
For anything that doesn’t have a 1:1 ratio like fluid/gas transfer loops, use separate drones for each item.
There’s likely ways to implement it, but you’re asking for issues imo.
nah, 1:1 doesn't matter as long as both ends are consumed
Yeah, the issue I was having was that one end is batteries, that wouldn't be consumed at a constant rate, thus I need two drones.
you could have heat sinks dropping off, and hmf being sent the othe way and it'll be fine as long as the flow was continuous
yeah, just clarifying orgs statement
like it's very convenient for the gas and cannisters, but it's not at all the only way 1 drone can do two items
The idea I’m getting at is that many production lines don’t cleanly line up without sinking. And the items that especially for the drone niche you likely don’t want to sink willy nilly. My experience is it’s much cleaner to just keep them separate w two drone ports.
oh yeah but you don't need to sink, for example a drone could bring 200 heat sinks pm one way, and drop off 50 hmf pm the other, don't need a sink at all if both factories are consuming those products
the only time issues arise is when both ends aren't consuming both products in a timely matter, which is easily achieved. Except for when one end is fuel consumption since you'll always want to overproduce a bit so will have to sink in that case.
but even then , if you know the place you're delivering fuel to only uses 55 batteries per min MAX , you could feed the drone with 1x mk1 belt of 60pm batteries and only sink very few of the overflow
that's probably too fiddly for most people though, including me
Big picture, I like ensuring that the producing factories always produce the exact amount or more of item/minute. In the simple drone case, you can let the drone ports, belts all fill up then the drone will only fly with full cargo. It will wait at requester until it fully unloads.
Thinking through if that setup is compatible with items each way.
Feels like full consumption of both means both items are exact item/minute rates (production, consumption); seems reasonable.
Doing that with full drone each way doesn’t seem possible unless you scale based on the stack size. So a thing to keep in mind that the drone needs to be moving back and forth more.
Since Dehvie is new to drones my tldr advice above is what it is.
Yeah, I guess it really comes down to both ends consuming overall stacks of whatever size at approximately the same rate.
just as long as you're not over feeding really. Which there isn't a reason to unless its a fuel
Yeah you just want to avoid the situation where you deadlock and no longer fueling your network because the casings aren’t getting consumed fast enough or whatever
I just did something similar where I split up my drones for sending aluminum in to the rocket fuel plant and rocket fuel back outbound
The aluminum was always getting consumed to make tanks for the packaged rocket fuel, but I couldn’t adjust the throughput without accidentally sending aluminum to the wrong place OR needlessly sinking rocket fuel on the other end to keep the line moving
Much cleaner now having those separate. And then upgraded to ionized fuel (drones gotta go fast)
guys i have two belts of 350 and i need to split them into 300 and 400 (i dont have mk5)
i dont know how
Regarding this earlier question/discussion about drone fueling, what if I had two drone ports at the battery factory, both with drones homed on them, but only one port at the aluminum factory?
Drone #1: Go out and fetch aluminum casings from the aluminum factory
Drone #2: Bring batteries to the aluminum factory
The aluminum factory would only have a single drone port, supplying aluminum casings, and receiving batteries (which could already be full), and should theoretically never get blocked because both drones are visiting it from other ports? Am I correct, or is something wrong here?
My concern is that since the batteries are being pushed rather than pulled, the battery-delivering drone can't be set up to only deliver batteries when the factory is running low, and would have to waste trips even when the aluminum factory doesn't need more batteries.
Use a manifold
!wikisearch 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...
Anyone? Would this get blocked up?
@unborn dome
Spoiler alert, im a horrible person and I forgot 😃
(its 9pm now and I have been awake for over 12 hours and did nothing today) 
though I did have a weird nap so maybe less than that. (body has been messed up lately)
Haha no worries, thanks!
you see what I mean when I got excited when the first one came out that clean? 
Yeah those well extractors look like a huge pain to make tidy. Also the center part is HUGE.
I might do something similar to you, but pattern it off my oil rig design, smaller.
Yeah I have no real design here, just function, my game/pc wouldnt like it 
also semi super remote.
Pinging this question again - will two drone ports (with drones homed on them), both with the same destination set to a single other port, one drone picking up, and one drone dropping off at that destination, is there potential for them to block each other at all if the output at the destination is blocked?
no. Also they will both take and deliver from both ends
you can't set them to only pick up from one end
Ah, I think I see what you mean. The drone that's supposed to be dropping off batteries would pick up casings too
Kinda wondering now if it'd be better to just have the battery factory make its own casings, if it's making alumina solution anyway...
all up to the designer 🙂 this is the sort of thing I find fun to play around with
Wouldn’t hurt to reduce the dependencies there, if you have the resources available
It would give me an excuse to make a second factory in the red forest in any case
The factory must grow
In order to make a Ballistic Warp Engine, you have to create all the items? Put splitters on each conveyor and you get 25 Engines (instead of 50) and all the items that didn't make it to the main belt will go to the intended storage facility
why are you making it from 100% of resources?
its not a world limit, so why not
are you using maximise?
Production tab is bugged, it was set maximise then i put items/min
It is 50 eng/min
bugged how?
I'm just wondering why did it make byproduct of the AI server
that one loaded with Maximise for me...
though on 50/min it still adds AI Expansion Servers, I think because it needs to get Dark Matter Residue from somewhere since it uses all the SAM
10200SAM on the world is not enough to produce 50 engines without byproduct sadly
If you're willing to sloop the SAM you can, by the looks of it
yes, but why byproduct is bad?
making stuff you didn't ask for with resources it doesn't need to use otherwise
with slooped SAM (aka 2100 input Reanimated SAM)
vs without, making 32-ish extra AI Expansion Server
it's not like you get them for free
u need to turn off sam then i think
doubled SAM
you need SAM for Ficsite and conversion recipes
doubling 8400 SAM Ore does not get you an extra 8400 Reanimated SAM, only 2100
hmm. 8400SAM is 2100 Reanimated SAM
so if we double it we get 8400 SAM is 4200 Reanimated
yes, if you're turning off SAM then you'll need to input the full 4200 Reanimated. I just left it on and added 2100
Oh, I see.
let's get back to the original question))
if you put splitters after each machine. the final output would be 25 Engines? (stuff from the splitters goes into the storage)
if we setup machines for final output 50engines
ah, it doesn't work that way) let's say the constructor requires 100 copper. there was a furnace in front of him that made 100 copper, but after the splitter the output became 50 copper. so the answer to my question is no.
oh is that what you meant
yeah nah, each splitter would halve the input to each subsequent step
about how long will this take
How picky is head lift? If you have a hump, could flow be restricted to 150 in a MK1 pipe if you don’t have enough head lift to cover the entire height of the pipe, or is it kind of all or nothing. Does that make sense?
Build a constructor to do this for you
Why automate what you could make by hand tho 🤔
...because that's the game
what if i am in a situation where i could not make a constructor
sarcasm ensues
then you must have done something very wacky to get that much biomass
Then get in a situation where you can lol
what if i am in a situation where i could not get in a situation where i could
That don’t make no sense
Then good luck, I guess? Press spacebar to keep the manual crafting going and go take a nap or something
then clearly you have either modded or broken the game irrecoverably
But in terms of math it’s what 4 hammers per second?
you can't get out of this 😛
About 10 mins
Edit: Just realized this is wrong he has 3 hammers left, it’s more total
It’s 10 hammers when full
So about 30 mins if it’s 4 hammers per second
TLDR; takes longer than it would take you to build a constructor and let it cook 😅
its all or nothing
either you have enough head lift to make it over a hump or you dont
granted, fringe cases come up when you are EXACTLY at the limit
but living on the edge is just not the way to go with pipe logistics
If I have 60 fuel per minute being made is it better to have 3 seperate generators, or 2 overclocked generators?
No difference productivity wise?
60 fuel gives the same amount of power however you divide it up into gens
Overclocking power generators makes no difference in efficiency, just used shards
nope. just a difference of space used for generators (as others already said, whoops)
Stupid question that might have been asked before (have not seen it in the FAQ tho), have the devs ever hinted, confirmed or outright denied the option of a splitter that splits items in an exact ratio that you want (like 10% - 60% - 30%) or a programmable conveyor belt that can have the exact items/minute speed set (a belt that only takes exactly 223.67 items/minute)?
Not that I know of, and there's not really a reason to.
I mean, it would make certain factories so much more satisfying to make :'3
Yeah closest to that is the programmable splitter but no quantity limit just items it lets pass
There might be a mod? But i havent really looked into those much. Just Qol ones like infinite nudge and zoop
not planned (won't be a thing), since it would trivialise most of the game
and not really needed, since you can just connect the belt to a machine that needs exactly as much and the machine will naturally regulate the belt
I think the funniest thing to that sort of logic if it was added?
It probably would be like a valve, in that there would be funky rounding errors, being a pain in itself to deal with the outputs rather than using a manifold/balancer.
eh, I can see it working if it's gonna convert the %s into ratios and basically just do what current splitters are doing, except instead of round-robin, it'd follow the ratio
Is it better to use Somersloops to multiply my caterium ingots? or to use them to multiply the quickwire at the contstructor?
multiply at the end of the line
if you multiply ingots you need to duplicate every machine after the smelter which means 2x space, power draw etc
It does depend slightly on the recipe though. If you have a production line with lots of machines at the end and only a few at the start, I'd sloop the start because while you need to add more machines, you need less sloops
it's a question of sloop efficiency versus factory size, and I think sloop efficiency is more important most of the time
very few production lines have more machines at the start
and generally those aren't super valuable so slooping is a bit... eh
is this some kind of calculator?
I sent that 12 hours ago 😅
okay so i might have made a slight whoopsie
i've been wanting to build a 2nd much bigger and better iron plant, however im getting a influx of 28080 iron ore/min
wich i wanna turn into pure ingots, but then i'll end up with lemme math rq
thanks
give or take 40000 iron ingots/min
52182 ingots/min
and now my brain is hurting because i have to place 468 refineries all with this specific overclock percentile
(as close to 60 as i could get it because 780 is devisable by 60
Is there a particular meta for the uranium fuel cycle? Like are any of the alts considered far superior to the default recipes?
Also, what is the ratio of uranium/plutonium/ficsonium-burning power plants?
uranium rod can be whatever, ideal would be all uranium alt for max uranium rod
the map in vanilla can only handle burning about 15 plutonium rod without really stressing out other resources, so base plutonium recipe is favored if you want to recycle
plutonium and ficsonium is always 1:1, uranium:plutonium depends on recipe choice
I was only planning on 4 uranium fuel rods/min, but wasn't sure if that number went nicely with the two subsequent recycling steps, or if I should pick a different starting number.
it's at most 4 uranium to 1 plutonium rod
In terms of power plant burn rate, it looks like the ratios are a bit different though, since ficsonium burns quicker? Like if I had 10 uranium power plants, and was recycling each step, how many would burn plutonium and ficsonium from that?
huh let me recheck, iirc 1 pluto rod makes 10 waste and which makes 5 ficsonium rod
Thanks, I haven't been able to find the right keyword combo to find that info in here or in Google
and base burn rate is like 0.1 pluto rod and 1 ficsonium rod pm?
Yeah something like that. Ficsonium burns way quicker.
I guess it'd be half, but nuclear plant is still kinda easy to layout
you can do 2 overclocked plants (200% for safe pipe throughput or even 250%) using 4 extractors (5x5)
200% was exactly what I was planning, for safe throughput. So I figured 4 uranium fuel rods/min is 10 power plants at 200%, which is 200 uranium waste/min. But I got kinda lost on the math after that for how many further power plants at 200% I'd need to burn the resulting plutonium and ficsonium rods.
thats just 36 mk 5 belts of iron ore
you only need 12 pure iron refineries per mk 5 belt
yeah it's dependent on what plutonium alt you want to go with, if you do that low uranium you can use any plutonium alt tbh
on what overclocking % because im pretty sure im making this way more complicated than it has to be
like with only plutonium fuel unit you can make 1.5 rod from 200 waste
if you do 200% its 6 refineries per mk 5 belt
hmm wait
thats output i think, might have mixed it up
Oh nice, and by my math, that's an extra 7.5 power plants at 100%
yeah sorry i got it mixed up, thats for output not input
(So I'd be adding 3.75 power plants at 200%)
np it happens, i would've been so happy if the input was 65/min standard XD
im building in the top middle of the map
perhaaaaaaaps consider leached iron ingot? 
wich does have all the water and space i need for both iron and nuclear
im gonna look into that as i am also planning on using all the uranium on the map for a nuclear plant
(with some modded help for the copper powder)
if you have sam you can go ultra funny and just turn iron to sulfur
true true
i sadly dont have the converter yet
i just like my big factory shenanigans
and spaghetti belts
the only downside is that using iron to make sulfur reduces your yield
from 2x ore to ingot to 1.3333x iron to ingot
at this rate im gonna be making enough spaghetti to feed the entire damm server for years
which is less than pure does
aaaand at that point might as well go with basic iron
limestone is about as cheap as water
i think i figured it out
if i run the refineries at 200% they need 70 per and then 11 per belt
you could mix recipes
wich leaves me with 10 leftover per belt
<@&387163995947270144> (bot is asleep I guess)
cytryn_413 was banned. | gtfo with your scam shit
I was just going to bed ||so now we can go together||
yassss
@fickle plinth is also scummy, they are DMing me out of nowhere
this feels like a math problem in school, but my calculator is showing i need 7.46 smelters, so i need 7 at 100 percent, and the last one at what percent?
46%
dsoing the math thats not right
or my math is wrong
probably that
i need 223.75 iron ingots/min, and 223.75 - (7*30) issss
13.75
so shouldnt the last smelter be that?
all i know is that whoever smelt it dealt it
If you need a fraction of one then that one is underclocked at that percentage
not that big of a deal given its just ingots
so if i need 3.75 assemblers
its 3 at 100 percent and one at 75 percent?
y?
is this not correct
im taking the total, subtracting it by what i already have to get the number of the last smelter
It's read like if 30 is 100% then what percentage is 13.75
To be precise the clock will be 45.83...%
No stupid question if you are learning
Yeah more or less or you could input the final amount you want to produce like 13.75 instead of the percentage
Machines are cool like that, or you work with the percentage or the final product amount you want to get
yeah one of the reasons i like satisfactory machines more than factorio :3
actually in factorio it doesnt matter as much
in that game im just llike "oh not enough engines are being made due to pipe shortage?" idk just place more pipe things
assemblers
and since i dont remember factorio having machines that use wack ass numbers like in this g ame
Ratios in Factorio always get me kinda confused and end up using some factory builder tool for help
alternates especially
Alternates are for your leisure, some are incredible efficient to multiply production and others are great situational savers
i like their power mechanics more, in this game its "oops one machine went over the max production by 1 watt, guess my entire 10k megawatt grid shuts off
Some things still need polish but the answer for that is build big power factories
Never cut it close to your limit
i think that might be more of a ticket thing more than a math-and-meta
hey guys question on portals: do the singularity cells **only **get consumed when you use the portal?
No, the consumption is continuous
got it.. ok so then my question is whats the per minute amount of cells i need to produce to keep one active without losing connection?
This article is a stub. You can help Satisfactory Wiki by expanding it.
The Main Portal and Satellite Portal are a highly advanced end-game pioneer transportation method via teleportation.
A Main Portal and a Satellite Portal can be linked in their UI. In order to be used, Singularity Cells have to be...
yeah i had looked there but i couldnt find the 2PM requirement, i must have missed it. anyways thanks!
i got a 10 pasta per min factory, so that part is good i just dont have cell factory yet
What ratio of wire to cable should I be making? (I'm in T5)
I was thinking 1:1, but that's probably not the case.
SCIM will tell you what the demand is in your world. There's no specific answer. If you're in t5, you can make Caterium and Copper, and therefore can use Caterium Wire, which is 100/min/machine. Just make it where you need it
I don't have any caterium wire alts though.
and I know the demand in my world, but how will it change in the next few tiers? is there some item that takes thousands of cables?
Everything takes lots of everything. There's nothing not used from the lower tiers. Some things, like rods or screws, can be dropped with certain alts.
Being the max-output variant of wire, Caterium Wire is great. (I was wrong, Fused Wire uses copper + caterium). Caterium wire is 15 ingot : 120 wire. Fused is 12+3 copper+caterium : 90 wire.
Wire, like screws, is one of those things that is better made on site than transported, because the raw materials for a given amount take up less space.
@cursive marsh ^
Interesting, Thanks.
^agreed ... i also have multiple factories at different locations making higher tier parts and all require those lower tier parts in bulk (lots of wire, rods, frames, screws, etc.) each of the factory locations are producing those lower tier items at that factory for that higher tier item. i dont have lower tier item factories. although i will agree they are probably very helpful early game to have.
Things like caterium wire, rubber cable, molded pipe, coke steel ingot, really pay off here so you don't need a mountain of production (and if overclocked, are cheap)
overclocking manufacturers is crazy expensive but constructors, nbd
yeah and if you use satisfactorytools to design your production flow, check the box for ALL alt recipes to get the best factory (easiest). if you dont have a couple recipes it says go spend the time to get them. makes a world of a difference..
it makes potentially odd choices like weighting 1 water as much as 1 piece of ore, but generally, yeah. i favour max output recipes for many things and it keeps things tidier
nbd?
no big deal
ah, I thought it was a technical term lol.
I would agree, but I'm still using T3 belts so that adds some complexity for me.
if youre only at T3 belts then i would change your desired output amount on the calculator so that most of the item production are around what T3 belts can handle. otherwise you will be drowning in belt work..
As for the "make high-quantity items on site" doctrine, Is it worth doing the inverse and making higher-tier items near the low-tier factories?
for example, I'm building my new stator/motor/auto wire/etc. factory right next to my copper factory because of the wire consumption.
nothing wrong with that, if it works - go for it! theres no 'correct' way to play the game.
The only comment i have to that is as you progress through the tiers/phases - stators, motors for example start to become a low tier item as well
provided the wire factory is easy to bolt another floor onto. you will want to 2-10x what you're making at the lower tiers sooner or later. resources are everywhere. there are ways to increase output, not just because of new recipes, but mk2, mk3 miners. copper is def an input into motors, and there will be lots of motors. i think i've tapped 6-7 copper nodes and i'm halfway through phase 4
one of my factories requires 6000 copper ingots per minute 😂
i really hate copper powder.
that's wild. In such circumstances, I and basically wherever I can, I make what I need right next to the machine. If I can just plug a constructor into its manufacturer and it only ever feeds that manufacturer... we're good, right? I'll have to look at copper powder again. I avoided it this way last time
that's like 20k ingots a minute. dude
36000
i made a 5 nuclear pasta per minute factory and it needs 6K copper ingots. thats 160 refineries on the pure ingot recipe.
i was going to play with turbo pressure motor recipe but now I'm not. thank you!
I'm doing 8 pasta and I have a tower with 64 refineries. I assume they're over clocked but I haven't thought about that factory in so long I don't remember. And then each set of four feeds what, a single constructor? Crazy
Make what you need now, future builds will make own wire/cable
copper powder do be espensive
does this count
Lol
you want #design-and-architecture for that
k
Question. Is there some kind of bug where if a miner is far away it wont drill at the proper output. These 4 belts should be at slightly above the 480 per belt i put into it. I started noticing random gaps in the belts. I traveled to the minders to double check if i miscalculated something. When i came back it seemed to fix itself.
does anyone have a link to a material conversion chart? I've found one that is 6 years old on reddit but the numbers don't look updated.
eh I doubt something like this exists in a reasonable state. There's just too many alt recipes and stuff that would make it unreadable. Better to just check codex or wiki or online tools
rgr, i do be forgetting about the codex
Has anyone made a 1 to 5 even splitter?
Yea. I’m sure Google has one.
split to 6 and loop one back
or just do
--S--S--S--S--S
| | | | |
your choice obviously, but they are generally the easiest way
especially when you start getting to weirder ratios
You can use an even 6 splitter and pipe one back to the input, assuming it’s not a full belt
If it is a full belt you’ll want to remerge after the first split point in your 6 splitter
bc you're overproducing, the miners fill up and then when they're full they switch off. they take a while to switch back on (maybe like 15 seconds or so?) and that will cause occasional gaps in the belt. best to clock them to mine exactly what you're trying to belt out
someone made https://imgur.com/a/8YecreR that which is very helpful
dumb question - was player inventory always on the right and container on the left, or were they in reversed order - player on left, box you intercat with on the right? I get a confused feeling.
confused feeling, as in here player inv is on left
heres a screenshot of a video i have saved from 2021 :)
Looks I'm just confused then. Or played too many other games with different layout and getting them mixed up. 👍
These are not pickable without critical existence failure, yes?
Correct
probably? can't see all of it.
if it's one belt inside that first splitter there
then it's 1 to 4
Didn’t want to manifold?
Would be the same number of splitters, in this case
yeah
Although I like putting a splitter at every endpoint of a manifold regardless, in case I need to expand it out later
i mean i wont need to expand so a load balancer should be fine
coal gens?
?
are you feeding coal gens?
no
ah well, you'll be getting faster belts and miners soon enough, so you'll have more coal coming through soon enough
yeah you can overclock nodes and put more ore on belts
should i keep making smart plates after phase 1
or stop making them and start making them again later for finishing phase 2
either or? if its automated might as well let it go
You will need smart plating as the basis for more complex parts in every subsequent phase, so if you have it automated now, you might as well let it continue to run and stockpile
You will need to make ||4300|| total smart plating across all five phases
Separate factories. The map is huge and diverse and really encourages (and rewards) exploration
!wikisearch independency
Independency is a gameplay strategy where factories do not depend on each other, removing the need to manage connections between them and when one factory breaks, others are not affected. Instead of importing many raw resources from afar and handling the distribution of intermediate products, each product...
Natural instinct will be to just keep expanding one big factory. The problem is it becomes unmanageable at scale, and can easily tank your FPS once it gets big
Build your factories close to the necessary resources for the production that the factory is doing
some of the caves in SF really remind me of Scanner Sombre
about to complete phase 2 what should i do after i complete it
Complete phase 3
just pick a milestone and go, its just part of a tutorial in the end
guys does this math look good? 10 wiring / m
yuh
wait shouldn't the input be 83.3% to prevent overflow?
wdym? you can't really rate-limit belts (reasonably) and the 100% refers to % of input
yea if 100% of the input is going in and we add 16.7% back to the total input we get 116.7% going in the splitters
I know that, I was talking abt rate limiting the input
Overflow is still not really an issue with belts though. Only time overflow can become an issue is when you're reliant on fluids, like making fuel out of HOR
and that's not a problem
that's how the 1:5 works
the belt after merger indeed has like 120% of input
man I rly should remember that not everyone cares abt perfect values and overflow a lot
wdym? there's no overflow in the 1:5
yea and that 120% splits to 60% which each split 20- oh
🙂
yea am going back to my corner 
i have output of 5 Reinforced iron plates, i need them to go out in 2 assemblers, wach assembler requires 2 reinforced iron plates. i have the 1 left over, can anyone tell me how can i divide correctly so the 1 plate goes somewhere else and the assemblers get correct amount of plates?
Making a vertical load balancer
I feel like the game really needs vertical splitters
it's a vertical version of this
but I wonder if it's possible to colapse them into 1 dimension
I don't understand the design philophy of independency. Why make each factory independent per full component completion when you can make each step of the compnent independent and reuse it for other components?
Cleaner landscape with less traffic between nodes
Idk if that's actually true implementation
It gets more and more difficult to track your excess of material to use in other lines
I use modular train station factories starting from ore to the end components.
manifold, it will self-balance
If you create independent final product lines, you don't need to touch anything and you can even increase throughput by overclocking and adding more of the raw materials
because you don't know in advance how much you need
well, that's true, but independency makes it so you have to rebuild setups and think of different designs to fit said setups in a area
which is fun, but making a train stop with a input of what you need, crafting the component, and then a train station to send it out, seems to be more efficient
you never rebuild
it means you've wasted time building more of something before
If i need to make computers for 1 factory, i'd have to make computers for another factory
independency doesn't mean more buildings, it just means the buildings are built in a different order
it would be like singing the Abc's. but every time I go to the next letter, I'd have to resing the entire song
A AB ABC ABCD
sure, but with the non-independency approach, you instead sing AAAA BBB CC D
Na, I just sing the abcs
same amount of letters (machines), just different order
Modualer design tactics
you still need the same amount of machines for same amount of production
either you build machines for 20 rotors, and then later machines for 20 more rotors that go to motors (independency)
or you build 40 rotors, and later use 20 of them to motors (but still built the same 40 rotors in total)
I'm saying designing the structure for computers is easier to do once rather than remembering how it's made to do it 2 or 3 times in different areas
and also if i make a bunch of wire, i can supply that wire to other factories
the advantages are:
- you can use different recipes in the new area
- you can use different resources in the new area
- you can use newer tech in the new area
- you don't have to guess how much you'll need in the future
i still don't understand other than trying to force exploration (which isnt a bad thing)
I don't need to know any math with this sort of setup
my experience without independency was building something, and later on realizing I need to build more of that something for the new things
To concentrate production of one item in a factory to then deliver to multiple factories is very Factorio but the most important thing is that you are having fun building like that.
I just found out that I prefer to set complete independent lines of final products without having to mix intermediates
it's a way to play, you don't have to like it or use it. But that doesn't change the fact that most people were happy with it when presented and for many people it actually resolved their issues (either logistic issues ingame, or personal issues with burnouts and such)
I just mass produce, and if there's a lack, I find the base source and expand that 1 thing rather than redesigning an entire factory producing 5 things for 1 thing
This is litterarly the level of design needed
anything more than this is like trying to make a wheel out of glass
and this "I need more of X, but that needs more of Y, which needs more of Z, which needs more of W, ..." is a common problem that people come here with. You may like it, some people don't.
The approach you're suggesting isn't "bad" per say, it's just not the meta for Satisfactory, it's more like Factorio way
and again, you can play in any way you want, but that doesn't change how well recieved the independency suggestion is in general
I just find it interesting that people go to the lengths of figuring out exact amounts for independency. The only time i've cared about exact amounts is coal power and fuel power
wdym exact amounts?
everything else has just been "Not enough? lets slap some more constructurs down"
what is a good time to start building normal factories, at the moment im building spaghetti, because i know i will need something new, change belts or better miners, and i have to rebuild everything. am i even playing correctly?
my personal recommendation is "never rebuild"
when you get train stations/signals
you just run it through a calculator, get the numbers, build it. The independent factories are actually pretty small, since most items are only needed in 5-10/min amounts
whats the point? imagine i am making wires and cables now, i get something better and just build something new next to the old one? seems a bit stupid imo
Whatever is done, is done. There are more nodes and places to build more, more beautiful and/or more efficient
not just that, a detail of satisfactory is that it's hard to balance exactly how much to give to each parts.
Take rips, how many rips for storage, for modular frames, for heavy modular frames?
you can't say "I want 3 per min here, 14 over there, and 85 over there". That's the issue with mass building. At best you need to wait for the manifolds to balance themselves out, or you say x machines go here, and y machines go there. And at that point, that's independency
I'm still using my very first starter base 60 hours in
if you rebuild, you lose old factory and gain new
if you just build new, you have both old factory and new factory, with less effort (don't need to dismantle) and more production
even a bad factory is better than no factory
Ol' Reliable
I'm at phase 4, I have built 10 RIP per minute and that carried me till this point. I just created a new line of RIP to feed my super computers independent line
I'm just a "if I need more, I extend the line. If the station/train is oversaturated, I make a duplicate station somewhere else and add a train stop or new train"
i have something like this now for smart plates(in the corner making biomass), i know it can be build better, it takes up so much space and i just feel like i should tare everything down and rebuild all the time after a small milestone,
feels like im doing something wrong
modular frames want rips. I can believe you built 10 per min for your storage, but other things want it too
How'd you get a picture of my first mega base
lmao
I litterarly started over because I was building like that and couldn't expand like i needed
I was spaghetti mania and got stuck at phase 4
I mean, I would tell people to tear things down and build it back up, just so they'd realize it doesn't matter, and what they need is not to rebuild, but build more on top of the old
that's when I came up with modular train stations, similiar to factorio design
and i fel like a have to run around the whole map just to get a plate and a cable, stopped playing around V0.7 and started playing again because of that
feels like im doing something wrong
Just add a roof and do it better this time
make this
It produces all the basic stuff and it's all right next to the hub. You can do the same thing with copper/ steel
at some point just make those things locally
but now it's a non issue thanks to the depot
so at the start i would take as much as i need for a build? or this is meant just so i can build stuff, and not for parts production?
it's just to build and research. not meant to be apart of automation
okay
my protip is to divide parts from production, from parts for your consumption
My automation using trains
Trust me, just 10 RIPs, 10 rotors and some of the other things. If time is not an issue, you explore and you stock yourself, you can reach phase 4 without needing to build too much.
But phase 4 made me automate computers, HMFs, HS connectors, etc and those have their own production.
I even have 3 constructors at 100% producing concrete since the start, that's 45 I think that goes to an ISC that feeds a DD
automation for end game components for me is 5 stations and a line of manufactureres with an output to the 5th train station
litterarly, the only design you need is 1 input and 2+ inputs and trains
there's a few fancy design things with some automation, like turning the extra water from aluminum creation to make power with coal, but that's the light at the end of the tunnle
I was thinking you were saying 10 rips in total, if other things have their own production that's fine
But I'm saying you can't just build like 500 rips per min, and then say "I want 10 to go over here"
You can yes, but it's not very easy to do
you either do load balancers that will need to be changed whenever you update things, wait for the manifolds to auto balance or you reserve some machines for some places
what are these manifolds you speak of?
it's what we call when we put machines side by side
more like splitters side by side
Ohhhh
we wait for things to get full, and when they do they move on the the next
i do that stuff. didn't know there was a name for it
that's how I build my glorious stations
I just put 2 stations side by side connected to the main track, and then put a manifold behind the station
or 4/5 stations (depending on how many inputs)
one thing that I disagree with greeny, is that how for him, independency means a whole factory producing one part.
I think independency can also mean multiple factories making one part, when their logistics don't mix up with other parts
i read the wiki for it and it says a whole factory that makes all the parts to make 1 part
just sounds like over-complication to try and extend the length of the game (or more likely, to force exploration to find space)
i just researched coal, should i use it as fast as possible or can it wait?
whether you're mass producing, or you're building factory by factory, you're still making the same number of machines
like i said before, i'd rather build computers using a manifold rather than a whole system of manifolds
and if I have more computers than I need? good. That's the goal.
Building it like that is fine, but I'm gonna tell you why I stopped building it like that
independency is "a production line ore->product" is separate/independent from others
may be a few factories hooked in series, or one factory making two different products, doesn't need to be a single factory
"Independency is a gameplay strategy where factories do not depend on each other"
would manifold balance my items? i have a belt, that transfers 120 items per minute, i need the items to split in 12 constructors, would it work lkike that?
it's legit the first line of https://satisfactory.wiki.gg/wiki/Tutorial:Independency
Independency is a gameplay strategy where factories do not depend on each other, removing the need to manage connections between them and when one factory breaks, others are not affected. Instead of importing many raw resources from afar and handling the distribution of intermediate products, each product is made "from scratch." Factories become...
idk if its called balancing lol
Let's take pipes
We have pipes going first to encased industrial pipes, and then to stators for motors
At first, everything is fine, but then I need to make more industrial beams, but because I didn't increase my pipes, some pipes that would go to the stators won't. Things that were working fine before are not working fine anymore, and I don't like that
just put them all in a row and use splitters. it wont be even, but that doesn't matter.
just expand the pipe train station
don't need to go all doom and gloom on me
yes, that will be needed. But the point is that if a thing was working fine before, anything that I add to it shouldn't interrupt that
I like the idea because it makes it so you're always producing regaurdless of anything
the re-doing of making the same thing in a complicated system is what bothers me
with limited space, etc
just seems daunting to newbies
I like independcy for the design, not the practicality. I guess that's how I end my questioning of it
Portals always use 2/m Singularity Cells or consumption depends on distance?
always 2 per min
Yeah
I mean, personally I didn't like independency at the start, but I would start liking it more and more as I saw issues with my designs
I just dont like making 5-10 factorys to make the 1 factory im trying to make. And then having to make the same factorys to make something different.
currently I just set up a train station, make a manifold, and then send it to another train station
yeah, expanding saves you from having to make the skeleton over and over again
it all comes down to my time. I have to live outside of ficsit and my wonderful holiday pay
well, efficiency can be describes as effort/time
so it's fine
we do value efficiency here
I think so as well. It's a nice design concept for people who want to play for years
it's a nice design concept for people who don't want their previous work to break because of new work
which is valid
this system never breaks
I just mix n match design paradigms on a whim
yeah that's some good thing
it just runs out of resources...
honestly rn I'm worse designing things than when I started
because I can tell how they will break
and takes a little bit of time because I havnt pumped it out (bare bones while I learn)
I litterarly had a spaghetty mega factory to tier 4 and got tired of trying to run my belts to other ends of the factory. I just wasnt sure how expansive the game was.
in the end, I was surprised, And I needed much more space and expansion of machines.
that is fine, that's how you learn the limitations of your designs
i have 0 limitations, other than the limitations themselves, which are also 0
just because of how fast a problem can be fixed compared to how long it takes to build huge factories for every component to make the component you want
ficsit gonna give me an extra 15 minute break this week for this innovation
personally I like to think of the best ways to make something run well from the start. But I also don't like to build big things all at the same time
I think i'll read another few pages of the book i'm reading
So I go out of my way to find a good design that works well at the start and I can expand later
Jumping back to this, one logical factory can be made up of multiple physical factories. The only difference is just instead of belts connecting one part to the next, you've got vehicles (or longer belts). It's still one overall thing, just broken down
you wouldn't say a single RIP factory was actually an ingot factory connected to a plate and rod factory connected to a screw factory, but the only difference there really is distance
Okay okay okay
so as my final verdict, the reason why "load until full" is broken on trains is because of independcy
just started over lets see how that turns out
and if "Load until full" wasnt broken, independcy would be considered a waste of time
wym load until full?
the load until full option on trains
you mean that you have to wait for your train stations to fill for it to work fine?
oh, it means you have to wait for your train to be full to move
it wait before all Freight Platforms loaded
yes. but it stops with 1 stack not full and it wont try and fill it up
no power maybe?
thing is, what if you have to wait for turbo motors to fill up
and the developer probably can't fix it because litterarly the universal deity was like "What about your independency?" and it's actually a celestial joke
turbo motors take so long to make, and you can't easily expand them
maybe you're not at turbo motors, but radio control units
think
how did u know
truckersmp server :3
hehe
so am i right or
of course not
:c
yes. And if it worked, independcy would be redundant. because if the train waited to fill, distrubution would be even and no stops would ever be skipped because the train NOW has to leave every 15 seconds or with a small amount of items.
you must be one of a kind
i think you can make it wait 30 seconds if you want
or 30 minutes
idk I don't use trains
yes, but then i'm calculating how much i can produce and would have to adjust every time I add anything
I think the bug is artifical. I used to be a game developer, then i realized I was being controlled by a "higher power" and any bugs/issues that had no solution were deemed to be consequences on reality rather than something wrong with my programming.
like, quite literarly, off topic. but That's why a fundamental feature like trains leaving when full would remain broken.
If the developer would just leave independcy out and let players decide for themselves, the bug would have a magical solution
but because the wiki says to do independcy, the universe made a joke about it that only a few people would ever see
man, crazy reality.
I wouldn't be surprised if the developer didn't know about it, and everyone affected would be apart of the same "something wrong with you" crowd. This is the level of detail this game gives me examples for.
why doesn't it work?
can you show me what your settings say?
The freight only loads 90% of the way and then stops
it stops like it doesn't load more?
mind if i see?
https://www.reddit.com/r/SatisfactoryGame/comments/yvfm01/issue_with_trains_set_to_wait_until_fully/
I don't have the settings any more, but i can replicate it
This breaks trains
some people said to set it to 0 seconds wait time, and that also didnt work,
setting it to "or" works, but then the train leaves without being fully loaded
and its because the freight stops trying to load when the inventory is almost full. I checked and it was 99% full every time
And that reddit was from 2 years ago
ah,
and I experienced this problem 2 days ago before i changed all the trains to 1 frieght load/unload or 15 seconds
it's probably because it can't load that last stack
yes, which is so game breaking - but it also diminishes the point of this entire thread
so if that gets fixed, math and meta becomes linear
which is fine either way, but to have it in the game and it be broken? sounds like i was supposed to talk about it
yeah you make a point
satisfactory is a good game, but some of its limitations annoy me
like, satisfactory could be my favorite game of all time. It could be revolutionary. But it's being held back. Either by a confused developer, or something greater for greater reasons. probably both.
not being able to do perfect logistics is weird honestly
but that's why mods exist
That's the other thing that bothers me. Because of the games flaws, the modding community is lacking.
I want factorio level danger with turrets etc. idc if the developer said they didn't want that in the game. I want the mod community to provide it for me.
one's 2d game, though
but it's non-existant. there's some QoL mods, a few machine packs, but nothing that changes the game
time to learn how to mod
i don't wanna... I spent 8 years making games, that was enough for me to let others do it for me
maybe all 6 of the base defense fans have that mindset 😛
well maybe if the game wasn't broken on some ground breaking levels that makes me waste my time, we'd have more than 6 base defence fans
I say all of this with love. of course.
is this yo usaying you want base defense in Satisfactory?
idk, i'll leave some feedback for the developer. I'm just saying, they may never actually read it. because of spooky action at a distance.
@wheat dust I use the “fully loaded/unloaded OR 10,000 s” for all my trains without issue. Maybe try larger time amounts.
yes, i'd love a hundred of those animal things trying to rush my base and kill me. breaking my structures is a bonus.
i know its a redundant question, but why leave the station at all if its not fully?? i get it should be full in 10000 seconds, but that's not the point. why do i have to type out 10000 seconds.
so you're saying, a game that is, at it's very core, about designing unique solutions to personal project, basically 100% logistics and architecture and is un abashedly so, and your complaint is that it's not an entirely different game.
this is why factorio players suck
I'm complaining about independcy and how even the bugs in the game force it upon players
what happened to "play how you want!"
@wheat dust It’s just my workaround for getting the train behavior I want. Ideally it would have more quality of life in trains.
that's really all I want fixed. It's been a wonderful game.
It is what it is. Reasonable to want more. Reality is the devs do more qol or they don’t.
yep, it is what it is.
honestly it's like playing a fps and complaining it's not an RTS
It's like saying you're a factory game and then breaking the line of production
don't use the 1 off topic thing against me, that wasn't the main topic.
oh man Orgo, thought you were around a lot longer. You probably missed the years of people coming on here and complaining about SF in what effectively boiled down to 'this isn't Factorio and I'm going to complain loud and long that this isn't a different game'
it was insuferable
It's like trying to play football in a football game and having the passing mechanic bug out so you can only run your plays
and then the developer says "We only want to focus on running in this game"
like, what?
it was a lot worse in the years before you joined up
Look, it’s fine for people to critique a game. If there’s a clear genre leader, it’s just going to happen. Better to just say “yea, is what it is” to those critiques here than the weird anti player responses. The devs don’t need us to defend them from reasonable critique.
sure you can, but... they are very different games. Apart from the concept of 'automation' they're basically polar opposites
I'm glad its not factorio. I just don't want gang wars about it either.
and those differences is what sets sf apart. Absolutely do not want it to be factorio cause those are the things that make it great
i want mods for features that factorio also implements
whether factorio existed or not, regaurdless, i'd still want those features.
might be worth checking out the modding server then
gonna go whisper in their ear
not really, it's not that important and will happen eventually anyways.
and if it doesnt, then that's a ton of real-estate that is unused which could fund better and more expansive experiences on SF than are available.
it's not about purity, it's about acceptance... of your factorio overlords
I would also like pollution added to the game... for the biters
anyways, yall can go back to your math and meta. this was a nice offtopic of this thread
Refinery isnt 20m Lenght? Wiki says it 20m. In fact it have 22m
probably hit/boundingbox vs mesh
like the soft clearance thing with most stuff
(aka before clipping)
actually... no
btw, is there someone here who likes to think about factory layouts?
maybe the game would have less bugs if the developer wasnt rebuilding systems to create new systems. idk. wtf. haha
Like efficient factory layouts
actually, yes thats what I mean
i can't. i gotta go back to finishing this game. It's fun, and that's what matters.
they arent clipping those are using the object + object limits and not actual model
I'd be down to think along, sure
Its the reason I added this at the end
(aka before clipping)
This is broadly the efficiency minded channel, so efficient layouts is yes.
I feel like there's 2 ways to build in this game, independency or expansion
I was trying to find out how to expand, while making sure that when you expand you don't ruin what you've already made
@terse spear
keep them split. The left are diagrams of the various recipe combos and the ratiors of fresh to waste water they produce
the right image is an exmaple of sloppy + electrode . blue line is fresh water red is waste
in the right example I also clocked the solution and scrap refineries so they fed each other 1:1
Ooooh right... I can just have the water from the refineries that produce scrap feed only SOME of the ones making solution
this also works with the byproduct acid in the nuclear chain as well as dark matter residue later
it's not the only way to do it, but it's by far the most reliable
I have recipe for Sloppy, but I also realized I can't use it because I need the Silica
As I am not mining Quartz >_>
get the pure ingot recipe 🙂 very helpful
I made a whole system using Sloppy at first before I realized that xd
Am trying :D
these are example clockings sloppy electrode
Gotta get hazmat suit first to get like, 5 HDs I've found already but are kinda dangerous due to uranium goes BRRRR
something else, don't try to merge all your bauxite refs together, keep them in their own processing chunks
Anyways, I shall try to figure this out myself then fail and refer to the charts you gave, THANK YOU
like process each belt stand alone
Merge?
Like uh how
some people try to process like ... 4000 bauxite in one go
but they'll link up alllll the fresh water refs from all that in one chunk and alllll the waste water refs
I honestly did not even check how much my one Bauxite miner is making, I should probably do that
I'm not saying it's impossible to do it, but it's definitely a pain in the ass. If you jsut want it to work just process each belt of baux indepedently
yeah just process each node on it's own 🙂
But I am getting at most 480 bauxite per minute anyways limited by the one belt bringing it
I only have one node :D
But then, each refinery uses 120 per min and I have 4 so the belt is not the problem
is 2 water extractors enough for 4 coal gens
you could also design your first bauxite processing to hand 780, since you'll be getting mk5 belts and just have to upgrade the belts soon
1 extractor is enough.
Do the maths though, building systems based on numbers of machines is much tougher
The one I claimed is Pure, and fully Sharded
1 extractor wasnt enough before, the water kept decreasing
something is wrong with the set up then
1x extractor = 120 water
1x coal gens = -45
so 2x coal gens only need 90
Now if I could remember what a fully sharded pure mk2 miner gives out...
I'll just go check xD
another reason why looking at the actual numbers is useful, because then you'd realise something there was broken 🙂
It's not THAT long a trip
ok? you said 2 extractors to 4 coal gens.
that's the same as 1 to 2
you said 1 was enough for 4 coal gens
Coal Generator Schematic.png
The Coal Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal Generator...
some simple layouts and you can check the math
nope. you can see that in the diagrams
how much does 3 extractors produce?
how much can a mk1 pipe move?
alright ill make another coal gen so its 2 extractors 4 gens
but ill make the extractors seperate so 2 gens get one extractor
how can i get my water to my coal faster
throughput is all that matters, sometimes long pipes take a while to get water to a spot?
like a belt? is that what you mean?
if its going upward use pumps
or the water wont go through at all
ya i put some pumps
pumps dont make it faster, they just make it so the water/fuel can go upward
it matters more that alot of water goes through and less the speed
are you getting ANY water? or are you waiting for it to fill?
ya its not get to all of them
show some overhead shots of yoru fluid systems
add a pump before the pipe that isnt getting water
depending on where before it might not help
k
it goes up at some points from what I can see
ya the water is down from the caol
Oh lovely my pure bauxite mine makes 600 ore/min
That does perfectly for the 480-consuming build
ok you need to calculate how much water you're trying to move, and how much 1x mk1 pipe can move
i did 9 water is 1080 and that good for 24
How much can a single pipe hold?
" and how much 1x mk1 pipe can move"
how can i cheack for the all pipe
this
well that does tell you the max, but you have a big build menu that is Q I think that shows you all your items and thos ehave tool tips
What does it say there next to max flow rate?
nobody reads those nice tooltips 😦
ikr?
this
Something something horse to water
300m^3 pre min
great. So now you know your problem right?
no
well that's a problem
is 1080 water pm more than 300 water pm?
o
!wikisearch CG
Coal Generator Schematic.png
The Coal Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal Generator...
there's some good diagrams for beginner friendly set ups for coal power here with lots of info
thanks
anyone know how many parts/min i should automate for phase 4?
Because im aiming for like 5-10 right now and idk if its tto much
what do i do with this oil residue? just store it in fluid buffers for now?
There is a default recipe you should have unlocked called 'residual fuel'. Turn that Heavy Oil in to fuel and power! (Fuel generators needed too)
If you want to delve in to alternate recipes and a bit more production lines, you are most efficient by using the 'Heavy Oil Residue' alternate recipe first on your Oil, then turning it all in to diluted packaged fuel / diluted fuel, then using that fuel to make 'recycled rubber' and 'recycled plastic'. It's 3x more efficient on Oil than the default recipes 🙂
fuel generates is a milestone right?
Tier 5, petroleum power yes 🙂
Yeah there are other uses for heavy oil residue such as petroleum coke (helpful with alternate recipes for aluminium in tier 7-8), smokeless powder (for use with more advanced weaponry), turbofuel (MAM research in the sulphur tech tree) etc 🙂
But for where you're at, keeping it for making fuel /diluted fuel is the best spot
im doing vanilla recipes for now sense its my first save
process it and use the product
For Tier 7-8 (phase 4) I recommend at least 5/min for Fused Modular Frames and Turbo Motors as it will get you by while building and a bit spare for Tier 9 parts. To keep your factory small (if you don't want to build more than needed), you could overclock the main manufacturer/blender to 250% and slooping it. That will result in a nice amount/min too
For project assembly parts, pretty much if you feel like you want to progress faster, produce more! There isn't really a right or wrong for that at all, entirely personal. Same goes for any item you make. Just use the saying 'If I need more, make more' haha
what it rn
bad lemme show u
bet
that what im at rn lol
are you goin to do some fuel
turbo or rocket
imma add 2500 mw with a oil power plant
wow
it uses around 300 mw i think
so a profit of 2100
yeah
very
ya im verymath
I’m making 60 hmf and crystal oscillators right now to make oc supercomputers so I think 5-10 should work
Could sloop all of it too
how long does 1 coal last in a tractor
im gonna make a transportation line with autopilot
depends on driving
wdym
it's only used when vehicle is accelerating
Just finished making 3600 plastic/min and 1800 rubber/min but I’m only using about 1000 of each. Any alternate recipes in phase 5 that could use all of this?
lots
plastic and rubber are often used as fillers
generally you want to make as much as you need, not make a random amount in hopes you'll use it 😛
as soon as that buffer fills up, your plastic production will stop
!wikisearch plastic
why is this not filling up i have a miner connecting to it
@rose sequoia you can turn the heavy oil residue into petroleum coke and either burn it in coal plants, or sink it in the awesome sink. this would allow you to continue to produce plastic until you unlock the fuel generator milestone. edit: nevermind, I see you already unlocked the milestone
both powered
you have it paused. flip the standby switch
oh
machines won't fill up when on standby
whoops
only generators do that
also I wouldn't be surprised that it's not filling if you connected miner to it
yk what i meant
would it be better to overclock the coal miner for my gens, or use a second coal miner for my foundry and truck station
those don't seem like mutually exclusive choices?
overclocking my generators coal miner and splitting it to the foundry&truck station
you're going ot need a lot of power. I recomend using 3-4 whole nodes for it
i used 3 whole nodes when i did coal
should i go for caterium or quartz first
ill do quartz first for the bladerunners
i manually made those😭
I don't think there's an automated recipe for it, so everyone did?
should i keep some rotor on hand or will i only need them for smart plating
Rotors are used in several other more complex parts, like motors, and many machines like assemblers and water extractors
!wikisearch rotor
praise the wiki, love the wiki
i mean like the silica needed
eh, takes 2 minutes, I thikn basically everyone just grabs a quick stack of crystal to take home and do that
you need them every time you make assemblers
so yeah
i on god fg you need them for that
10h of gaming will make your brain go into mush
im done my need base after coal power
it's looking kinda good, but the storage seems like it's missing some connections
