#math-and-meta
1 messages · Page 259 of 1
is it possible to make a 14-way splitter?
My current compacted coal powerplant uses a manifold and the further-down generators barely get any coal
as long as you have the throughput and enough coal it'll fill. If you don't want to wait hand fill some stacks
Actually now that i look at it i might have a sulfur supply problem
The assemblers are full of coal but barely get any sulfur
ah, compacted coal
Seems like i forgot about the different purities when setting this up (coal is pure and sulfur is normal) because the sulfur is mined at 50/min and the coal is mined at 100/min
guessing past me copied the clock speed without noticing the different extraction rates
either that or the sulfur miner was at some point a mk2
Okay well that seems to have improved the situation quite a bit but the issues are still not gone
I believe that's because i did some rounding when building this as after counting, the gens consume ~100.8/min (rounded up) and i'm producing exactly 100
so i guess i need 0.8 compacted coal/min now ¯_(ツ)_/¯
Actually that didn't really help. Might as well produce like 120/min...
follow the problem backwards. are you still not getting enough sulfur? check the sulfur miner clocking
That i checked. Increasing it didn't seem to improve much, the farther generators were still barely getting any fuel
ok are any of the compacted coal producers starving?
Nope, enough coal and sulfur
ok are they clogged?
with output
like the compacted coal on the belts might be backing up
ok if there are zero clogs or belt stutters anywhere, and none of the compacted coal makers are starving, you have mathed wrong
or not waited for it to stabalise
actually my ""manifold"" setup might be the issue
it's not like the normal conveyor manifold
doesn't matter. You can make absolutely fucked up belt manifolds and as long as you have
- enough parts pm
- enough throughput
- items not cloggings/backing up for weird reasons
it should work
you have to really try to break manifolds
So i was thinking, if i split the assembled compacted coal into two conveyors and then used two manifolds, could that solve the issue?
This should work normally
again, either you've mathed wrong, or you just haven't waited long enough
make some compacted coal, fill stacks by hand into the generators, then see if they starve
The coal seems to be getting to the farther generators now but the capacity is still fluctuating, now i'm starting to think i've also got a water issue
either that or i'm out of ideas
Wait...
well it doesn't sound like yo uwant to try the basic trouble shooting step I suggested so I can't really give you any further help. gl
The coal seems to be getting to the generators just fine now
But i don't think this powerplant is the issue anymore, i just remembered about another thing i had
if only someone had mentioned that it takes time for manifolds to stabalise
Basically where i produce circuit boards, i am feeding petroleum coke into a generator
Maybe that part is suffering
??
They're all on the same power grid
as in you built some coal generators fed by coke but didn't math it out so they aren't stable?
Probably
well that hsould have nothing to do with yoru compacted coal being unstable
As i said the compacted coal seems to be stable now
so time fixed it. good. But yeah if you didn't make the coke generators stable you'll have ups and downs
Wait no, it's not that powerplant. The coke generators seem to have been inactive for a while now since the circuit board container is full
It's probably one of my other two coal powerplants
Either the one i constructed at the start of phase 2 or the one near steel
one of the great reasons to centralise your power
generally 3-4 coal nodes next to a water source can do you for most of the game
Strangely enough both of those seem fine...
WAIT
It's the fuel generators at my computer factory
So, I was playing with random recipes and I found some situations that I think independency has a hard time adapting to
One example is when my factory needs polymer resin, and polymer resin can be made in very large quantities, but used in very small quantities, like my refinery needs to go less than 10% for the next machine, and I wish I could just use 1 or 2 refineries for providing all the resin
Another thing is cable, cable has a long chain for me, and I can produce it a lot to avoid duplication
One track could be accidentaly destroyed or you've got train signals doing shenanigans
You can just put down some batteries, they'll buffer the downs
I ship plastic, rubber, and aluminum all over the map. Extremely strict independency is not necessarily recommended.
How is this possible? I've got an OC MK3 miner (600)/min) attached to this, with two trains that deliver almost across the map & the supposed outgoing & incoming is way above the miner?
i have a question about pipes, i need to split 3 mk2 carrying 400 each into 4 mk1 ones, would this work? do i need to position the valves differently?
Don't do this, just use each pipe separately
Valves are evil and you shouldn't be balancing pipes
valves are just so fluid doesnt flow backwards, the mk1 theoretically holds exactly as much as i need into them
i'm assuming whenever i try to jump start this i should wait until the machines are flooded
hoping the furthest merging node receives 100+100+100
are you inputting one or two belts in the station and has the miner been running before you started up the train?
i replaced the valves with pumps and built a siphon on each lane to assure throughput
now the big question
how do i place 128 (32*4lanes) generators and make it look decent
8 lanes of 16 would probably look the best
One belt into a storage container, two belts from the storage container into the cargo platform. The train has been running back and forth for a couple hours now & still has the wierd numbers
hmm weird, that is not supposed to happen, maybe empty the container? or are you by chance using a mod that makes belts continue loading while a train is at the station
I'll add as well it's a mk5 into the container & two mk6s into the platform & no mods
ughh why arent u a multiple of 5,,,
pain
howm i suppost to balance all this??
overflow manifold
:c
just slap a smart splitter at the end of the smelter, set the lower need belts to overflow and tadah it works
i'll find some insane way eventually
have fun splitting and merging untill you fall over
i oculd but im too lazy to go for caterium earlygame
ohhh you're early game
i never made it past coal power cuz i dont like when my factories overflow =3=
i mean, smart splitters arent a whole lotta work tbh
what happens when the factory overflows?
You could use the smelters to split the ingots if you have over/underclocking unlocked?
i dunno i always restarted my save every time that happens
i could but the numbers are really ugly my perfectionist itch makes it hard to do anything 
wdym, what do you think happens when factory overflows?
everything gets clogged probably
thats a whole waste o resources!
You know resources are infinite right
✨ sink
I get you, my and my friend spent ages load balancing a HMF factory, it was a mess but was pretty satisfying
i could say "ficsit doesn't waste" but i really dont have a defense for not wanting to waste infinite resources
i managed to balance an earlygame iron factory the other day
it's a mess on paper but much easier to deal with when u have a third axis
hmmm maybe
shhhh, they're practicing to save the world
though if i'm honest, in a real world setting, mineral veins are so large that they would be considered infinite if only a few people used it.
This is what it looks like when you don't worry about production satistics and only care about pumping out items as fast as possible.
circuit board logic makes everything stay effiecent
Yes, use manhattan routing.
yes. you are correct. I did not plan out the track lines whatsoever
I currently am making backroads for the few trains that can use them. hopeful to unclog the center of manhatten
Alright, so I need 150 smart plating per minute to make 30 reanimated Sam
And I need 70 reanimated Sam per minute to make 10 fluctuators a minute
And I need 1000 fluctuators to unlock ballistic warp drives
Normally I'd just buy it
But you can't buy fluctuators
Even slooping this will take me an hour of waiting
But I'm going to drain all 4 of my nearby limestone ores
I'm waiting on the pasta
I got 2 pasta makers with 4 sloops in them and 3 overclockers
it's still taking awhile. smh
Shame that I can't buy the fluctuators with coupons
fluctuators was easy
Yes but you're not playing with random recipes
That want 300 smart plating per minute
If i have a train system set up like this what do I put at each of the black arrow intertsections cause I cant figure out anything rn
madness. i only play for the story and to keep my mind active.
path signals
block signals are only good for dead ends. everything else should be path signals
try to make your path signals as spread as your biggest train car as well.
same with your intersections
so i put path signals at the intersections?
yes, on the right side if your trains are american
left if they're british
anywhere if they are indian
do I ned two path singal for each direction at the intersection
if the red sections are bi-directional, you'll need a block signal going in and a path signal going out
how to handle dead ends with bi-directional trains >
Cool thing though
I just unlocked a recipe chain that allows me to make iron ingots from just a bit of water
I also unlocked a recipe that makes me 9 wire from 6 wire, and one that takes the wire and makes a lot of biomass with it
I'm on phase 5 with 20GW with just biomass burners
Because I can literally make power out of nowhere
pure iron?
eh, i don't wanna build anymore
sadly, by being super effiecient, ive created a repetive loop, and thus, am bored
Actually it's leached.
But it's copper ingot and sulfuric acid is copper ingot and water
But copper ingot is just copper ingot and water
just waiting on my pasta and spicy warp drives
i see i see, noice
Now I look at my factory and I just see inefficiency
The end game stuff takes so much... Im just running around making improvements, but the results are such small increases...
copper powder is riduclous
a whole train car of copper ingots makes roughly 2 stacks of copper powder. and that makes about 5 pasta...
well, 10 pasta with 4 sloops in the pasta maker
smh
nice things about having trains is if i need more at a station, i can just add another pickup/drop off to that station to the list
lets goooo
Holy train stations Batman!
is this file still used?
I wish I would of put my copper powder station closer to my ingot creation station
so many ingots just not getting used because the train is to slow. hopefully the multi powder stop makes it more effiecient.
time to bring the copper to the powda
my new meta
copper ingot belt to powda un-needed. the multi powda stop fixed the issue.
still keeping the belt. smh. time to afk.
so pretty
have fun figuring out power outages
im alright
In short, no.
I shouldnt be that bad at Math and English.
Lets say I have 1200 Rocket fuel per minute,
these are around 288 Fuel generators right? But how much Electricity do I Gain from that?
1 fuel generator is 250 MW
but how do energy, burn duration and burn rate play into that.
energy controls burn time
since it's always 250 MW
if something has twice as much energy, it burns twice as long
So its still 288 fuel generators but i only get a "whopping" 72.000 mw ?
yes
you can always overclock the gens if you want to build less, but it doesn't get you more power from the same amount of rocket fuel, since the energy per unit of rocket fuel is fixed
Is my math right?
1200 m³ Rocket fuel per minute means
1200 / 4.16667 = ~ 288 Fuel generators.
thats how its meant to be calculated right?
exactly 288 generators
that 4.1666... is exactly 25/4
that table just rounds to 4.16667 for display purposes I guess
ok thanks. i foolish thought i could get 1mil mw throught that. i misread and interpreted the hell out of that wiki page
lol whoops
but 72000 to 1200 is 60 times the value, so still worth i guess
yeah the 250 MW/gen is fixed, and that's what the burn rate and burn time are calculated from
the energy value's more of an internal thing than something you need to worry about
i need to worry about that?
...no?
more of an internal thing than something you need to worry about
how to make drones efficient. they keep making trips when there is only <10 or 0 items in the cargo. wasting a lot of fuel.
that's drone life. Give them more to move, or send them further off
the only thing that might help is make sure the delivery point is absolutely stuffed with a large buffer, if a drone can't fully deliver it's load it'll wait
yea I knew about that trick and used that before, but it's not feasible now
can't you just pause whatever is consuming the parts for a while?
or manually cram a bunch of items in?
but I don't have enough of the item, and am doing a speed run.
I did pause for awhile, going to unpasue now
oh well if you're doing a speed run doesn't really matter
I guess, was just worried I'd run out of fuel
a drone doesn't consume that much 🙂
For some reason, my biomass burner isn't doing any work?
It crashes immediately
and it's off grid
hoverpack
Actually, maybe I should ask - is it realistic to ship 480 fluid/min in a tank car? Or would I need two?
depends on return trip time. There's formulas in the wiki for it but it's not an unreasonable amount no
like it's plausible depending on time taken
you might also need to use the bigger buffer here if the distance is longer, rather than the smaller one #design-and-architecture message
It occurred to me that the place my acid factory is (the waterfall crater west of grassy fields) is no where close to where I was considering my nuclear power (the swamp)...
Mind you, I'm not going to need THAT much for nuclear, some of it's going to the battery factory too, so maybe it'll still be ok...
I might just throw a second train on the same route
why not just drone it in ?
and acid ? for batteries 😛 use Classic Batteries like a civilised person
Default battery recipe seemed like fun haha
Never used it, never will. Not just because it uses more bauxite.
Perfect fit for the red forest nodes imo
Need a single bauxite and single coal node, and ship in the acid
blergh. turn it all into scrap first. much simpler than dealing with that
OR, bauxite and oil. For electrode scrap and plastic
so why does my sink just die? it's the only thing connected
Why's your rebar gun look so weird?
hoverpack
ok that explains it
it's actually a grappling hook
Hey guys, is there a good way from stopping an hypertube exit please ? I am looking for something smaller than a full wall..... (there will be a roof)
(I have the same entrance in the other side i just want to avoid being sent to an other hypertube when exiting, and i d like to avoid walling both the sectors)
any small object. a 1mx1m sign would do it I think
how do I measure the amount of power an overclocked/underclocked machine will use? it doesnt multiply like the production rate does
oh well Ill just build double the machines at underclock 50 and see how much power I save
a system maximally overclocked uses 33% more power. Just have a nice buffer to work with or check the wiki
Each machine tells you how much power it consumes
just underlocked a smelter to 50%, saved 2.4 mw
what the beast way to make turbo fuel
define 'best'
the great thing about the game is there's no one optimal path for a production line
most power
from?
turbo fuel
...
depends if you value sulfur, coal or oil more
so base TF exchanges more sulfur and coal for oil
it effectively makes more 'oil' by consuming coal and sulfur
this what i got
Turbo Blend doesn't use coal, so uses more oil per power. But that's because it's less extended
it's often easier to do blend since you only have to bring sulfur in
yeah modeler is shit and pointless to show
? that what all that i can use
the main choice between Blended recipe and Base recipe is 'do you want to ship in coal?'.
if you do? then use the base
if you don't? use the blended
Turbo heavy just makes less power for less complexity.
yeah base also requires a bit more sulfur, but way less oil
base is less oil more coal
blend is more oil less coal
that take the purple thing
I wonder what the benefit of turbo heavy fuel is
less complexity, and possibly is nice within an ammunition factory
heavy oil residue yes. Heavy Turbo uses that instead. The other recipes you can use Diluted fuel and stretch out your oil more so Base and Blend get used more often
I guess it's one step less, and no blenders
doesn't need water for hte dilute step do which is one less consideration?
true
and if you don't need much of it perfect for ammunition
it's a niche recipe though yeah
Mcgal got it right when alt recipes either fall in Generalist or Specialist
what hte
!wikisearch fuel
check out hte diluted fuel recipes
is Rocket Fuel any better
it's just more steps adding more items turning them into 'oil'
each higher tier fuel power option is effectively just converting other resources to oil
ok
like you always have the option to just make more diluted fuel for example.
do rocket fuel if you think it'll be fun
also here's a plan for turbo fuel, you can change the settings up if you like
sorry, here's the plan. I turned SAM off https://www.satisfactorytools.com/1.0/production?share=WLEUasb0xeSvmxVzMOOG
thank but i like how the one i show look
I mean, at least use that link for the math and totals, you can recreate it in modeler faster that way. That plan took literally 5 seconds
sorry forgot an important recipe in that last link https://www.satisfactorytools.com/1.0/production?share=NcFSdk8abuSmZRTSOcAK
thank but i like how i can make it
and the site is also so lagy
Keep in mind the amount of power generated by burning turbo or rocket fuel is the same as regular fuel. 250 MW at 100% OC per fuel generator. The different recipes change how much you can make for a given set of resources, but the fuel itself burns the same
What turbo and rocket fuel give you is a longer burn time, which means you can run more generators for a given amount of fuel
So asking what the “best” recipe is for “most power” is contingent on what resources you have available (oil, coal, sulfur, nitrogen, water) and in what quantities, and how much complexity you want to produce a given amount of output
And then you gotta go build a metric shitton of fuel gens, especially with rocket fuel
can I have multiple drones landing at the same drone port?
After 600 hrs I just realized the fluid images are them in a pipe meter
I’m so dumb , I thought they were in a container thing
how many water extractors for 6 coal gens? I dont have enough coal for 8 yet
Honestly? Just do a layout for the set of 8 and then add them later on
im using mk1 pipes
You can do a full set of 8 on mk 1 pipes.
you'll just have to use more than 1 pipe
coal is mainly your limit, not the pipes.
This is my set of 8 of 16 generators on one coal node using mk 1 pipes. It has 100% uptime with no issues.
Easy way to do it.
so mk1 pipes are enough for an 8 gen setup
good to know
finished the setup, finally free from biofuel
well there's more than 1 connection, that's why
you can't do it down one pipe
you probably don't want more than 2 though, they have a full 1min take off landing animation and are very fast
@coarse forge don't mix the waste and the fresh water together
Blue line is fresh, red is waste
im trying to connect the fresh with waste to reuse it but it seems not to work
"don't mix the waste and the fresh water together"
so how do i use the waste?
did you look at the image and the description?
so i have to underpower machines and make a few use only he wastye yeah?
or over clock
for example this is the clockings for sloppy alumina + electrode scrap
the top is processing 780 bauxite, the bottom 600.
but it'll be different for every recipe combo and volume you're doing
example ratios of various recipe combos
you don't have to set it up exactly like those diagrams, these just show you how much is being clocked using fresh and waste waters
@coarse forge I want to add something: It looks like everything is on one level, same height. You could try to insert a pipeline junction "vertically" that takes the waste water from below the fresh water, so put the waste water to the junction that is down. The pipe system in Satisfactory is designed to propritize water from the bottom and it also fills pipes from the bottom to the top (which is why it is benefitial to feed the machines from the top so that they are full even when the pipes are not). The system is not physically accurate in this manner but when you understand the concepts, it works good.
Please see for example the first comment in this video: https://www.youtube.com/watch?v=snGrw1p9OIM
It is also shown in this video live (also works without valves, but vales prevent backflow) and it also shows how you can override the bottom behavior with pumps, very helpful: https://www.youtube.com/watch?v=bTzUVk9sUns
Managing Liquids and By-products in Satisfactory 1.0
Read More Below
Today we're breaking down the basics on Liquid management in Satisfactory.
Why not join my livestream on https://twitch.tv/totalxclipse
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Low.ms Dedicated ...
Demonstrates how to make pipe junctions that prioritize one input over another in Satisfactory Update 4, allowing excess fluid byproducts to be used in production without needing to restrict the flow on any valves.
sorry to bother again but im trying to get 900 scrap from rafinery. if i have 200m3 of water should i use more and underclock or overclock?
I would need more info, what recipes you're doing, how much bauxite , ect
noo im building it in the sky and water is going upwards using pumps
up to 600bauxite using sloppy and notmal scrap
tools says you're making 1080 scrap
You can override with additional pumps then, when you have a pump from the fresh water supply that is vertically below the waste water backfill pipes, add a pump to the waste water pipe and since that pump is vertically above the pump from the fresh water, it will make the waste water prioritize. This is shown to some extent in the second video, the highest pump vertically prtioritizes over vertically lower pumps.
Don't use a valve then, use a pump on the waste water. And it should work.
i underclock my miners to 500 so it can make perfectly 900
ok so you're not using 600 bauxite then
yes, thats why i typed up to
specific numbers pls 🙂
so according to this you need to set your refinery or refineries using fresh water to whatever uses 200 water pm
and then a refinery or refineries set to use 300 waste water pm
from the looks of it you can probably have 1 refinery doing fresh and 1 doing waste
in that case i have to mix fresh with waste
why?
when it says 2.5x doesnt it mean to overclock it 250%?
No you build 3 machines, one at 50%
that's in total you need 250% spread out however you need it
this is the example diagram for your recipes
so in yoru case the diagram shows 100% refinery doing fresh and 150% doing waste
that means you need 1.5x as muich WASTE clocking as fresh.
shockingly this is exactly the diagram you're doing with 500 bauxite
you could have 1x100% refinery doing Fresh water
1x150% refinery doing Waste water if you want
make sense?
okay now i understand, can i send you when i finish this so u can tell me if its correct?
sure 🙂
@coarse forge here the commenter from the first YouTube video made an example, it shows how the water from the bottom is prioritized in the sky although the fresh water is supplied with pumps, but the waste water is prioritized because it fills from the bottom: https://www.youtube.com/watch?v=gRJt88xULrw
I guess it's also important that the feeding pumps are situated below the level of the bottom waste water pipe, it would not work this way if they were above.
As a note @coarse forge a VIP, the name for the junction, is not a supre reliable method. It'll work or it won't. Sometimes replicating it, seemingly exactly, won't give the same results. There's really no great way to trouble shoot them except poking at them. It's why I don't recommend them.
If you want to play around with systems like that go for it but be don't be surprised if it takes a lot of work. Or it could work first time round.
Even the person who discovered them calls it black magic.
I think it depends a lot on the rest of the system, if there are pumps involved, it matters a lot where and how high they are situated.
It could not work on large systems when there are pumps far away that break the headlift, like with water tower concepts.
yeah no one has come up with a standard trouble shooting method for them. And they really do work off black magic
Like, they're options sure, but I don't like giving people solutions that can't be logically worked.
Even direct feeding, which is what they were doing at the start, can work. I just don't recommend it
I think the difference is like throwing darts at an elevator button to get where you're going, or just pushing it with your finger
except at least you know what went wrong when you miss
I understand your point! Still, since the system follows some defined rules in the code, there has to be a reliable way.
So when it does not work, there is something in the setup that alters the situation.
maybe? even mcgal hasn't found the reason why the bottom pipe has priority though. Seems to be just an artifact of the way pipes have been set up
so it's not surprising there's weird exceptions that break it that are basically invisible
Well we don't know the internal system code, maybe it's a logical consequence of how the system works... it might not have to be defined explicitely but implicitly.
could be how junctions are set up to output too? shrug
like, if you can create a standard operating procedure of debugging seeminglyg perfect VIPs that are actually non functional? document the crap out of it and show it to mcgal
but in my time here all I've seen is basically 'poke at it and rebuild parts until it works'
which is an option mind you. Lots of people are willing to do that
I havn't seen non-functional examples yet, I am not so active here, maybe a thorough examination of a systematic collection of those issues could give the break through. Is there a collection of such non-functional savegames?
nah, you'd probably find a few in threads in the qna posts, no actual save games. And... if you're willing to scroll through mountains of comments, lots in this channel.
but people having problems with VIPs is pretty common
not as common as problems with direct feeds, but common
I mean the 'poke at it and rebuild parts until it works' recommendation is not really better than me posting videos of VIPs that work(ed) 😅
VIPs are on the more reliable side of waste fluid management. But not nearly as reliable as keepign them split
yeah and some people just have a method and pattern of puting down pipes where they never have issues with VIPS
where as I've built things like this taht run perfectly and I've had issues with them
I think the VIPs in mcgals guide are also more complex than needed and moreover they don't mention that the headlift of the remaining system also plays a role (if I remember correctly). So just slapping a VIP does not work if you have some pumps around in other parts.
I've never read up on them that deep tbh, I do other wonky things like bottom feeding that just require a much higher level of reliability.
I never had issues with pipes myself that I could not solve, it was usually an issue with a combination of verticality, headlift, and pressure (which pumps also apply as the guide tells), but I have to admit that they are complex and need a lot of time to understand to some extent.
But in my opinion, "black magic" is not actually happening because the code contains a clear set of rules. That set of rules is not phyiscally accurate completely, yes, this is why people think it is black magic, but actually, there always has to be a reason for why something happens. Or it's a bug. But I believe most bugs of the pipeline system have been fixed.
okay thanks you all but iv giot a bigger problrm. i dont have enough electricity LOL
haha, that's an entirely different issue 
I suppose? but when there's invisible code you can't reliably test it may as well be black magic 🙂
I get your point but I want to refuse to believe that it is black magic, there always must be a reason why a computer calculates something like it does. And I don't think the pipe system is based on a random number generator, so apart from floating point precision issues, there should always be a reason. And I think that there might be pipe systems that are simply so complex that we fail to find out that reason. For example, imagine a global water system with a single water tower at the highest position so that no pumps are needed anywhere. I believe in such a system VIPs might not work reliable when they are slapped down. But the reason could be the total head lift overriding each other head lift from the high water tower, which is why no other pumps are needed. You see my point? There is a reason, but the system is too complexly built to find it out anymore. It was just an example.
@teal river see this ? if I fed it 120 ore , 30 per smelter, it would self balance
the first machine will fill up first sure, but the over flow would go to the next ones
all you need is enough items on the belt and a fast enough belt
@teal river are you looking ?
this is my current setup
ok see this ?
ye
you have smelters making 180 and 285 ingots right?
how much one makes?
well with the base recipe you feed 180 ore into smelters
my belts cant carry 465 items per min
you can have more than 1 belt
the arrow doesn't represent belt
it represents logistic flow, it can be a belt, multiple belts, a train, a drone, 5 trucks, 27 people running around carrying things, ...
ok well i have the furnaces what next
how much does one smelter make?
30/min
how many smelters making 30/min do you need to have 180/min for iron plates?
6?
see, it's that easy 🙂
so you merge 6 smelters to go to iron plates, merge rest to go to rods
so i need to find 2 more iron nodes
(you can use multiple belts, don't need to merge them to one belt)
well you need nodes to make 465/min in total
(you can also reduce the amount per min you're making in that plan if it makes it simpler for you , those were just example numbers I plugged in)
ive got 10 miners for this
for example, since you need 6 smelters to go to 6 constructors, you could also build them 1:1 right next to each other
you can overclock
belts
no, miners
if one miner makes 30/min, you can definitely overclock it to 60/min
I mean, you can also just plan for different amount like Cobalt said
i might as well just afk my super slow current farm overnight at this point
that's not a good habbit tbh
(also Satisfactory doesn't have farming)
sure, but why call it farm then?
because i dont only play this game and in other games factories can be referred to as farms
no factory game I've played refers to factories as farms
its the same thing dawg
it kinda isn't 🤷
iron factory could be an iron farm
factory:
a building or group of buildings where goods are manufactured or assembled chiefly by machine
farm:
an area of land and its buildings, used for growing crops and rearing animals
also like all "factories" are referred to as farms in minecraft which is what i primarily play and is extremely similar to this game for sure
and does it even matter bro
minecraft refers to them as "farms", because you're growing things 🤷
you're "farming" wood and animals and crops
ah yes my gold farm yeah
yeah my iron farm yeah
I am farming lizzard doggos.
in that case you're "farming" mobs
i can call it whatever i want
you can, but it's generally better to call things properly, especially for people that don't speak english as a first language or don't speak it at all and use a translator
first focus on automating all the b asic parts 🙂
Project Assembly farm required.
yeah i have automated everything except steel
well i gtg for a bit so be back later
i have made 1 steelfarm that produces almost 600 ingots per minute. i gotta say if i knew things that i know now it would be much easier
yeah but ur prob super late game
It's a natural process of learning things and rebuilding with new and better knowledge. Mistakes are there to be made to learn from them. It's fine
really!
It's impossible to use the best method right from the start. Especially because everyone defines "best method" differently.
generally I recommend to not rebuild, keep old factories and make new ones
I didn't mean to say rebuild existing factories, I meant to say new factories that are build again (re-build, as in build similar factory again).
But yes, definition issue. And language barrier.
well "rebuild" usually means "tear down and build new again", I don't think I've ever heard it in context of "build the same thing again"
(tho it may be just me)
I also meant it in the context of a new savegame but I guess it's a language thing as I meant "build new" without tearing down existing stuff that works.
Like a remake also doesn't tear down the original game. It's built new with new knowledge and tech.
Although sometimes you actually have to rebuild in the means of tearing down, because it doesn't work as intended.
So, please interpret it the way you need it, what I said above!
Hey guys, i built a tower as a central hub for hypertubes... do you guys have any advice/tips to be able to build them at high height easily ?
hover pack?
or remove the foundations after you're done
For long distance probably need to put support too... i don't see any other option than putting foundation+wall+wall hole ....
To do something "clean"
seems reasonable.
a good rule of thumb with architecture in this game : if you see something cool? there were probably 3x as many objects built as there exists currently
Btw I am using hypertubes canon methode (stacking entrance etc...) do you know if it works if i do the same at the exit ?
eh since it's basically a bug, who knows what "works" and what doesn't
I thought it was "officially" introduced again after that "bug" was fixed in UE5?
Is it really a bug ? it seems just like gaining momentum with multiple entrance...
which is a bug
it was caused by UE4 miscalculation or something, and they manually reimplemented it to U8/1.0 because people cried they wanted they OP transportation method back
is kinda pointless now with travel being reduced to one-time going somewhere to build a factory and in lategame portals
Lategame portals ?
yeah
It still can help to boost hypertube travel speed, but it's right what you say.
yeah which is why I wanted them to remove canons and replace them with hypertube boosters
Oh never heard of that idea, I like it!
which would be basically a pipe pump put on hypertubes
but you couldn't stack them to get more
yeah pretty much just what greeny has said 🙂
Is there a QA post that I can upvote?
doesn't each joint along a hyper tube give you a little boost?
yeah but its so small
have a number of them 😛
in the idea I've suggested, hypertubes would go at constant speed
It caps out
It's faster to slide jump with biofuel in most cases than to use hypertubes.
I didn't make QA post since they reintroduced the "bug" so I assumed they want to keep it that way 🤷
I see
(also most people are against removing the "fun and super OP canons")
I guess it's always "fun above balance" for most people
I think that using hypertube canon in both entrance/exit will get you stuck on the first support from the other side
And i just seen that there was potal lategame (which imho is great)
I think something like a hypertube booster would lead to me using hypertubes more, because I find the cannon built quite big and a bit fiddly to get the right amount of entrances and not so vanilla nice. I never used them after having tried them once but I would use hypertube boosters if they were a thing!
And that doesn't mean to remove hypertube cannons for those who want them.
Yeah it takes a lot of space
unfortunately you're like one of a 100 that thinks that way, most people don't like the idea of removing the OP thing
This is why I would give you my upvote. But again, the cannon doesn't need to be removed. It would simply be an "alternative recipe" for the "same thing".
And the game is full of alternative transport methods and build ways.
In my opinion, it would be great.
the problem is that my solution makes entrances not give you a boost but instead a set speed, which would invalidate cannons
Wouldn't it also work that the hypertube booster simply adds to already existing speed if below a certain threshold? You don't alter the existing system but the booster checks if you are below a certain travel speed and adds to that if you are and does nothing if you are above. This way you could plant the boosters where you are becoming slower, like on vertical sections. The speed might not be completely constant, but trains also don't have a constant speed, it would not really not fit...
that would once again only accelerate you back up to that set speed limit
and i think thats also kinda the point of what greeny ment with "boosters"
hypertubes make you naturally lose speed, adding boosters to the current system would only accelerate you back to some set max speed, either all in one go or by a small amount
Yeah but that would be really nice, there could be two or three Mk of boosters for different tiers until portals are there and they could speed up the travel for hypertubes, especially because they loose speed and that sometimes makes them slow in comparison to other travel methods. I know the world loading has it's difficulties but the speed doesn't need to be extreme and I think people accept a bit of stuttering here with fast travel. They do with hypertube cannons.
Moreover, hypertube cannons could still work for those who don't want to use the boosters and they suffer from the same issues.
in my suggestions tubes would keep constant speed
(but could be done even with variable speed, though I don't like that idea much)
and my guess is the devs dont wanna add 3 tiers of some object because they want them to be visually distinct and that seems not very worth it for this system
see e.g. #satisfactory message
and also of course "more objects to manage"
Alternatively, there could also be a booster setting like with valves, but I don't know if this feels good.
I just think the hypertubes are a bit below their possible impact that they could have, if there would be junctions and/or boosters.
is this only my problem or is it common? all of my machines combined need 585m3 of water. my pumps generate exacly this much but sometimes my pumps just stop working beacuse there is no room for more?
Mk 2 Pipes require a bit of special care when you work near the limit
sometimes it works well, sometimes not.
Your case seems to be one where extra work is required
Ok i did find a way to make hypertube canon works both ways
I would just clock your extractors to produce 600 and overproduce for a bit until all your pipes and machine buffers are completely full
they are and extractors just shut down even tho they make perfectly as much as its needed
Ah, so the extractors buffers are backing up causing them to occasionally go idle?
thats what they wrote
the extractors (pumps, wrong word choice but anyway) go idle because they cant put more in the pipe
yeah
can you post images of the pipes and junctions near your machines?
not from the menus, just from the outside
Hypertubes have acceleration while you are traveling in them but is a slow ramp up.
A hypertube loop cannon would allow you to travel insanely fast with just 30 MW. The design uses the possibility of moving slightly left or right while exiting the hypertubes to keep yourself in the acceleration loop until you decide to be launched to the hypertube line
You are right, the loops are a bit wonky sometimes I think because they depend on the FPS if I remember correctly. But you are right.
Still it feels like a "workaround" for a hyperloop booster. 
shouldl i use turbofuel for drones or just make batteries
whats more oil efficient
am i did it right? under the 13.75 sign is the 13th ref, which processes 100% of the left input. the remnants of the left input (overflow) go further, to the 14th ref, which is fed from the lower input. the lower input also goes along 13 refs and then the same construction
I prefer to look at it like mad science that ADA would disapprove lol
so is this saying that using turbofuel is more oil efficient for purely raw MJ value?
wondering if the +7 m/s is worth
is it possible to calculate how far one unit of drone fuel goes
!wikisearch drone
Batteries stack are bigger, theoretically you could plan for longer paths.
In the end, how fast it goes will be important depending on the production of items you are transporting, slower path could mean more stacks need to be transported per trip to maintain your throughput
You could also build batteries using the normal recipe and avoid oil completely and also use less sulfur
Packaged rocket fuel is also good for drones. Same top speed as batteries
quick question about pipes. if I use the MK2 pipes instead of MK1 on a system that would only be transporting like 325m^3 Will that be fine or am I better splitting it up and using smaller pipes
Side note. I hate Fluids.
Its fine, will fluctuate a lot tho
So while it transports 325, you will see waves of 600/min followed by waves of like 20/min
90% of pipe flow tends to flucguate up and down and move around an "average value"
Just be careful with how you organize your pipes.
Feeding machinea from below (every single pipe that goes into a machine goes upwards into them) is a lot trickier than anything else
| did learn this lesson the hard way. now I pipe all my fluids to the top of my structure and pipe it down from there
Pre filling the pipes all the way helps eliminate the majority of the issues you might see, but yeah the flow rate will not stay constant at 325 if you watch it for a bit
should I sink reinforced plates? I've only barely just reached phase 2 and I have a pretty good reinforced plate/rotor factory
they're not really limited, the only limit is your capacity to make them
so yes
but I'm sure you'll turn those rips into something else
is there a quicker way to change the material of my factory? im trying to replace the foundations with concrete
man i've never been more frustrated with fluids xD so in my aluminum setup i have 3 refineries producing 600 aluminum scrap and 200 water each (water being the important part) so thats producing 600 total water per minute, right. so i then have 2 refineries taking in 500 water each (so 1000 water per min) so there's only a difference of 400 water/min. so i have two nearby water pumps adding into that line making a total input of 1000 water to match with what it needs. The problem is this setup keeps overflowing and the water backs up, i have a buffer attached to the system and the buffer just fills up so it mush be making more water than it's consuming and the numbers say it shouldn't be lmao
press "x"
separate fresh and byproduct water
or go to your build menu and at the top you should see "customizer"
(also don't use buffers)
the buffer was mainly to test if it just fluxuated at all or if it was actually over producing
this is basically the setup im trying to make work
things are overclocked tho so it's much less of each of those buildings
have separate refineries that take the extractor water and separate refineries that take the byproduct water
no, never ever use valves
unless you 100% know what you're doing
Is there any way or trick to tell a machine to not load a full stack of the input items? and only load the amount needed, or some other threshold. to stop a machine from loading 200 items while the other machines are idling and not working
given enough time and enough items I know it will balance out. but working on like phase 4 / phase 5 project parts where input items are scarce, but want to maximize speed with as many machines
no, im asking if theres a way to paint multiple things at the same time
Do I need to have fuel on both sides of the drone port? I though I would only need it on one side, but just had a drone get stuck because no fuel at one port
No, those tricks dont exist.
The only thing you can do is load balance machines. But that requires a lot of work depending on the circumstance
One side is enough, as long as the other end does have fuel
i had this issue come up when i switched to 1.0
Resolved it once and then it kept working fine
does anyone know how to use a train that goes back and fort? So one pulling in one direction and one that pulls in the opposite?
Yeah, that just works like normal as long as the train stations are at the direction the train is going as it enters
It's still advisable to use dual tracks just as futureproofing the logistics network (trust me, adding a 2nd track after the fact is NOT fun, especially on aesthetic builds), but yeah locs on both sides of the train works fine
ok, thanks
why do I have a drone just flying off the edge of the map?
away from any of my factory and ports?
Just to confirm, the packaged fuel when unpackaged does not consume the containers right? I can just feed those directly back into the system?
Yes, people often re-use containers for diluted packaged fuel, for example.
Can the fresh and recycled water be combined by packaging it, merging the belts, and then unpackaging? Unnecessarily complicated, but possible, right?
You still have the same problem if the recycled water backs up it will jam the whole system. The jam will just be in the packager instead of the refinery in that case
zipline or hypertube
hypertube cannon if it's far.
alright, how do I zipline without smashing my face into the power pole
I have outlets but only inside factories
easiest way, is to use the power towers.
most effective way of doing that.
longest cable distance on wires and works for zip line seamlessly
Like so.
just rotate the towers so that you have a straight path and not smack into them 😄
[]-----------------[] good
[]---------------= bad
[]_____________[] better 😉
You can 100% mix (fluids) waste and fresh water with no byproduct backing up in machines. Junction behavior. Higher inputs have priority in and lower ones have priority out
so i need to put it on 3.2308% clock speed? bruh
why 652?
1631/2.5=652.4 so i need 653 refiners. last refinery is 3.2308% speed
oh, it was wrong calculated. i need to put it 6% clock
Or, take the last refinery that's at 250%, and break it into two refineries, each at 128%. That gets you your final 250+6%.
It looks fairly correct after over an hour of telling chat GPT it is showing very wrong numbers. ai kids these days. Yeesh
Nope. way off for consumption rate
don't use AI for this lol
wiki has all the info
the speed and energy content comes from that site. The rest I could not see
this doesn't look right either
Ah thanks
why is TF being used almost 3x as much as reg fuel
when it has 3x the energy content?
rest are weird, since drones do not consume "items/min"
MechYarg's video: https://www.youtube.com/watch?v=QH2jF52eRwM
Please check it out and leave a like :)
Save game: https://drive.proton.me/urls/VWG12AQN1W#IJoR0tij5Dan
Time stamps:
0:00 The Setup + Explanation
3:21 Liftoff
5:53 Transfer Speed Comparison
7:40 Round Trip Time Comparison
FAQ:
Q: Why are the drone ports set up in a straight line ra...
That is where the other info comes from. in the comments
Is distance but that was his results
Yeah. I need a list to compare each of them though
Even if representative close enough
It doesn't have consumption amount though
A list of item amount against each other is way easier to compare
item amount?
as in how many of each item type do I need for the same distance
that depends on a lot of things
It has been wrong many times. Quite possibly
wiki literally says this
Drones will use different fuels at different rates depending on their path, the given fuel's energy value, and the speed of the drone, which also varies based on fuel type.
exactly
how does the path appear in your table?
how do you differentiate between drones taking different paths?
when comparing any 1 given path
because the value you're trying to get is not possible to calculate without asking about concrete journey
it can use more/less per minute depending on path shape or speed it takes, etc.
for eg 5 TF = 1 ionized fuel. a list in that format
for that you can just compare the MJs
it has twice as much MJs? it's twice as good
a list for easy comparison
what is easier than "bigger number better" lol
So I can easily look at it and go well I need way more of that but the time might be less
And know what kind of amount I need to make of each
you wouldn't know until the drone makes the journey
same as you don't know how much a truck route uses until you do the journey
True. A table or tables with set distances works great
The youtube one was a long distance
it's not just about distance, it's about path
drones try to go around obstacles and such
Change fuel type but same path
Not many factors changing. That wouldn't be comparable when looking a table
you have a table on wiki that has all info you need to compare
no idea why you want to make up parameters and compare them, especially if you're gonna generate them using AI (which is notoriously bad with numbers)
can you easily compare consumption rate when looking at it
yes
I don't want to math every MJ against each other every time and try to remember. That is why a table
then make excel table, it takes way less time and will be actually correct
I doubt it. It finds more info than me after poking it enough. Haha
The info still comes from the same sources. Manual making it is just slower
Unless they have explicitly said the burn mechanics of each fuel type then I won't have 100% accurate info
Ah nice. Thanks
that's irrelevant for the comparison
because it will be the same for each fuel, you always need X MJ to do something
That is right. What I said earlier
no, you were talking about consumption per minute
As well, yes. I want to know that to fo r production
yeah but for that you need to build the route and see what the game tells you
And just being able to say. Well That amount of that item vs another amount of another. To compare what more I have spare of. Many things like that
A table with such things even close enough is useful in many ways. Ideally exact but maybe not possible
yeah if you want per minute rates, you can't get them with anything other than asking devs how exactly does the calculation work
which is just another reason why you shouldn't trust AI with anything
It is either in the patch notes or not
no it's not in patch notes
My point. Can't be exact
so... why do you want it if you can't get the value
AI is bad but also not hard to know if it is right or wrong
"many reasons" many sharred
why use something that is bad and not trusted?
I spent 1 minute and gave you exact values to compare
I literally used those numbers then you sharred after. If you don't get why then that is ok
chatGPT in the math and meta channel. My goodness
It is pretty bad
... I would never trust ai for math due to how often it can hallucinate.
If I prvide the info it is fine. Otherwise it is always being stoopid
I got a table now made that I can look at and get an idea of all things relating to drones
The numbers do check out fine
does someone know how to make it so when you fill up a container the excess just goes into a awsome sink?
Easiest way is to use smart splitter overflow
Please stop posting the same question in multiple channels
I already answered you in main
The main thing is to do ====[^ Container > Overflow] ===== [^Next container > Overflow] ==(repeat as many times you have containers or items you need to sort) ==== Awesome Sink
... I now see his question in other channel
Yeah, that's not cool.
Apparently taking more than 30s to get an answer wasn’t good enough
Anyway.... just got my 50 encased beams and 9 motors per minute factories done.
Big upgrade, though power's an issue now. haha.
The ciiircle of life satisfactory
Yeah... and those two said factories are producing crap for my upcoming fuel gen
I could do turbofuel to start with for my fuel power
though I'm capped by the belt speed.
Diluted fuel is also a good option if you have one of those alts unlocked. There’s a recipe at tier5 (packaged) and another at tier7 (requires blenders)
All praise packaged diluted fuel 
That's literally what I plan to set up.
This is my plan for the refinery, The only question is the turbofuel. I have mk 4 belts for max and that's my hard cap for what I can produce for pet coke
Reminder that fuel gens produce the same amount of power regardless of the fuel used (250MW at 100% clock)
Yep, at the expense of coal and sulfur and placing a lot more generators
I skipped over turbo fuel and went straight to nitro rocket fuel
Simpler to tap 600 oil and get 20k from normal fuel than to transport enough sulfur and coal
But... If you want turbo and you enjoy the logistics challenges, go for it
Running into something very odd on my Reinforced Plates Despite having materials and output buffers being cleared I occasionally catch the machines idling for no reason I can understand.
Weird, have you tried rebuilding?
Yeah let me try real quick
hoverpack
To be fair, going for normal fuel would allow for more rubber/plastic output too anyway
Not sure I understand?
you're wearing a hoverpack. rare bug where it stutters machines on connecting to a grid
Oh okay, Haven't noticed it with other machines yet but that would explain it,
yeah afaik no one has come up with the exact hardware/software situation where it can happen. I've got more than 3k hours in and never experienced it myself
so congrats on being part of a rather exclusive club 😛
Guess I'll just clock the assemblers to 100% to account for the loss then lol
don't bother. It's a nothing bug
unless you're doing weird sushi load balancing stuff, where you'll need to create something like a faraday cage around your machines
and it won't happen when you're not around
Okay then nothing to worry about then.
pretty much. Almost no one builds in a way where this bug will affect it.
IIRC it only happens if you have more than one power grid and the hoverpack switches grids
Hmmm so maybe if I get rid of the power switch. to the factory and just have it connected to one grid
I think I remember something about switches making it more likely
but not impossible for it to happen switchless
That seemed to fixed all of it! I noticed it was happening to all the factory branches and yeeting the power switches helped a bit
Still a little early to tell for sure but reinforced plates are running at 100% now
How many modular frames should I make per min if I'm in the steel production phase
I need to expand my factory so I can make heavy modular frames but I probably need a lot of modular frames anyway right?
there's no set amount. plan for however many you need for your heavy mods
this is one of the reasons why I just mush together all my parts and over produce everything. Don't have to think about how much of things while going up the tiers
Yeah I guess
I'm going to use the modular frames recipe with reinforced plates and steel pipes because I made my steel factory way too big and I don't want to keep building more and more storages
But I'm looking at making 10 heavy modular frames per minute, so I need 50 modular frames to do that 💀
And then I can also sloop the assembler bc I have extra power
eh, if you want. not like iron is rare
Iron and limestone are really common, I like to use alt recipies to boost iron output with the limestone then use alt recipies to make motors purely from iron.
So according to the amoount of Gens I have running I should produce 3450MW but what does the Capacity mean? It is @ 3540MW
thats from your biomass burner
Oh I see, how ever did you know that/ LOL
multiples of 30, and also I think they're the only things that makes capacity <> production
Thank you, I did still have 3 biomass burners connected to the line. Thank you
rare? i get it like every single time i connect to a power grid
you must either build in a way that brings it on or have a the hardware/software that helps trigger it
most people never see it
yayy i get to be special✨️✨️🥳
i mean, i build withpriority switches, but every time i go to a diffirent part of the factory that isnt seperated by a power switch only by poles it just puts the entire factory on idle for like 10 seconds
on places such as my iron plant its not a big deal but nuclear is going to get messed up by that
and tbh i doubt its my hardware, im running the same as quite a few people here n they dont have that glitch
small differences are probably where it's at
love that
that does explain why my power grid crashed every time i got near my fuel plant
it shouldn't be so unstable that a flicker crashes it :\
it shut down all the refineries making fuel for long enough that the last in the loop lost fuel too fast
this was before i rebuilt the entire thing to use turbofuel and pipe loops
so it was all on a manifold
and at that point my plant was small enough that 4 of 5 not working generators blew the fuse on the grid
iirc it should only stutter machiens for the minimal time so ... less than a second ? I think? Flood your whole fluid system though
though i gotta admit, it was not a very good power plant😂
turn down a few fuel gens so the whole thing floods and you won't have that issue. It's good for testing pipes too
it was hororribly set up with only base recipies
even coal gens would've worked better than that plant XD
ah well, most people's first times are pretty terrible 🙂
sleep time for me though! gn!
tootles👋
Just build a basic amount of modular frames (what you need then and there)
When you make heavy modular frames just make more modular frames on the HMF floor/factory as part of the HMF recipe
I just recently made a Coal Powered Generator that has 600mw, is that enough for my automations? I'm still at Phase 1
as in, how long will it last you? highly dependent on your personal playstyle
Heavily depends on how much you build
Build more power when you need it and things will go smoothly
For most things, you only need to build what you need right now. You'll get alternate recipes, better belts, and better miners as you progress and then you'll be able to make things differently (perhaps more efficiently/easier), which should line up with when you actually need more.
But also mod frames are a pretty low level item and it's best to not ship them around.
@safe siren it is heavily recommended to not use valves and not load-balance pipes (as you did in #screenshots )
oh why ?
valves usually break things and fluids in general should be built as simple as possible
see also #math-and-meta message
Planning to make a single railway to connect factories throughout the world with 2 lanes for 2 directions(blue\red) and run multiple(or even many) trains on it. For stations(yellow) I think of making elevated turnaround(black), is this the correct way of thinking to pull off such project?
Green are the block signs
I'd put the station away from mainline
damn that unlocky
You only have to consider the fact that trains compute the shortest path from A to B directly, so when your train station C is within the shortest path between A and B and you have a bypass construction, trains won't take it since the bypass is a longer route. As such, trains will drive through the station C and if a train is loading/unload there, the remaining trains will wait and still not take the bypass. There is no dynamic rerouting once a path has been determined. So when you put the train stations away from the mainline, the way through the train station between A to B is longer than not through the train station and so trains waiting in C won't block trains from driving from A to B.
Did that make sense to you? TL;DR: make train stations the bypass and you will have less issues overall.
Yea, I understood that train stations shouldn't be on the mainline
So when your train station is above the main line, it should also work. Simply not within it.
I still like the idea of elevated bypass in both directions though, will it work like I assume it would?
If I place it on the mainline near the stations
Do you mean the train station is elevated? So vertically above the main line? That would work because the way through the train station is longer than the way without.
A train that wants to your train station will drive above to it, no issue. And trains that want from A to B drive below the train station and not through it.
I see, thanks for the help
Just make sure your elevated rail isn't too close to the main rail, leave enough vertical space that collisions don't happen, and be careful about verticality and path signals
This is the design that I usually use, the main line is below and the train station is besides the main line. If the train station is above the main line, it also works.
Here with orange path signals and green block signals, if I remember correctly. 
That’s the “split t-junction” version. I like the version with a single t-junction intersecting the mainline.
You mean with a loop at the end of the train station? I also did that occasionally, yes.
Depends on the location.
Broadly very similar. Have to play around with station designs to find what each person prefers.
Certainly. I just wanted to give a working example on the "put away from mainline" concept with the path through the station being longer. There are tons of possible ways!
Yea, rail topology is an interesting topic. I find it cool that all single headed train setups have the train driving in a loop.
I guess it was deduced from the pathfinding concepts. If the trains would use bypass constructions and dynamically reroute based on traffic estimations, we would probably design the rail network more openly minded 😅
i love that everyone just puts their trains on the right hand side on double tracked rail systems XD
Yeah because it works best with two foundations and the train signals not clipping 
pfft, left-hand drive Brit here
i had to bully my friend into using right hand side rail systems as well XD
Hehe. Don't you think it's the "right" way that trains drive on the "right" lane?
oh ew hell nah, right side driving all the way
It's in the description.
Does anyone have a list of which fuels for drones work in which ways?
wiki has
Ok, can I get a link?
just fyi, brits have right hand driving... but left hand traffic 🙂
@ashen mauve ^
Does water and packaged water take up the same amount of train space?
yes and no
fluid car can only carry half of what packaged car can, but if you're doing packages, you also have to have another car for return trip for the packages (or sink them and waste resources), so it's practically equal
however for nitrogen gas, the compression rate is 4:1, so there packaged trains are "better" in the sense of capacity
Cool. Thanks. That's also interesting
I might do the packaged thing for my reactors which are in a tall building. belt up and down cycle
To avoid a lot of pumps
My train to the building probably will stay as water or be changed to pipes across the land
The piping I have done needs redoing since I would like 600 of water going to each reactor for full overclock
Ty
ackshually I believe you're meant to drive with both hands
I think he meant that you sit in the right side of the car, but don't drive on the right side. 
And yes, fully aggree, both hands driving of course. Like with trains in Satisfactory, one hand for the direction and acceleration, the other for viewing around. 
as long as you arent looking straight ahead i agree. Life is like a box of chocolates ... You never quite know when your gonna cause a catastrophic traincrash
I just learned that what I wrote above with the shortest path is not completely true: https://satisfactory.wiki.gg/wiki/Electric_Locomotive#Pathfinding
Each station gives a penalty of 100 meters, so bypass constructions do work up to some extent. The train does not take the shortest path in case a train station is between and a bypass exists, which is shorter than 100 m in comparison to the train station. An example is shown in the newest video from TotalXclipse on YouTube, great knowledge, I am amazed that I did miss that!
Nevertheless, it's still recommended to avoid having train stations on the main line, because the 100 meter penalty is difficult to handle in practice and by having the train station aside from the main line, the pathfinding issue is nonexistent.
yeah, there's two terms:
LHD (left-hand driving) - driver sits on left side of vehicle, traffic is on right side of road
LHT (left-hand traffic) - driver sits on right side of vehicle, traffic is on left side of road
those two get often confused 🙂
Except in cases where a LHD vehicle is in a LHT situation. Or the other way round. Like with imported vehicles or when you take your vehicle to another country with opposite traffic directions.
I mean, then your definitions need elaboration.
well yeah
As @amber umbra said, I think the station's rails coming together to simplify intersections is the better route
... Will this work? I dont want the two pipes to connect to to each other. But I'm worried that the junction crosses will do so anyway.
Junctions cannot connect to junctions without pipe in the middle
ok, phew.
do you think I need a pump for the purple pipes? it's more or less returning to it's original height on the exit, Directly into refineries.
exit point
if its going below, no pump needed, but if any spot goes higher than refinery, then it needs a pump
(Residue made in purple exported to white/orange for diluted packaged fuel)
So, should be ok?
Try it and see. Bottom feeding can be tricky but since it’s otherwise all the same elevation it might work
Yeah, at least I'm not uh..... pumping it to another floor.
I'm curious, is there a maximum distance that fluids can go through pipes before flow rate becomes an issue?
Or is that only a concern with headlift?
No linit for horizontal travel nor any falloff for flow rate
Only have to worry about head lift
Can you imagine if the pipes had some kind of internal friction coefficient in the simulation. Yikes
that would be awful to calculate everything
You'll find out
Hi everyone, I am trying to use Satisfactory as a focus on a math paper in regards to calculus. To my knowledge, the function for the rate of a production for a machine is linear while its power consumption is quadratic. (ex. 100% vs 200% production vs power consumption). Thus, does anyone know the function for power consumption for the smelter or constructor? Or at least where I should start looking?
the wiki will have all that
gotcha
what are you actually trying with this paper btw? because most of the game is fairly standard and linear. There's really only clocking that mechanically uses it.
Yes. Given that I can overclock, I am trying to see if I can calculate some optimal clock setting for a miner, smelter, and constructor. Cus the production rate is linear but power consumption is a non-linear function.
Maximizing production while minimizing power draw
oh, I mean if you're purely going for power draw 10,000 machines clocked at 0.01%
there's no extra costs to belting or having more cables so the more machines the more you underclock
you'll want to do something like conserving power while also accomplishing X as for only power conservation the answer will be 'the minimum you can clock every machine x number of machines you'll need'
when troubleshooting pump lift, if the top is showing flow rate of 300 that means I'm set right?
with the somersloops doubling output of machines, what is the new maximum nuclear power setup possible? Best i got is 37.8 Plutonium, 50.4 Uranium and 188.54 Ficsonium with doubled SAM, Quartz and Bauxite (assuming there are enough Somersloops)
I don't believe there are enough
SAM Doubling only needs 34 sloops
sure? but each manufacturer needs 4. That adds up FAST
lets say hypothetically there is an infinite number of somersloop, what's the maximum number of rubber/plastic you can make witb recycled recipes
figure out what the base is and then double each step
i'm sure it won't be that much
with only doubling SAM youd get 167 ficsonium but only using 88% of plutonium waste
I hope that was sarcasm
Hey guys, just to be sure, if a train station segment is set to load, when a freighter is passing by, even if there is items in his stock, it won't unload right ?
'twas
So, I have a row of fuel gens lined up like so, two rows of 20 fuel gens each for a total of 40. I can power 30 gens on one pipeline then 10 on the other. I'm wondering what's better, do a J / U shape pipeline for the 30 gens and fill in the remaining 10 from the same entry point to keep the input direction the same?
do 2 pipes.
if at all possible do not merge fluid manifolds
do 20 and 20. OR OC a bunch of stuff
This is more what I was thinking,
(once pipe on the right hits 10 gens that is.)
well you also want to loop your feed pipes , like so
seriously though, keep your pipes as simple as you can. Good rule of thumb for all piping.
coal power is baby fluids. It's extremely resilient to bullshit
everything past coal? not so much
manages back flow in the input manifold
you don't always need it, but you very very often do and ime it's simpler designing with it from the start
Sounds like I'm redoing the fuel output to equal 400 exactly to make this more streamlined then.
shorter manifolds are also more stable as a general rule
think of fluid systems like a jenga tower
there are moves that are more stable
there are moves that are less stable
enough less stable moves and it'll fall over
regarding loops, do you do that both at the generator and output? Because I see that's the refinery output?
that's the input, only the inputs need the loops
you very often needs this past every step past fresh water and oil. Those inputs often don't need loops
speaking of which, should I loop heavy oil residue?
I'd have ot see the set up. Very short manifolds often don't need it
But it'll never hurt to loop it
i ended up looping the oil because the extractor keep backlogging
this is the input section of the heavy oil residue,
well you could loop your generators, flood the whoile system by down clocking the gens until full, then let it run and see? it might not. But my guess is that it probably will
you'll want ot flood your system anyway so it'll show you if there's a flow issue or not
help help help help
I have 9 assemblers that make 100 iron plates p/m each
but I need to balance that into 10 assemblers to make reinforced plating
how in the world can this be done
do I just merge and then use smart splitters?
Assemblers producing ingots? Is this an alt recipie?
yeah the alt with plastic
oh wait oops]
I used the alt with copper + iron ore to make the ingots and then the plastic + ingots recipe to make the plates
I meant to say I have 900 iron plates p/m
but I can't just make each assembler use 100 plates p/m because then each assembler will also use 277.7777778 screws p/m
I could just use the base recipe for reinforced plating but then I would have 27 assemblers 💀
I'd be out here making the most walmart-shaped wide factory of all time
First off, you really should try using a tool to help plot out the math for the factory, it'll greatly help with what you are attempting to accomplish as well.
the math works out but I don't know how to distribute the load on belts
planners also help with that by giving a useful visual
Ok, you have two main options, Manifold or load balancing
OH WAIT I COULD USE AN INDUSTRIAL STORAGE
... for what?
the two outputs are basically like a splitter but with 960 output per minute
ISC aren't event splitters
so, then I could sort everything through there and branch it all out
it'll basically just be a manifold until one side fills up
if I use both outputs they can each have 480 moving out of each one
instead of my max of 480 total
storage container is just storage container, it wont really help with input / output in most cases.
why not just merge what you need on each belt by merging specific machines?
much simpler and actually works
The only time I view them as helpful is for quicker train input/extraction? But even then it's iffy. (outside of storing things)
well I have a hard job to do with splitting and merging otherwise
this would make the outputs balanced I think
you have perfect control of it. Just clock things
I can't without messing up a different input though
if they are fed with manifolds it's dead simple
if I wanted to make the number of plate assemblers and reinforced plate assemblers the same it would take more steel beams, which I don't have the production for atm
see? Black is the first step, then you clock the outputs and group them as needed on teh red belts
it's 9 into 10 though 😦

Like if you want to give me the numbers are in both steps I can take you through it if you want? do a little diagram?
left side outputs 900 plates p/m with 9 assemblers and right side uses 900 plates p/m with 10 assemblers
no I use instinct alone 
clock 9 assembers to 110% and feed them 1 to 1
I would need an extra 90 screws p/m and that would make the screw production weird
? it would use the same amount of parts just with 1 fewer machines
Yeah, he's just cutting out 1 assembler? Nothing else changes?
this setup also needs 250 screws p/m at each assembler and it would be simplest if each constructor could output just the screws it needs for one assembler
ok, have 10 assembers make the plates
otherwise I'd need to slug every constructor
under clock those to 90%
😦
I'm giving you the simplest options here
this is why you plan things out before building things.