#math-and-meta
1 messages · Page 263 of 1
yeah i deadass built a single window and thought it looked like a church and i had no other ideas in mind for this one
i mean they work they just sometimes feel really hard to debug
post water tower here and watch the salt
there are easy ways to have reliable pipes, if you like you can ask me to help with specific issues you have.
chat id like to hear some suggestions on how to make 1425 diamonds/m
I'm debating a speedrun. I'm between games. I enjoy my sleep. Do I start tonight or not?
you should debate it in just one channel
You mean you don’t speedrun every game?
spoke too soon
the junction works fine its just that i may have accidentally disconnected the oil pumps half a desert away
i'm rebooting the whole thing now thank god i didnt dismantle the old coal plant
and thats why you build priority power switches and dont postpone builing the control room for "later"
lesson learned
what i am doing wrong with this trail rails.. I get always (No exit point)
Purple is block
and dark red is path signal
remove all path signal and replace with block signal
in which scenario i should use
also send the full railway network
every block signal will gives signal to next block signal in the path, if theres no connected rail, it will say no exit
can u send me full network in 2d?
how?
is it 2 way rail? like a train going back and forth along the same line?
no, he can drive like this wait
this is the plan later i added to test with no exit point the 2 stations
I would guess either
a) you don't have an engine facing both ways
or
b) you don't have stations facing the right way
or
c) both
i have it all correct... idk what is wrong
show overhead shot of the stations and the train you are using
now i have this issue: wait images floow
use 2 rails, no need to overcomplicate things like this
don't put signals on bidirectional rails
just make it like this
also if its just 1 train, signals arent needed
later its more than one train
u dont want to add more trains with just 1 railway
i rebuild my fully map rn thats it but i hate the signals.. i dont undertstand it
no? its driving out
u wont face this problem if you just build normal railway network
it needs to arrive in the station direction
yeah but to come back it needs to face the other way
why this? i drive only in one direction? from one to other
2 engine needed if u want to go back and forth
because trains will repeat their instructions
train can only go one direction
i want from this to this first.
it needs to be able to return to destination.
otherwise the instructions are broken
ok ok
fixed thx but for what are path signals then here? i see a screenshot who other use path signals
in same what i build here
just use block. You don't need path signals
u hardly need path signals
because you can build great and functional rail system using only block
path signals is to do weird advanced things you don't need.
what you need here is just block
hm i want to build things like this: later
this just needs block
and here i need path so that is what i want to understand howw
bro here are user using path
ok? you can still do that with block
the biggest problem of following a tutorial is that people think anything else is wrong
hence why I don't recommend watching tutorials and rather learning the mechanics
is it path in, block out @wind spade ? I can never remember
it is "block everywhere, path only if you know what you're doing and need a lot of throughput" 😄
but yeah, path in block out is often said as a recommendation
so where i use path?
if you need multiple trains to enter same block but not share path
or if you need a train to not stop in next block
in this? nowhere ?
but where then? bro i ask where? i want to know
i found this. but how it is working with path and block here?
its soo hard to understand, when one in circle then path is block everywhere?
'path in block out'
its simple, add path signal everytime u enter junction, and add block signal whenever u exit the junction
(also, don't make roundabouts)
To back up what greeny said (and please correct me if this is wrong as I myself still bugger up the odd signal in some complicated junctions I've done and accept when green lights come on bwahaha)
When you understand the distinct difference between block and path signals, a round about has one major flaw that a simple T junction or x junction does not have.
Suppose using that image above, your train comes in on the western (left hand) side and wants to turn left. To do that, it crosses the path of the southern and eastern rail lines, so it reserves a 'path' inside the 'block' that won't allow trains to enter that intersect this path. (A path is like a line drawn from source to destination inside this block, a train may enter the same block (aka the round about) as long as it does not cross paths with this line.)
Because most round about designs are quite bulky, it stalls the trains on the southern and eastern rails for quite some time before completing the full left turn.
A crossroad design where tracks cross over one another, is the same principle as a roundabout with how to set up the signals, and is far smaller (and hence quicker) for trains to enter/exit, increasing its throughout potential whilst still behaving accordingly.
I won't say to not do round abouts as they are an elegant solution, but it can become far more congested if multiple trains need to make long turns occupying the whole round about. Idk just my opinion anyway haha
Boooo
yeah they are kinda scary how everyone uses them without thinking 😛
Mine are perfect and elegant and my trains run smoothly
why build a roundabout when you can just make a normal T/X junction
same space, more efficiency
Because they're prettier
hard disagree
I mean
train roundabouts are super unrealistic
It's subjective so your opinion doesn't matter in my world
they are bigger and less efficient. It's fine to like them but those are objective facts
Mine aren't bigger
generally people will never have enough trains to really care about the lack of efficiency
bigger than normal junctions
they can't be smaller than X junction, most often they are bigger
"most often" ??? All mine are exactly the same size.
and definitively bigger than my stacked junctions
same size as?
7 foundation diameter
So the post I just made are the facts, but both solutions work. I might actually try some research on how much traffic difference each method can cope with before one prevails king over the other!
T and X junctions are much smaller than that
That's huge!
you can fit X junction into like 7x7 foundation square
looks like even 6x6
the circled bit is the actual junction
I honestly don't know what I'm looking at here
this is smaller than any roundabout that you can build
just a T junction for this track
it's extremely compact and has a small footprint
That's a wildly different design
That looks impossible to path signal the inside, no?
actually the way stacked rail works is almost exactly like parallel track
you don't need path signals inside tho
it just uses vertical space
So four trains can show up and all turn right at the same time with no path signals here?
with just path singnals at entrances, yes
but compared to a roundabout, you can also have two opposite trains turning left at the same time
well yeah by "turn left" I mean "go through the junction so that it ends up exiting via the left track"
Regardless I find their design elegant and simple. I do not find it an eye sore. Cross junction look hideous the way all the rail overlap and clip
as long as you don't need the throughput 🤷
but they have worst throughput from all the junctions out there
Almost no one needs the throughput
if you have a lot of them, the effect stacks
I have 20 locomotives and I haven't ran into any throughout issues.
Yeah define a lot though? I'm not at it
(also depends how much they can prolong their journey)
Often there's no slowdown at all
if you have a train that takes 2 min roundtrip but only need a train every 4 minutes, obviously slowdowns won't matter to you
why doesn't this work? Everything is selected
need to input waste
do you guys think this would be a sufficient long term iron factory for all the basic stuff? (tossed in the iron rebar for my iron gun thing)
for basic needs or for future manufacturing too
if its just for personal thing and building
then 120/m of each is an overkill realy
30 is fine for it realy since most of the time you will not be using it, allowing it to back up in storage
but that ofc depends on how quickly u want to expand and stuff
mostly for personaly storage / crafting / building ect.
u will be fine
i make stuff i need like screws and pipes at the factories for other stuff anyway
this is going into a depot for me to just quickly grab them
u can prolly turn some of that production into more advanced items like mod frames and rotors, motors etc
i have seperate factories for those
well for rotors, frames, and reinforced plates so far, not one for motors yet
oh i forgot ill also be pumping everything extra after the storage is full into a sink, so 120/m of those going into my sink along with my excess rotors and frames ect
yea alot of that will be going into sink
120/min is overkill, just 20-30/min each is enough and store them into storage containers as buffer
and u dont use screw for building materials except awesome shop
well i was using the extra to pump into my sink
hey math guys, if i have a line of 180 items coming in, how many splitters / mergers do i need to make it so it turns into one 120 line and one 60 line
wait nvm
1 splitter, optionally 1 merger
yup. Or you just let it self-balance
well i have to send 60 in a different direction
personally I'd just do the split+merge like you said. But I know people like to evangelise manifolds and letting things solve themselves
any suggestions to improve this?
it'll still self balance with 1 splitter
if u wanna do screws the best way is from steel rod if u wanna save on iron and use a bit more coal
u can do copper ingots from caterium and copper mix aswell
personaly wouldnt do quickwire stators but i can see why u did that
also there is no need to automate automated wiring, unless u wanna sink project parts later on
honestly I can't really see what's going on in there
i think im too far into it to not automate the thing
if u wanna sink em thats valid
if u trynna just complete the project box feeding is way easier
also there is no need to automate automated wiring, unless u wanna sink project parts later on
Boo, all space elevator parts should be automated. Every single one is needed for later on, and they produce a lot of coupons.
Personally I find "making exactly enough for the elevator" to be a very lazy way. There's no reason to not fully automate it all. Nodes are infinite.
Yeah nut I’m not gonna rely on my shitty mk1 smart plating the whole game
5 s plate/min is enough to produce the final item in a 100% manu
In other words, one 100% manu of the alt recipe for smart plating (with plastic) is enough for the final item. Very, very easy math.
Kinda nuts that something so early can be setup for the end game
If I ever start a new save, I'll plan ahead and have a target final item/min and make each tiered piece in enough amounts that I only have to think about it once as early as possible
exactly, no reason to autoamte even
wait so automated wiring doesn’t need to be automated?
i can still remove it because i’m lazy
technically nothing needs to be automated
but space elevator items give a good chunk of sink points
thats true, but its also a valid strategy to just put some dedicated machienes down whenever you need a specific part for the lift and then just fill it manually
I usually just sloop the parts
Game is easy and casual enough, no reason to not go through the minimal amount of extra effort to automate spelevator parts
Just 1 splitter, no mergers if you want a more compact method, have one splitter with a mk1 conveyor, it’ll only take out 60 per min and then you have a 120 line coming out the other output!
@fallow vector Soooo I've come to the conclusion that the planet of Massage AB-b is a fake, not anything CSS has done, but in the world of Satisfactory it is.... unless its core is made of a SUPER dense element making the density incredibly high. I did the math and its weird to say the least... Buckle up. This photo is from the 1.0 trailer and it got me thinking after rewatching it recently... The red line is 7km long (Approx. given usage of the save editor/calculator site) and given the scale of the entire satisfactory map as the island in the middle, the planet is TINY. First hints were that the pioneer can run across it in mere minutes. Now also given that the gravity is almost exactly half that of earth, it being small is expected, but this is TINY... Its estimated circumference is 2200km. (For scale, Sweden from the most northern tip to the southern is about 1,572km) I calculated the gravity by conducting terminal velocity tests falling from 1km. Also with that information, I was able to estimate the thickness of the atmosphere to be around 7km, so its not only tiny and dense at the core, its also has a thin and dense atmosphere, much more than Earths. (Approx 7.4km to be exact). Also explains the need for the pioneer suit to protect against the immense atmospheric pressure. But with those calculations done, I could move on to how dense the planet is approximately. The estimated density of the planet would need to be approximately 50,130kg/m^3 to have half earths gravity given its size. This density is significantly higher than literally anything natural I have researched so far. Earth's average density about 5,500kg/m^3 for a reference. This absolutely proves that such a planet would have to be composed of unusually dense materials... so I've determined that the planet is non natural. The best thing I have settled on is that it was created and is artificial. Possibly created by a species that is so advanced, they can create worlds and possibly more. Would also explain the somersloops and mercer spheres being so unnatural as well. I ran my calculations myself then proofed them with an AI so I know the numbers are accurate. Also from that photo, the rocky desert appears to be true north. Still have yet to determine magnetic north. Also working on creating a function solar system simulation model that is true to the game and one that is true to how it would work if it were real. (because 45 minute days and 15 minute nights just dont work with both stars being 180 degrees from one another in the sky at all times) In conclusion, Massage 2AB-b has the surface area closest to the country of Mongolia.
or SAM is super dense
Thats a really good point. I wonder if there are any references to its weight. I know the trains have listed weights for full vs empty (11 ton vs 16ton) but its the same no matter what youre carrying.
there's many things that we don't have in our universe (e.g. caterium), so there's many unknown variables 🙂
Yeah its what makes it tough and worth the challenge XD As an electrical engineer, I do love a good math challenge.
i have a (maybe) new meta
T H E T I M E O F D A Y
so like i use skyUI and i like to pause time
but i found that there are four times i use
7:00, 12:00, 17:00 and 24:00
7:00 and 17:00 are very pretty but kinda dark
and then night (24:00) and day (12:00)
are just night and day
so 17:00 looks like this
and 7:00 looks like this
of course you have night (24:00 or 00:00)
and just daytime (12:00)
And fog is turned up at some times in some places
is the output distribution cool for my first factory? i wanted to build it in the east swamp area and that pretty much taps every node in that area for 250% mk2 miners
fuel/fabric/rubber/plastic
looks good but i have a question, is the fabric refinery always on and the excess gets sinked?
Needs recycled plastic/recycled rubber loop!
Depends on the needs but yeah it’s still funny that the best way to make plastic is by using rubber
in this case, the fabric i'm using for filters. and sinking excess. the plastic and rubber is currently just waste product being sent to another factory's machines to be added to the full recycle loop. (this fuel is used for a 20GW fuel power plant). i did these wacky ratios because i would've ran out of water to feed the residual rubber system
anybody knows how can i split 2 into 11?
merge -> manifold
i cant merge
two manifolds and merge last machine (or two manifolds of 6 machines, last underclocked to 50%)
how can i draw stuff here?
?
you have two inputs, so each input goes to 6 machines, but one of them is underclocked to 50%
paint
where
windows?
originaly i didnt wanna comment but u realy need alot of water for oil related stuff
Yuh
Residual rubber, diluted fuel, and recycled loop
Drinking enough water to irrigate the arizona desert
idk what possesed me to build my turbo fuel factory in the middle of the desert
i ended up skipping the diluted fuel step for the water and the limited sulfur nearby
damn right
I am sinking 1 ballistic warp drive /m among many other stuff like plutonium fuel rods, nuclear pasta, packaged ionized fuel.... how long do you think it will take to get 1k coupons? is it ni the hours time frame or more like DAYS?
DNA points might help
Sloop the remains and protein for 4x
Go on a lil killing spree
50 remains turn into 200 dna capsules that’s like 200k points
@plucky tusk don't worry, I don't like windows either 🙂
Sloop your BWD and then sink 2/min!
It might be a while. Just play the game.
IT IS ALREADY SLOOPED😭😭😭😭
Oh. Well, I managed to get my golden nut in phase 4.
make a Prime Splitter array. Split input as if you were doing 12 machines, then merge the twelfth output back into the original belt
less uptime than a manifold but still plan on using faster belts than you need to sort the materials out quicker
whats the site for this kind of planner?
it's a terrible program on steam. It's only popular because it's there and has terrible user interface and function
oh ok because it kinda looks good for the GUI
you have to do every bit manualy, you can't make a sweeping change that will just alter the whole chain
can't save and share links. It's just real bad
I think the only reason some peopel use it is because satisfactory tools has a small learning curve
Where should i place which signals? Block or Path can one help me there? i came from red arrow. can drive in each sttation
99.9% of setups only need block signals
for what path?
Path for junctions and Block for straits
every station must have a block signal at the entrance because path signals arent allowed to lead directly into stations
ok
the rest is pretty optional
such as rails? no, not really
no not that
Well for everything else theres Blueprint Designers Mk 1 to 3
need this 4x but i cant use blueprint builder. its not that good for it.
your only option is the blueprint designer
unless you try mods.
but even those wont help much
can i copy the current build into designer?
only by hand
i dont get the monitors so rotated again
no its not designed for copy-pasting stuff into it or for building it around existing stuff
kk
why not?
do the signs not save correctly?
did you rebind your keys?
no
usually H is for locking and nudging
well you can use nudge in the designer
oh ok
you can use all normal building tricks inside the designer too
ok
you can color stuff, change materials, rotate, clip, snap to and all the other stuff
would this sort of thing work to pump oil up at it's maximum rate?
Pipeline pumps lol
What
don't do water towers, loop pipes and have isolated systems instead of all merged
mixing 600/min pipelines and watertowers doesnt work out well at all
Keep it seperate. Mk 2 Pipes do not like it at all when you tell em "go figure it out yourself"
IMO just stop pumping fluids up just bring items down
Stop maxing out pipes
If you do end up piping fluids up for whatever reason. Use horizontal to vertical build mode and use pumps
And make sure pump is closer to the bottom bc gravity is in fact a real thing
Hold on I thought Ficsonium was hard
It's literally just DMR and cells??
That's trivial. Just like the rest of phase 5.
Oh, right, Ficsonium Fuel Rods. Still though that's just ECRs which I ended up making way too much of, excited photonic matter which is literally free, and then trigons which are also fairly trivial
The cells are the annoying part.
And so is the extra 100/min Ficsite tris for the fuel rods
its not that its difficult
its just too expensive to seem worth it
50 bajillion copper to gain sustainable Plutonium power.
You already have to do quite a bit to even process uranium into plutonium
Sure, it's barely worth it. But processing uranium waste looks 10x harder.
Even if it might seem fair on paper, for the amount of effort you put in it does seem pointless
plutonium and ficsonium together technically make up 75% more power over just uranium
(to be clear: uranium is the baseline power output of 100%. with plutonium is 150% base power. and with ficsonium added on top its 175%)
But its also a lot more effort than just doubling nuclear
each step in the chain makes half as much power as the step before it (if you generalize and dont really look into alts or sloop stuff)
Nuclear pasta is probably the hardest part of the entire Ficsonium fuel rod line
yes. Its slow and guzzles copper like Turbofuel guzzles sulfur
and then of course theres the entire chain of MF > HMF > FMF > PCC
That stack of belts
All you had to do was rotate the machines 90 degrees lmao
i was following the rule of cool
It is pretty sick ngl
i wanted 18 belts side by side
fav place in my save atm
copper was the easy part though
Rule of cool is the best
should i do this so? with my train station? can one help?
is turning all my iron to steel to use the steel recipes worth?
You need both iron and steel throughout the rest of the game
One does not replace the other
Is that a path signal at the very end between purple and train station? You don't need that. Also you have one between pink and purple and pink and grey. One of those is redundant due to the other.
🗿
i think the worst part is shit ton of trigons
bro turned the spicy dune desert into italian ristorante
once u have diluted fuel change to blend or basic turbo
normal turbo is better when u have sulfur to cover up
Nitro rocket and have turbo as a residual 😈
but if this works out, won’t it better to just stick to it as it is
the power generation should be enough right
for a time yea
can someone tell me rn what is copper and iron ore use when tryna make 100 ingots of each with alloys alts?
need some help froma pipe expert
If I want to produce modular frames at a clock frequency of 167 and reinforced sheets ask for 5.01, is that relevant for a constant 100% efficiency?
I've got 10 refineries producing 60 HOR/min, and the pipe connected is constantly flowing with 600 HOR/min. I have the pipe connected to blenders making diluted fuel, 6 blenders taking 100 HOR/min each. Yet one is working at about 80% efficiency. any ideas?
none of the refineries producing HOR is at less than 100% efficiency
and there's no fluctuation in flow in the pipe either, it's always 600
Make sure the pipe that supplies the oil goes above the main level of the outlets into the machines. Like at least 4 or 5 meters above, so that it always goes into the machines at 100% all the time.
loop the pipe
there's no problems with oil supply though, the refineries are running at 100% efficiency
the blenders are the problem
loop how?
You need to build pipes in specific ways to get 600 fluid/minute. It’s a special pipe feature that isn’t a thing for 300 fluid/minute.
it's a thing for all pipe manifolds
Water mechanics in SF are really like those in the real world, you need to have the water falling into the machines to keep the numbers high.
oh wow, why am I learning about this just now
“isn’t a thing that occurs for most players for most pipe setups for 300 fluid/min” yeesh
is hammering also a thing?
Yes, which is why the loop will fix that.
yes (except for bursting pipes, that doesn't happen)
np, hope all this helps.
not much, just in general make fluids flow down
but if things work, no need to change them
The other workaround for the pipe feature is splitting up production lines to keep pipe flow below ~590 fluid/minute. lets you avoid looping pipes if you prefer.
Looks good, but I like to keep the pipes shorter. The less length, the less they have to flow.
I've seen setups that weren't able to even reach 550
that's because of the looks 😂
I don't think there's a fixed number that is guaranteed to wrok
so just loop the pipe and be happy 🙂
tried it once, didnt solve the issue at all, never touching again
this is why
it's not "solve all issues", it's "solve some issues, you still need to build rest of pipes well"
Looking good. Nice work.
thanks!
fixed this part specificaly and it worked perfectly
you said "didn't solve the issue at all" before 🤔
seems hard to make the pipe loops work when you have 3 pipes feeding into 6 machines
2 water, 1 HOR
seems like it would be a logistical nightmare 
saying what i have is ugly? 😢
absolutely not haha
I'm talking about fitting something like that in a limited amout of space
yeah, im glad space isnt a limiting factor for me, that would be even worse
that makes me feel like there's another issue waiting to happen with your setup. Loops always help or at worst do nothing, they never hurt
kinda dug my own grave with this one, but it'll be fiine
looks really cool though
right?
yep, I'll see what I can come up with
anyone know why i cant sink my ballistic warp drives?
Another item is stuck in front of it or you don’t have power
rebuilt the sink and now it works
Or not actually connected
had power and nothing on belt, seemed to be an issue with the sink itself
spike in p/m was pretty spicy when machines drained again
🙏
back to reality now though
does using smart splitters set to overflow on a max capacity belt work for load balancing
e.g. 270 + 270 --> 480 + 60
sometimes yes, sometimes no
why do you even want to load balance?



average floating point error:
yeah, someone really needs to teach computers how to store floating point numbers properly
ok lets use this image
the top recipe is per cycle
1 iron ore produces 1 iron ingot. Takes 2 seconds
so the whole recipe is 1 ore
in 1 cycle
ok
the Basic Iron Ingot recipe is 5 Iron + 8 limestone in one cycle and THAT will produce 10 ingots in 1 lump
now the first recipe? 1 ingot per cycle but manages 30 ingots per min right?
that doesn't mean the second recipe that does 10 ingots in a lump does 300 per min because each cycle has a different time it takes
riiiiight, ok
think of them as a 'batch'
you use 2 eggs and 4 cups of flour to make 1 cake. How long does that cake take to make? is it going to be longer than a different recipe to make 1 cake with different ingredients?
imo looking at the cycle or batch incredients, like 5 iron + 8 limestone, is good to compare efficiencies of different resources for output
right
while the per minute values of each item are good for planning systems since it becomes a universal unit. Everything can work off of per minute
so once you've decided on your recipes you can basically ignore the resources per cycle, and just look at resources per min
it seems like you pretty much got it, anything you feel needs clarifying ?
this is esentially where I skipped to when looking at the alts generally
ah well that's totally a thing you can do if you don't care about resource efficiency. And early on it's not as big a deal
I will have to re examine the stuff more closely, thanks for the info 🥂
no stress 🙂
Yeah, i am really ealry in, i JUST got coal going
but yeah I tend to not care about efficiencies much when I'm just going up the tiers. If the factories aren't permanent I just do whatever uses the most convenient resources
ah so you finished the pretutorial 😛
Yeah, JUST starting to make somthing more permanant now that I finally have some walls and pipe passthroughs, etc. Plus the POWER to runn it all without becoming a human lawnmower, lol.
imo, aim to find a spot with 3-4 coal nodes next to water and jsut build as much coal power as your belts will allow. And keep expanding when you get new belts
you'll need it
would be sick if the carts worked as a mower/mulcher as well, haha.
and from how I see it tiers 1-9 are just to get you up to speed to do your own goals 🙂
yeah i set up 10 coal gennys, using 4 currently but can bring the rest online any time. just trying to finish off the research tree real quick, then gonna really get after making some big as factories. 🙂
!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...
some convenient layouts for early coal.
the 3 extractors to 8 gens work perfectly
and mk2 belts will feed 8 gens too
Can someone help explain to me how resource requirements for foundry's/constructors/smelters? I have 1 mkr 3 belt with a constant 270 items running through it but say a foundry requires 45 coal per minute. This int heory is supposed to only support 6 foundry's. But I have 8 foundry's using that one lane. The foundry is constantly full of coal and iron.
cool, thanks for the info. cheers 🙂
as requested - post overhead shots of your system. Something isn't working right
ok the answer is 'who knows' that's a mess and things are going everywhere
I see at least 1 yellow light so some of the machines are starving
or full
or full yeah.
So the math is supposed to math but I just don't have it done efficiently?
if the outputs aren't getting used they'll also stall and not use more items
well from the previous mentino you' overbuilt foundries.
you said you could only feed 6 but you have 7 with over clock? if that's the case they will work sporadically and if you aren't using the outputs eventually fill up
so there is no physical way you could feed 7+ foundries in a stable way
Ahhhh okay got it. I am actually trying to make things work. MAkes allot more sense now
I woudln't stress out about it too much. the whole game is a bit of a tutorial to get you to the point of making your own projects. Just build and learn 🙂
making thigns more tidy will help you though as it'll be easier to keep track of what you're doing
1 270 belt of iron plates to make screws. o7
18 constructors for iron rods to make 27 constructors of screws. 270 o7
Oh I am getting to that! Using signs for which machines are for what. Which are free ect. Ty tho!
unreal
!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...
@vapid gorge
the reason for this is because there's a pipe left of the red one, which has less water in it.
so they equalise
For learning pipe mechanics should I just watch videos online about fluid dynamics in physics or is there imporrant stuff to know
mostly keep it simple. A lot of stuff on youtube suggests unreliable fluid options
For example these are some basic rules for simple reliable piping. The rules are flexible but you need to know how to bend them #math-and-meta message
just pay attention to these channels for a few days youll quickly learn what not to do and see what to do
its painfully easy tbh. most of the stuff in this game is
mostly just user error
Thanks, ive played the game for a long time (never finished but hit train tier on multiple saves) but only recently figured out efficiency theough resources like this discord so its been more fun on satisfactory recently
^ u can read this
this setup is not recommended to use
this game doesnt have pressure aka it doesnt matter how much water is stored above, it only matters whats the head lift and flow rate is
also prefilling systems generaly help with some issues
also
feed systems from above and even split to the middle of it or from both sides
it should prevent issues occuring even tho getting fluids upward is somewhat pain, if only we had easy method to do so...
also dont believe everything* you read, try what works for you and your system, eventualy you will figure it out
What I found works for all my fluid machienes: After constructing em, I sacrifice some incense to the omnissaia, build walls around it and never look inside
The pipe manual that was linked to you is more of a record of what are possible fluid mechanics that can happen
In general you never need to use any of the junctions or gadgets as they are less reliable than simpler options.
Even the water tower example
In general you should follow KISS
The more complicated you go, the more chance for game to start acting strange. Oh and if theres a large ammount of fluid moving through the same pipe network (for example fuel in a powerplant) id advice you preflood the entire system before turning it on and including a fluid storage at the point furthest from the injection point
certainly not
why not
sacrifices aluminum for silica.
Generally a subpar deal
the sacrifice is
3400 aluminum ingots for 8.5k silica
with all nodes tapped when pure
all pure nodes
theres 6 of them
all nodes are pure, its a mod
ah. Then just say that
essentialy with this,
1200 bauxite goes into 1000 ingots and 500 silica
thats still all of the maps bauxite for a weak silica amount
with sloppy alumina i got 1200 bauxite into 1200 ingots
ig its weak but saves up on quartz
that was my main goal realy
if you tap all the quartz nodes you get 34000 silica
with the basic recipe and all nodes as pure
so better question:
what are you saving up for
do you need 50 billion/min power shards?
for.... ionized fuel?
not realy
Then this was really just a "how odd can i make aluminum / silica production" case.
Because everything else wouldnt make sense
whats so odd about it
you said it yourself
i wouldnt call it nonsensical but odd
how would you do aluminum
lets just say differently
which recipies
Whatever the blender recipe is 😈
Instant scrap
Then it’s like a 2 step bauxite refinement
turn on creative, spend 24 hours just spamming out aluminum conveyors, switch to normal, e viola
Why would i spend hours on bauxite refinement when you can just throw it all in a blender and call it a day
I guess because the different way is more efficient. And because the entire game is built around spending time building factories. But you do what makes ya happy, aint no way I can stop you anyways
or is instant scrap just as efficient as sloppy (only considering bauxite)
It’s like 15 bauxite to 30 scrap
sloppy + electrode is equal in efficiency to instant scrap
the only difference is one uses coke and water and the other uses coal and sulfur and water
and the refinery based ones have an annoying water loop
i prefer coke ❄️
jk, the water loop isnt really too bad to deal with, you could just dump all the excess water into wet concrete and not have a loop
Efficiency? Idk funny? Yes
i mean the water loop thing isnt too bad. As long as you dont overload the water input you should be fine
blenders are also 2x cooler than refineries
this is a topic that i wont get into today because for some it is hell
Pile of blenders will do a lot
i shouldnt be using those words, sorry
i think im mostly biased after building 400 refineries and only 50 blenders in one factory
gotta be honest now, I really dont like the looks of a blender
for me the refinery is peak satisfactory
but the cool animation on top
i find that one silly actually
I am just extremely biased for refineries
feels more grounded to me tbh
is refinery also fav building in game?
Says here instant scrap gives the most
thats not using the sloppy alumina recipe though
This is pointless to look at
🤓
Nah ur prolly right it doesn’t show sloppy
Id have to look into it later but I don’t think you get that much less with instant scrap
good thing about instant scrap is that it requires the least ammount of water
and has the cleanest cylce, but now im repeating myself
they arent
they are a pain to set up
They are pain, but blueprints help
most i could fit into one blueprint is 12
but guuuuh i still hate it
double fluid double item
its been loading like this for 10 minutes and im not even done lol
if you used SFTools, you'd get the response in two seconds
Just do it by hand lol
Thx
Wait nvm
I was using this until I switched to modeler
Cause it was overusing all of my copper
Is there another alternative?
wdym overusing?
I make factories different from others
not sure what do you mean, can you give me an example?
I don't use a limited amount of resources
The factory I'm making rn has all the production for phase 3 and 4
you can do that with Tools as well
Yeah but tools doesn't let you select what specific recipes you want to use
it does, with "recipes" tab
That's just alternate reciles
base recipes are there as well
then enable only the recipe you want
Why would I make half of my circuit boards with caterium and the other half normal
Can you disable base recipes?
yes, in the recipes tab
idk, Tools probably had a reason for it - if you share the production line, I can tell you more
Or you could do it by hand 🗿
I doubt anyone would want to do the calculations that Tools do by hand
how can i split 11 to 27?
wdym by that? like 11 belts?
yeah
why do you need that?
at that point I would just make each belt separate and use what is on that belt
if you have a belt with 600/min on it, connect it to machines that use 600/min
i make 810 and each one consumes 30/m
how much does each belt have?
my max blet is 270
so where's the 11 coming from?
i got 11 belts and each one got 75 on it
its more than i need
so i can use 27 constructors instead of 28
take two belts and connect them to 5 machines
repeat until done
what about the last one
wdym?
last one connects to 2 machines and you have 15 extra
11 belts of 75 would produce a 825 not 810
overflow it to a sink?
i know but i only need 810
why make 825 then
beacuse i cant make 810
why not?
you can make any amount of anything, change clock speed
What are you trying to do, exactly? Sounds like you are making it way more complicated than it needs to be
This is why we use manifold lanes kids!
.
Manifold it at that point
how can i manifold it?
hook each belt to the amount of machines it needs
interesting enough, when nitrogen gas is not a limiting factor but oil is, tools insist on making some nitro rocket fuel when brought into whole picture
Can’t you disable the recipe?
What is the best recipe to Name out of Fuel Turbofuel
On the scim interactive map is there a way to read out how much copper ore capacity is left untapped?
Planning to make 100 NC/min and need to use the rest of the copper on the map but need to know how many copper nodes (and production capacity) is available to use. Figured I'd ask before manually reading all of them
big fan of the double manifold beacuse it kinda load balances
and it looks good
and its very easy to tack on more
anyone know a good early oil set up
if you upload your save it will show you
I just want somthing i can do quick for some jetpack fuel
that depends how you define "best"
Turbo blend is my personal fave
It's just helps when you don't have to worry about getting coal
Is simple and dont use top many things
that can still mean anything
Yeah you'd only use sulfur and oil
basically just look at the recipes and pick whatever recipe you like the most
Okke thx
All the turbo/rocket alts have different resource tradeoffs. What might work well for one place won't be as well suited for another
Okki thx at all of you
does also matter what buildings you have available, you may not even be able to use the blender alt
I may use the Standard one
y u do dis to me
or do direct input
its so close to being just one belt though
adjust your recipes then
why do you want to put all on one belt anyway?
pretty sure it fits relatively nicely into next step to do it in small modules or even direct input
TBH not that hard, pure iron ingot makes it so easy
Oh yeah, that makes sense
Tho I've been playing in a way where belts "can carry" only 90% and pipes only 75%
It helps with swings in production
pipes only 75% is something i will do next playthrough
It actually helps so much with flow issues, not sloshing tho
practically there shouldn't be swings in production
and pipes can easily be built to handle max throughput
I'm making over 8000 copper ingots rn
im making 21600 :3
(just for pasta)
Yes, but no
Especially with fuel stuff, supplying all the fuel generatos evenly is hard is the pipe is at 600 all the time
If for any reason you get less fuel in one instant then the fuel afther that can't fill in fast enough and you'll get swinging power
it's super easy, loop the pipe, feed from above and prefill the pipe, almost 100% guarantee it will work
which isn't a problem in a world with infinite resources
and it's not twice as much, you're just doubling the loop
not all piping
the 600 pipe is still a single pipe
I just do gens in rows of 6so each pipe feeds 12 For fuel that’s like 240 demand and if you got 600 pipes you should be fine. Turbo fuel you can do rows of 8. Never a good idea to max out demand to supply ratio you’ll just use as much as you’re dumping in and the fuel gens at the end will get starved
Only at the inputs
I just treat 600 pipes like they’re 300 pipes
anyone able to do a calculation for me
1+1=3
Yeah
what kind?
for planning walls im decently reliable
the game does have a built-in calculator
I have 28 Fuel gens and I wanna swap them from turbo fuel to rocket and want to know how much rocket fuel I need to be making
25/6 if you want to be exact
so ill need 5 blenders making it
I imagine that depends on the recipe
116.6666666666666666666666666666666666... actually
if we're rounding arbitrarily, let's say 100 😛
eh so is that how much I need to produce in the m^3?
116.7
if one gen needs (25 / 6) ~= 4.1666..., then 28 needs 28x that much
what else would it be?
technically it exists, but we cant interact with that because we cant break the 4th wall to look directly at our creators /j
or have we already broken it without realising?
possibly
that would explain why i feel like im being watched 24/7 but that could also just be the FBI or chinese spies /j
always make sure your cameras are covered
have a bare room that has nothing in it
how strong are the mk3s compared to mk2s
are you using converters?
Not for copper no
damn
Just a lot of copper ore and water
18 iirc
im only making 7
Using 6 for ballistic warp drives, rest are going into sink
About to make another 6 for ficsonium
So 24 in total i guess
im still in the process of building phase 3-4 production all in one go
im saving all of the pure nodes until i get mk6 belts so i dont have to worry about changing them later
is your factory finished already?
Ye, ive got 4 elevator part factories in different biomes
All i need to do now is get rid of plutonium waste
With the added benefit of even more power :3 550 000 MW isnt a big enough number
Theres a lot of steps involved, but i think fairly similar to the ballistic warp drives
Uses a lot of SAM tho, have to somersloop some
I like building factories with big numbers and lots of steps, otherwise i probably wouldnt bother, its easy enough to store plutonium
cats takeover
i see little grim dawn server in there
Grim dawn is pog
My cat lucy
How should i build a storage? i have 8 train platforms, how to store this things? i have programmable spliters a guy told me cirlce storage is shit...
generally you just put depots in your factories and don't build storage
unless you really really want to build a storage just for the sake of building it
i have 8 freights for trains, how to sort that good? many of programmable splitter?
looks great
Pipework for my 12 nuclear plant from above, i hope this helps as im not quite sure what you wanted to see? Mylast few power stations always end up starved of uranium fuel rods despite constructors working flat our without downtime. Maths seems to be correct. Any ideas?
it takes a long time to get a uranium rod manifold to balance out so that's not a worry
but you said your water is getting starved?
no, it isn't....water seems fine
oooh ok. just wait then
maybe turn off half of the generators and it'll spin up faster
its been running for about 12 hours and ive even been transferring rods from the 1st stations to the last a few times. Guess i need to wait longer 😄
not a bad call actually, thanks
transfering rods from teh first will just make it take as or longer 🙂
you can double check the clocking of the power plants and manufacturers that make the rods I suppose? but yeah nuclear plants take a LONG time to balance. Unless you shut down a bunch of them
when a station reaches 50 i'll shut it down and only bring it back when the're all full..this is a really good idea. thank you 🙂
I mean that's one way to do it, but just turning off a few at the end will also do the trick. Don't have to get fancy about it 🙂
anyone got a meta for getting rid of excese fuel?
since i need more poly for plastic
Oh there's a junction in front of it?
yeah
Now im not surprised anymore
does that break it
I told ya junctions have no clue whats a supply line and whats a sideline
ah i didn't follow that bit 😄
Remove the junction and try again
7m7s again (exact same time)
Flow was still as erratic as before?
Yeah
testing
This is actually wild
It fills up around 30% of the way at 602/min and then just completely has a stroke
pipes 600 m3/min ™️
Weird how broken the buffer is for you right now
Just the fat one haha
Is that with pump mk1? Or valve?
this is not rocket science, it should work. All mk.2, same behavior with and without valve, with and without junction.
try buffering the buffer by putting 2 buffers in a row
=> ( ) <=> ( ) <=
this is just a quick test i made to evaluate water behavior, but lmao it does not make sense
Do not buffer the buffer
Especially not with a valve between them.
And no external supply
fluid dynamics is horrible to figure out
yeh, don't buffer the buffer, I was just kidding
No consitent flow i assume
am just double checking all rn and will re run
At 7 mins it suggest you only made 300/min
ye
Rip. All for nought
Measuring inaccuracy
Same reason why a mk 2 split into 2 will show 301
Its probably just floats at work
The small buffer started to slow down at 380/400
but the large one at 2380/2400
so i think it is related to the flow rate vs leftover space
it's not a flat 95%, just when there is <20m3 of space for a 600 pipe it throttles
Yeah, 2390/2400 with a mk1 pipe
so if it's going to fill in less than the next ~2 seconds, flow rate is reduced (probably as a protection against overfilling)
has anyone experienced machines en masse idling randomly when using a hoverpack nearby?
20 blenders in two parallel columns turn yellow whenever my hover pack connection jumps from one power connection to another. this stops when I unequip it
known issue, to do with connecting to different grids
and I assume that it's a bug, not a feature?
yes
alright
possibly silly question about belt balancing. I have 2 mk4 belts with 455/min each as inputs. if I want 1 480 and a 430 could I just split belt B into 2 outputs, connect one of them to belt A with a merger and let the fact that the output belt (mk4) of the merger (from A and B.1) can only carry 480 force the "split" between B.1 and B.2 be effectively 25 and 430? or will that cause throughput problems?
the easiest would be to use smart splitters and mergers to condense a 480 belt
you attach smart splitters to both belts, and then merge the any outputs to one belt (this one will be full) and the overflow outputs to another belt (in your case, 430)
ok, thanks. that makes sense
my now looped and efficient fuel pipe logistics 
I'm having a bit of a logistics problem (in my brain) trying to figure out how to add in a Dimensional Depot as the last container in my storage.
Purple = Where I want to place the Depot
Red = Overflow line
Green = Main line
Other Green = Sink
You want to put it in place of that container? Or on top of it? Are all those splitters regular splitters or smart splitters?
Does anyone have a good method on planning belt work?
I have over 400 hours and my belts always feel messy
Are you using “straight mode” when building them? Are you building on foundations?
It would replace that current container, smart splitters infront on botom level, mergers on top for overflow, Im building using straight mode.
The foundation/straight mode questions were related to the other post below yours
For setting up the depot I think you just need to put it where the container is? Make sure the smart splitter output is set to “any” for the ddu input so that it gets filled before overflowing. The uploader has the same exact footprint as a standard (non-industrial) storage container
@robust notch I do a "production blade" style where the machines are manifolded with a concistent width.
Pairs pretty well with blueprints and calculators online doing from raw to final item.
@upbeat girder what’s the actual issue?
I didn’t explore the concept a ton, but limiting the amount of input belts for a given production blade seems good. If you need more inputs you’d split the production line into separate smaller parts. But Satisfactory is super unconstrained on how you belt route so lots of options.
love the design, ill have to use it
Bro might be radioactive
Looks the same to me
this feels kinda trolling, why does it want me to recycle rubber into plastic to make iron plates
and input 8 coal to make rods
this is every recipe enabled except heat-fused frames
because you turned on those alts, and it judges those as more resource-efficient by its own measure of resource weights
Do people really use coal for steel rods
yes, though probably not if it'd only need 8 coal
this feels like trolling also, i have to disable many recipies and check it again and then disable a bunch more
Yeah
Using waste water from aluminum to make fuel for a recycled plastic setup
Good luck homie
i think this is more in line with what i would actually want to do
Sry auto correct
The one I’m doing is 15 heavy flexible frames pm
Just iron oil and limestone
I mean you're selecting recipes that you're willing to use and then complaining that the tool used them 😄
fkin 2l/min bruh
that's 2000 l/min
ah ye right i meant m3
this game has sort of distorted my sense of how big some of these numbers actually are
welcome to industrial level production
hey after a while some of my pipe loops just get empty
First thing to check is that your math is correct. Are you producing as much as you are consuming?
that is either a supply or a demand issue.
If there is very little verticality involved at least
Not making enough or using too much
where are my daily pipe appr3ciation posters at
Being super lazy here but hopefully someone knows - I remember when 1.0 launched mk6 belts had some issue that they sometimes didn't perform to 1200. Was that resolved? (also the old mk5 belt bug)?
Or is it still best to be safe and assume something like 95% capacity
the old "mk5" bug was "mk all" bug 😛
(and was resolved)
Noice! Yeah I guess I thought of it as the mk5 belt bug because in a way, it didn't matter on older belts since you could just upgrade
I did find a Q&A post saying the mk6 bug was resolved in 1.0.1.0
i think its been resolved, or at least, im not having any problems with the 1200 throughput
ofc i cant speak for everyone, but for me it all works (mostly) as it should
eccept tractors and trucks but eh who uses those anyways
This save is going to be all trains so not worried about them 😉
the trucks are still jank as all hell
But it's going to get very big with a horrible tick rate eventually so hoping that I can get 1200 reliably
at the moment, with 56 train stations (4 to 8 freight cars) and 120ish drone ports im having no issues so i dont think seize is gonna matter much
eccept for the laggy belt placement
wich still exists if you have around 15k of the same mk belt in a small area
but that can easely be resolved by save editing, downgrading them and then upgrading them back once the factory is finished
I can deal with lag so long as the maths is working 100% in the background
for as far as i know, it works
or at least, i hope it does otherwise i might be slightly screwed with my nuclear scaling XD
fr, im just procrastinating with designing stuff i wont ever use XD
wew, how many p/m and power are you making?
was kinda expecting more with all those trains and drones ngl
and im consuming 200k atm
oh i've barely started my nuclear
the drones are for nuclear, i dont want to accedentally cause a meltdown by leaving a train on the tracks
fair enough
my uranium and fuel rods and waste are either drones or belts
at the moment im planning around give or take 7.2 TW
wowie
but im playing modded, i just wanted to see how overkill i could make it
ah
apperantly, very
im sitting at 550k mw atm, when i finish ficsonium probably about 650k i think
sloops go a long way, turning 6000 uranium ore into 576 fuel rods/min
oh are all nodes pure?
i see
thats a lot of waste as well .-.
28800 to be exact
wew
thats a lot waste to recycle
eh, magic sink
or the port-a-potty mod that i have installed where i can flush exactly one item every i think 5 minutes
i do plan on recycling them, but that'd involve spawning more uranium nodes
might need more sulfur as well

thats a lot
mhm, though its worth it because funny haha
how many entities is your save at?
i also need a grand total of 48 copper/min
convert bauxite to nitro
not 48k copper?
the drone port for nuclear currently
thats a lot of drones
nope, a grand 48 for steamed sheets for circuit boards
impressive
50 drone ports for all the resources
what fuel are you using for them?
plutonium /j
based
nah, batteries, i have more than enough being produced/min to keep up w that
building overkill factories comes in handy sometimes
true
i mean, using 33 iron nodes for one iron plant at 1200/min belts
big numbers
*GW
kMW is nothing 😛
yes, and a very big headache dont do the things i do on this game XD
im happy enough making 12-18 t4 elevator parts
tbh fair
i enjoy the methodical logistics of my headache inducing shenanigans
though, everyone has their own way of enjoying the game
is it possible to split items like that with belts?
What’s your highest tier belt right now?
mk 4 but with some work i can make mk5 if needed
You can set your foundries up in five groups, each group clocked to produce the number of ingots needed for the five downstream components. Use a manifold on those machines. You’ll need mk5 belts for the foundry input and the belt feeding the iron wire constructors
This is a pretty serious production plan, what are you trying to make?
im trying to make a "central factory" for almost everythink automated
exept alluminium
so just build a giant manafold feeding the macines down the line?
As long as you have the belt capacity, and match your input and output numbers, a manifold will work fine
But I would do a separate manifold for each of your different machine groups, fed by the appropriate number of foundries for that group
You can’t do a single manifold for all of this because you don’t have the belt capacity
I mean, you can also never merge them
nothing says that you must merge them into one belt
thats what i thougt but im trying to find an other way so i dont have to rebuild everythink 🥲
lesson learned - don't build things until you have logistics planned 😛
@wind spade
sorry for the delay I had another matter to attend to a bit more serious than gaming XD
anyway here's the intersection
https://steamcommunity.com/sharedfiles/filedetails/?id=3419185581
yeah that signal will break eventually
unless it's a path signal, in which case it isn't needed and hsould be removed
should be like this
haaaaaaa remove the intermediates gotcha good idea thanks
https://steamcommunity.com/sharedfiles/filedetails/?id=3419210578
Thanks again it's working super fine
