#math-and-meta
1 messages · Page 264 of 1
Heat fused frame makes 3/min whereas the default recipe makes 1.5/min. cycle time is half as long
so i put more stuff in to get it faster
thats all it is
ig it uses less aluminum
It would be more accurate to say it takes in heavy frames twice as fast. Batch size for that resource is 1 in both recipes
So if you are trying to generate FMF at a higher rate and have the resources available, you could use this alt to produce at a rate twice as fast
I am quite new to the game and I was wondering what would be meta factories for phase 3? I saw people doing for example 20 motors per minute. It looks like it’s a lot for that phase but I guess you will use them. I don’t want them solved. I just need a number and I will plan the factories myself. Is there any list of such recommended factories? Or maybe should I optimise per inputs or current belt speeds?
generaly id recommend planning around the area
you scan the area, acknowledge what you can make there
and plan with growth in mind
like you spot a place with 3 pure coal and iron with some copper, perfect place for steel
by the end game pure node can make 1200 ore per minute
so always play with growth in mind
dedicate a place to make something specific and later on move that part with truck, train or drone
20 motors /m is alot in the beginning i agree, you probably dont need this much even at the start
however later on demands increases
another approach is to make factories final, like utilizing every resource near you for specific thing or multiple parts
and then you move on into other areas
but its hard to finalize something at early stages because you probably dont have alot of alternate recipies unlocked or your mind will change on how to appraoch stuff
however this game is very open and you cant make something bad
Thanks
in the end in comes down to "how do i wanna do it"
and you can do alot of customization to the smallest detail
so, set yourself a goal, keep growth in mind, like adding another row or another floor
have fun while at it
the only thing you can fuck up is uranium plant that keeps on overdoing waste xd
This is my second or tbh 3rd try to complete it. I tried to do it without looking stuff up on the previous one. Just when I unlocked something I built a bulding that could craft it and made sure it ran at 100%. Now it seems that it might be a little too low for the requirements later in the game. And looking stuff up really made the game more smooth to play.
Like I knew I should do research but that was not my priority and now I regret not doing that
Honestly, if you are not sure, just target one or two machines making those high tier parts, whatever that works out to
When you progress you will learn what your increasing needs are. You can build more factories to support it at that time
Trying to “future proof” is a fast track to burnout. Better to make tangible progress towards goals/milestones/etc
Ok thanks.
Also, don’t be afraid to use production planners to help you work out what you need before you start building
Heavy modular frames are usually the thing that people get stuck on in phase 3. Default recipe makes 2/min so two manufacturers running at full efficiency gives you a decent amount for buildings and elevator parts and such
Remember, there is no time limit or anything (despite what ADA sometimes says needling you about your progress)
one last thing id say about this game is that when you want to get serious planning takes alot of time, maybe even the same ammount as doing stuff itself
so dont be hard on yourself for not knowing what to do, figuring it out is a part of the process
yeah i mean i been plannin my 15 hmf frames for days now all i got is a rough idea
got all the resources checked an know what i need to build
just gotta plan each factory now
Which phase are you in?
its on a server havent been on ina day so i dont really know
around 3 or 4
planned it around mk5 belts and trains tho
mk3 miners
Pure iron ore factory. A logistical nightmare. 5th day doing the inner building layout. 1 floor = input of 2x1200ppm. Output of 4x 1200ppm. Each of the outputs will link to 4 platforms which = a turn around time of 2:40 per platform. I'm using so many platforms since I don't want to block the spiral with trains having them set to full load and having room for a spare train. For the input stations I'm planning to just build another building close by with it's own spiral and belt them in. Input stations will be varying sizes. Pure iron recipe does not round to 1200ppm so a merge and overflow to and from each belt is also needed
There’s no real meta for the game and research is only good for generalities
Satisfactory really is a sandbox. The milestones are basically there to guide you through new mechanics and prep you to build your own projects and goal 🙂 so don’t stress about it
Don’t try to future proof is a good rule though
lol that’s pretty much what I’m planning rn. Probably smaller tho
Getting like 6600 water from that lake then I’ll probably build over it. Then I just got the 4 pure nodes to bring in. The other 3 are like right there
There’s like 9 normal nodes but hopefully won’t need them 🙏
I have 4 pure nodes beneath the building. 2 for each floor. Hopefully this layout works and I can now make many more floors. Ideally all iron ingot production is done here. this floor and old setups are at their limit now
My plan is to have 1 building making 1 item and have it be ever expandable. Enough for all items in the game and more if it were to get added. The ever expandable bit makes it so hard. My way is by adding more floors of the same or similar things when it is needed. Those pipes coming up in the bottom left of the building have that whole concrete section reserved for more. Along with every pipe bend. Including access
What I didn't realise is that the most basic materials in the game require the most work. I'm doing the worst ones first it seems
This pure iron recipe and the probably pure concrete recipe is more extreme than I first thought. Already so much of them on the map
With this building I am using under 1/3 for machines and that is with the first time splitting input deliveries in to another building. Spiral throughput and height of the building may make me build more in another location which is a new thing
Need some help here, I followed the instructions on how to build the turbine interchange but one of the blocks (the green one) has the "signal loops into itself" error, anyone know what could be causing this and how to fix it?
this is a very important interchange in our world with a very high train flow, so a regular roundabout was struggling a bit, thats why i decided on swappping it for a turbine, but with this error in place my trains are as good as bricked
Might be because of verticality. Path signals get upset when two rail touch and are not perfectly flat together
Turbine interchanges are advantageous over regular roundabouts because they dont use Paths at all
The sign in the middle of the green area is not needed. Treat all the green as 1 intersection
They do take a large amount of blocks, but zero path signals
Which one do you mean? The one where the train is stopped, the one on the overpass or another one?
This one?
Yeah. Though I now see how you might want 2 trains at once
Are they all block signs you have?
All blocks
It looks correct. I think you are just getting a bug that does that sometimes. Replacing a section will split it in to 2
As it should be. At that same sign location
I got this bug once in another junction if thats the case, tho idr how i did to fix it that time
Just replace the track and sign at the circled location. I think
or 1 piece at a time
to not lose positioning
Not complaining, just coming from having recipies enabled if unlocked and pointing out / asking about some behaviors that i didn't expect
Ok, i’ll write this down and test it tomorrow, cause right now its way past 3am and i need some Zs lol
The other parts of the intersection look split and have the same signs
Just not that green part of track
Is this a good steel setup?
The multiples of 45 are pretty odd to work with, i usually underclock to 40 cause e.g. iron/coal comes in multiples of 60/120
otherwise it is good but i think undersized because beams and EIB's are both belt materials, you need them by the thousands
Yeah, it's just to get it into production, I'm planning in expanding later on
If there are multiple path signals after each other will a train still reserve part of the path if say the last block is still occupied or does it need a fully clear path?
Because I have a spot where there is a chance a lot of of trains can pass through in a short amount of time so if its the latter I'm of course better off having a regular block in between two spots that need a path signal.
But if its the first I can do path signals everywhere on that stretch so they don't slow down unnecessarily if its fully clear
Here is the lay-out in question, I am talking about the block signals top left that I colored yellow
The train will be in 1 path while another train is in the next
So if I change that block signal I marked to a path signal it should be fine
I can't tell which are the marked ones. I rarely use scim
ah yeah. I see
I'd leave it and put a path signal at the start of the next intersection
Just tried it out, all path signals does not work so block signal in between it is
I'm not sure what the white ones are but those look like path signs ideally
Green is block, blue is path, white is switch
All paths is possible
I'm playing around with it now
I am doing as well but if I change those on that horizontal stretch to path they want a fully clear path
I parked a train. Another train pulled up in the path behind. A 3rd train tried to enter the path in front of the parked train but no go since the path ahead of the one being parked is reserved
Ones after that would not be reserved
@unborn mason there's no wrong choice with recipes, all of them are useful in certain scenarios and you can get all of them anyway, so just pick whichever you like (or leave the choice until you do research)
at this point make train tracks stackable and have each train ride on a seperate line for optimized travel distance and time spent
(not realy but ya know)
Yeah i would have 310 refineries for 7 pure and 9 normal. Mk5 belts
also gotta make like 8k+ screws so gonna have to do steel too, and theres not enough coal there so we doin coke steel😎
Screws will be upcoming for me soon. Possibly 2 factories. 1 for each of the alt recipes
where for solid you need 1:1 iron and coal
We doin coke
and you need 3.55 times more coal than
hmm
oil*
and there is 3.357 more coal than oil on map
well you are using 1.125 more iron with coke
but iron is never a limitign factor
hmmm, they seem comperable resource draw wise
No clear winner for me. Using up those non rare resources is something I need to more of
however you can brag about how much coke you are making 😎
yes
personaly id use coke for aluminum
when i was calculating with all nodes pure
to refine all of 17 pure bauxite nodes id need 15% of global coal and only 7.5% global oil (all pure too)
That makes me want to use coal
Oil seems useful for a lot more things
that is true
oil is more versitile
but generaly with good recipies you can make shitton of plastic and rubber with it
while coal is guzzled up by diamonds
My problem is im playing on a server and i don’t really have access to global resources just the ones around me
as i said, they are very comperable, so logistics and local availability play a bigger role
but i think you get a bit more aluminum from coke than coal, dont remember how much tho
save coal for diamonds. Rocket Fuel power, turn the coke byproduct from that into steel. Catch two birds with one stone.
it byproducts compacted not coke tho
personaly i turn that compacted into turbo fuel for turbo diamonds
am I just mixing stuff up? wait lemme check the wiki real quick
right, I actually meant compacted. I recommend producing all your steel via compacted steel ingot, sourcing all that compacted coal from rocket fuel byproduct
That won’t be enough unfortunately. Plus dudes already did a huge turbo fuel power so im kinda stuck with coke steel 🫠
It’s fine tho just makin steel screws and eib
compacted into steel doesnt seem like a worthwhile idea tbh
its just a small ammount
I don't know if I'm missing something but don't we only need a small amount of diamonds along with having lots of alt recipes for it. Due to sam limitations in the chain
depends on how much ionzied fuel u wanna make
otherwise you only need some for belts
exactly
that can make you 2100 steel actualy
from half the ammount of iron ore
I think that would over complicate things
Cuz then I gotta make rocket fuel on top of the 15hmf
Already building like 5 factories
with a good mix of Nitro Rocket Fuel and Rocket Fuel you can produce around 929 compacted coal /min, of which you can feed 296 back into Turbo Fuel and divert 633 into producing Compacted Steel Ingots. Which nets you around 2533 Steel Ingots /min, whose only real use in late game anyways is to be fed into Molded Beam.
A bag of satisfactory
~950 Steel Beams /min of which 723 /min can go into Flexible Framework and 227 /min are needed to upcycle Plutonium Fuel Rods
molded beam seems
why would not want to produce more cocnrete?
besides pipes are better way
I'm not going on the record
hm? I mean Concrete is cheap to make and a great way to get more Beams out of your Steel Ingots here
you can do that but personaly i only view encased pipe as mandatory product from steel
and even then you can iron it out
what are you using the pipes on?
Wait my bad. I should've rather asked: why not make them from Iron Pipe instead? 🤔
well the Steel Beams can be used to make Versatile Frameworks (efficiently via the Flexible Framework recipe), which in turn can be made into Magnetic Field Generators, which in turn can be made into AI Expansion Servers
because it's expensive
actually not as expensive as using more valuable or limited resources than Iron Ore to produce those pipes when that's avoidable
it is definately expensive on teh iron
I mean yes, it needs a lot of iron, but there also is a lot of iron abundantly available
when I need to split items like this, very unevenly, can I use one splitter, and just let it "warm up" like a manifold would?
most likely yes
cant imagine how many splitters and mergers it would take to even it out
you can always split the production machines and use two belts
using a lot of iron is still expensive
under/over clock some of them to match the input needed
valuable/limited has nothing to do with it given that 99.9% of people won't run out of any of those resources
its one of these rare cases when i fully agree with greeny
very unlikely you will run out of coal for steel
even when you use only solid still alt
you can make tens of thousands steel ingots
question is what for
even if you automate all of your production to be running on steel
which is again why? because you dont need to save on iron
shadow price in awesome points for reference:
- on steel ingot is 832.67
- Iron Ingot is 141.84
- Concrete is 190.75
Which means the cost paid for 1 Steel Pipe produced by - default: 3 * 832.67 / 2 = 1249
- Iron Pipe: 20 * 141.84 /5 = 567.36
- Molded Steel Pipe: (5 * 832.67 + 3 * 190.75) /5 = 947.12
So the Iron Pipe route is indeed the cheapest in that regard
not considering local scarcity or the like. I get it if you just set up a huge turbo power plant it doesn't suit your situation well, just in general
not too shabby
sink point cost is based on base recipes, so obviously alts will do things differently
why are u bringing sink points into this tho
^
sorry, had to go afk for a while. I'll address the points now
Shadow prices reflect the true value of the item with regard to the goal (here awesome points), considering available resources, power and both base and alt recipes, not just base recipes.
except that value is heavily subjective
We were running into the issue of comparing apples and oranges. We said Iron is pretty cheap but you need more of it than the other resources so is that overall still cheap or not? Need a measure of cheapness / expensiveness / value. Points are just kind of what's out there, i.e. what the game offers to assign value to items in some sense, a go-to measure for when to compare stuff. Also kind of the only thing you can do indefinitely in this game and the thing that's needed for the longest time to unlock everything there is (all the sculptures in the awesome shop take many times longer than the milestones or project assembly stages, for example). So I just went with it to have any usable measure of value here.
sure, but then the measure should be base ores
Note though the shadow prices aren't using the nominal value in points the game gives you for throwing one such item into the sink, rather how many points you can get out of having one more such item by using it as good as possible
(that's going to be at least the nominal value, but usually it's higher than that)
the value with regard to that (or any specified) goal is actually not subjective, just the goal itself is arbitrary of course
wdym?
how do you define "use as good as possible"?
extra points/min for getting +1 of that item/min "magically out of nowhere" compared to not getting that, keeping all else the same (world resources, like usual, and self-sustaining on power and not accumulating or running deficient on any items).
ah, so pointless subjective valuation
so you look at the max points/min you could get with +1/min extra and without, the difference in that is (points/min)/(item/min) = points/item
that's no less subjective than 1+1=2
it's just math. the scenario, i.e. the goal, is arbitrary. I guess this is what you mean with subjective. But it's not the same thing
it's very much subjective valuation
you picked a subjective goal to work towards
(which is pointless due to that situation being impossible to happen)
the valuation is not. the valuation is derived as a calculation result from that goal. You cannot get any other numbers from that same goal scenario
the goal is subjective
Anyone who calculates the values for this scenario gets the same values
so the values are not subjective
the goal is subjective, yes
it is arbitrary
you can propose another goal that shall be used for the comparison, and we can derive the values for that goal, and compare again
that's throwing out the baby with the bathwater
here laid out the reasoning why I went with that as a "default", go-to goal: #math-and-meta message
You're free to propose an in your opinion more reasonable default goal. This isn't a rhetorical trap.
But we can only discuss and compare recipes with regard to a specified goal, we need one to base the discussion on
since the comparison has no real value anyway, I don't see a reason to bring arguments to it
but we want to compare. People here want to compare. This is the #math-and-meta channel. Why are you trying to shut it all down? I don't get it. We get definitive results for any scenario we choose to look at and bother to solve. Isn't that a great thing? Propose more scenarios instead of just spitting into everyone's soup
If you refuse the premise of applying math to the game (while being conscious about the assumptions going into it and the limitations that apply) perhaps you're literally in the wrong channel. It's made all the more confusing by you yourself having actually bothered to create such an optimizer, which isn't perfect, but a pretty good feat and extremely well usable in exactly that direction that you've grown to resent since then for whatever reason.
I've never claimed the optimiser is "the way to go", nor do I think there's a "way to go" that could be defined
the optimisation goal was chosen simply because there needed to be one
but the goal is ultimately personal choice
How to build this? Does anyone have any ideas on how I should build this? I would like to build a storage system, I sort where the semicircle is with all the containers.
Now the question is, how should I do this? I unload -> then sort -> store it in the right container
But I would also like to collect something from the large station, for example, if I need iron plates for a production. (I'm currently building a Train World) so that I can pick them up.
What is the best way to do this? I don't have a clue at the moment.
can also never mix items, so don't need to sort
and generally this is solved by dimensional depots
so you don't even need to build central storage at all
i have a train which get all things from map and bring it to train station (main)
yeah, just put a depot in each factory and don't even need that train 😛
I do this actually like this with dimensional depot.
but i want to do it with trains.
How can i do this with trains? - this my question
have a train deliver things, have a train distribute things, as you said
That's clear, but how do I do that at the station? so that the train can pick things up there? Because it unloads things, then they are taken up to the depot where they are stored.
Then let's say a train comes to pick up something (e.g. iron plates) - how does the freight platform know what the train needs? I have to bring it down from the depot... somehow. and I don't always want to just pick up iron plates at a freigh station, but it could also be iron bars.
separate station, one station can't do both
and need separate car for each item
bruh.. why that so shitty? xD
because that's not how the game was designed
I need for each item i want to deliver a own freight and station... xd
it was designed around having the depot and not needing to deliver anything
and no, you only need separate platform, not separate station
Okay so you have incoming items with trains, and want to store them:
First send a belt to the location you want them. Along the way, if you have a secondary product you need to make, put a splitter that allows you to take what you need from that belt to another location to produce the item.
You could have multiple splitters, one for each secondary product along each belt you have.
Bro, it was designed so. For that are trains. The trains deliver things.
trains deliver things between factories, not for personal use
I deliver things to depot -> rest upload to dimensional depot -> rest things get a other train and drive to factory.
yeah I wouldn't recommend feeding factories from central storage
build factories near nodes they need
I want like this:
Factory A: Produce Frames
Factory B: (I NEED FRAMESS HELP and Plates!)
Factory A -> Depot (Train Station) -> Frames are stored here
Factory XYZ -> Depot (Train Station) -> Plates stored here also
A Oter Train C come from his way, put in depot the rest of container like steel pipes -> get the other things for factory XYZ => plates and frames.
yeah that's unnecessary complicated setup that will indeed be hard to make in SF (and will require things I've said like one platform per item).
if you're going against the design, you're gonna have issues 🤷
well, it realy isnt apples amd oranges, more like what makes sense
the initial argument was "yes you can use iron only and not bother with steel at all"
but just bcs there is a possibility of it it doesnt translate to you have to use it in your approach
with current coal and iron availability one well placed foundry can make over ten of thousand of steel, place two and you have all of your giga projects covered without impacting anything else at all
however ironing it out greatly increases the resource draw, items you move and you'd need multiple places to cover for it
now the second method essentialy is "extra effort" that most people wont go extra lengths to go to because we as people minimize energy spend by default
- thats what Mr Greeny meant realy
now i know that i said iron is never a limiting factor because it is most available resource in game, however if you make everything out of it you will need to consider the 79k ceiling at some point and defintely the local availability with increased bulk of transportation and machines placed and most inportantly planning which is again more effort
i get it you may have felt criticized but we realy werent going for it
personaly i like to do some projects with extra steps but i typicaly make them with consideration of exploiting 1/4 of the map and tryna make it as efficient as possible and i play in multi so i know how people react to those, even very experienced people with thousands of hours and i know everyone wants to do things in this game their way so whenever i propose something it gotta make sense on my part and that it is easy enougj to understand
dealing with disagreement is a part of the process and its not in the funny part but you gotta deal with it and be ready for it
and speaking specificaly about iron pipes only realy makes no sense efficiency wise and its always been like that, it is a neat thing you can do but what are you realy saving that coal for?
if u tryna make something later from those pipes it gets even worse and in a room of people who are knowledgable about the game and need to agree on something its not gonna realy fly
easy and good solution is the way to go most of the time and solid steel happens to be it
in your own world or multiplayer with people who wanna do the same thing as you we arent stopping you from doing it but it is surely for a project that 99% of people wouldnt bother
i realy hope this doesnt sound like a personal critique, i tried to be very forthcoming with it
(if you slice your responses in smaller segments it's easier to respond to individual snippets)
its the autistic info dump made on nicotine flow
the initial argument was "yes you can use iron only and not bother with steel at all"
Maybe that was ambiguous. I wasn't advocating Iron Pipes because that skips steel, but because that's efficient (with regard to my arbitrary default objective). The "no need to use steel here" is just a catchy comment on it after the fact. I do use steel for steel beams obviously and don't avoid complexity.
but just bcs there is a possibility of it it doesnt translate to you have to use it in your approach
100%
My default approach is to make just enough constructors for 180 plates (underclock to match it) and merge their outputs and send them the correct way
and then just do that again with enough constructors for 52, underclocked to make it exactly, and send those 52 the other way
with current coal and iron availability one well placed foundry can make over ten of thousand of steel, place two and you have all of your giga projects covered without impacting anything else at all
however ironing it out greatly increases the resource draw, items you move and you'd need multiple places to cover for it
That's one approach. I think what makes that lose out from my perspective is the high value of coal, which is due to their usage in mostly the Turbo Diamonds recipe (and in small amount in Nitro Rocket Fuel).
if you want it in numbers, shadow prices for:
- Iron Ore: 213.88
- Coal: 1248.92
- Petroleum Coke: 1142.95
- Compacted Coal: 2569.97
- Iron Ingot: 141.84
- 1 MJ: 0.867
Which makes the (opportunity) cost of one Steel Ingot produced by either recipe: - default: 1481.3
- Coke Steel: 1025.9
- Compacted Steel: 832.7
- Solid Steel: 941.0
So Compacted Steel is way to go from the perspective of that goal, the cheapest recipe sets the price from my previous comment (#math-and-meta message) and it follows from that Iron Pipe is cheaper in that sense than the Molded Steel Pipe.
now i know that i said iron is never a limiting factor because it is most available resource in game, however if you make everything out of it you will need to consider the 79k ceiling at some point and defintely the local availability with increased bulk of transportation and machines placed and most inportantly planning which is again more effort
The limited availability is factored into the shadow price of the ore, since these are prices at the margin (defined by how many resources there are available). If there was twice that amount of iron ore available but everything else as limited as it is, the price on iron ore would be lower than it is right now (213.88), for example.
Transportation and building inconvenience absolutely is a practical factor to consider, even though it's hard to quantify and pay respect to in a calculation, you're absolutely right about that
i get it you may have felt criticized but we realy werent going for it
No offense taken at all. I just got confused over why greeny was so adamant about rejecting the premise. What's the problem with saying "we need some objective frame of reference to discuss this in, I propose this one for lack of better alternatives, you're encouraged to propose another one you think suits better, but only within such an arbitrarily defined objective frame of reference do we have the specificity to actually make definitive comparisons and derive conclusions. We are all aware that these conclusions hold validity only within that frame of reference and do not claim validity outside of it. Let's do it anyways because it's fun, and better than nothing."
I just love engaging with this kind of stuff.
personaly i like to do some projects with extra steps but i typicaly make them with consideration of exploiting 1/4 of the map and tryna make it as efficient as possible
If by that you mean exactly 1/4th of each of the map's resource limit, good news: that will result in the exact same recipe usage as planning off the full map limits, simply scaled down by a factor of 4. So the viability of recipes is transferable between these cases.
If you mean a regional quarter of the map with all the nodes in it, then that does alter the resource values indeed due to local scarcity/abundance varying from global averages.
good thing it's not adressed to you then! 😉
i play in multi so i know how people react to those, even very experienced people with thousands of hours and i know everyone wants to do things in this game their way so whenever i propose something it gotta make sense on my part and that it is easy enougj to understand
dealing with disagreement is a part of the process and its not in the funny part but you gotta deal with it and be ready for it
Imagine a competitive multiplayer playthrough where each player gets a clearly designated share of the map and they compete on maximizing their own points per minute production. They may pairwise trade items whenever the two of them agree on a ratio. What an absolute madness that would be. Someone might have a dominant share of the map but then other players collaborate to beat him anyways, so he has to offer bribes etc etc
and speaking specificaly about iron pipes only realy makes no sense efficiency wise and its always been like that, it is a neat thing you can do but what are you realy saving that coal for?
🔷🔷🔷🔷🔷
@hushed silo ok, done.^^
how can i split this evenly?? (the lines are belts)
just use what you have on the belt
??
if you have 250 on belt, connect it to machine(s) that need 250
each machine needs 140
clock speed can change that
whats clock speed
Overclocking
over/underclocking, in MAM
Im currently at a stand still with my factory. Im at the end of tier 6 and have reached point in the game where i really want to start scaling to bigger and better. Every thing ive made up to this point has been small and modular. Like micro factories. Which ive torn all down. Im building a steel factory first and foremost and i have a set up for 1800 steel ingots/ min. Im not using alt recipes for anything right now. What would a good beam to pipe ratio be? can anyone help?
would be best to work out what you actually want to produce, and work out what you need from there
my man
For rubber and plastic, should I go 50/50 or maybe one of them is less required?
make what you need now, since there's no way to tell how much you're gonna need in future
typicaly i go for 50/50
its just clean for recycle loop
and u can make crazy ammount of both
if u are just starting make what u need
cause plastic/rubber is one of those that benefit insanely from alt recipies and optimization
60k water used to be moved through those pipes to nuc plant
but now its an abandoned save
💀
dats alotta water
I'd just build the plants at water level 😄
why i cant scan with key "V"? i cant use it, in keybinds it is set
- Probably not the right channel for this, try #1038092680493801533
- You might have a key conflict, check your settings better, restart the game that can fix some issues
Anyway, I've been finishing up on my Blue Crater Rocket fuel plant
I'm using up all the oil in the Crater, gonna make about 150GW
(I just found out I will run out of power shards at 2/5 of the fuel generators
I need about 1.8K shards to overclock everything and I just had around 800)
But yeah, I've benn wondering, do Gases cause sloshing like liquids do?
I'm still running the pipes to the generators as if they could carry only 450-500 units/m, that fixed all the issues I've ever had on my liquids, especially sloshing
But would it be necessary for gasses too?
looping the pipe usually removes all problems caused by sloshing
Yeah afaik gasses just don’t need headlift still behave the same as fluids
Running at 450-500 will def help
How to build it with mk1? (manifolds)
MK1 deliver 60 per min.
On my screenshot i need iron ingot 135 per min... how to do that? xd
Which the best planner? i need to see where splitters etc. how much who.
!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...
multiple manifolds
and satisfactorytools is prob the best
Is this the most powerful hypercannon yeeter that can fit in 6 foundations?
you could build it diagonally?
I'm trying to avoid alignment issues that comes with that. Maybe
allignment issues? the foundations would still be the same
It will place it 45 degrees on foundations. 1 of 2 ways
On open ground it has a lot of angle options
With ionized fuel and that cannon I can make it anywhere. If I can get another 1 to 2 more in then I won't need to keep hitting the jetpack button
I tried. Just 2 options when on foundations
You could make it serpentine
😋 The whole length of the map and half of the height available. Tyvm. I was getting close to making it in to 2 blueprints to make it work that well. Hypertubes are still fairly untouched for me
Oh snap, how far does that yeet you?
To infinity and beyond? 
From 1 desert beach to the other
Noice
Build more than one belt 🙂
All I can think of is if you can attach a splitter directly to the end of the smelter
Otherwise, your best bet is to unlock Mk 2 belts first
that's more than 1 smelter
You can't do that tho
Or just... multiple belts
it's not a single smelter, it's not all coming out of one machine
Oh I see
hey, thinking the best way to get a lot of power before making aluminum
someone any idea how to do it? i was thinking about this https://satisfactory-calculator.com/en/planners/production/index/json/{"Desc_LiquidFuel_C"%3A"1230"%2C"Desc_LiquidTurboFuel_C"%3A"975"%2C"altRecipes"%3A["Recipe_Alternate_DilutedFuel_C"]}
probably turbofuel
but i would need to make a little but of aluminum for blenders
is there better way?
oh, which recipes did u use
lemme get them all written out
and gotta double check
pretty sure im using heavy oil residue alt, that to diluted packaged fuel, unpack and combine with another alt for turbofuel
i'll have to check to make sure
but diluted packaged fuel is really good, pretty much turning water into fuel
okay, thanks a lot, i was watchin some vids, bcs last time i played this game was some time ago and a lot has changed, so i returned to 1.0
turbofuel with compacted coal
all can be done with some refineries and packagers
and some assemblers for the compacted coal
could you maybe put it in calculator or somehow write it out? am not playing it for the first time but sometimes, am little bit confused with the alts lol
lemme do that rq
alr, i would be gratefull
i sadly didnt make a planning wall for that one
oh, nevermind, if it works... 😄
i was thinking using 1800 oil, 780 sulfur and coal, but possibly could use 1800 oil, 1700 sulfur and 1700 coal to make nearly 90k MW
but looks like you have better one
1800 oil could get you up to 4000 turbofuel with no blenders
and i am thinking waiting for nuclear power is stupid as imo, its not that effective and dealing with all the waste and making plutonium... uh
lemme get that lol
does cost a ton of coal and sulphur mind
(all quantities are p/min for 1 cycle)
30 m3 crude oil -> Alternate: heavy oil residue 40M3 HOR + 20 polymer resin
30M3 HOR + 60 packaged water -> alternate: Diluted packaged fuel 60 packaged fuel
60 Packaged fuel -> unpackaged fuel 60M3 fuel + 60 empty canister
22.5 fuel + 15 compacted coal -> 18.75M3 turbofuel
thats the chain i use, just on a bigger scale
yeah thats the problem
yeah thats true
i thougt 1800 oil is ok, so i used as much sulfur and coal as i wanted and then rest let as fuel to be burnt
the question is, is okay to use this much of sulfur and coal? or i will need it later
im using i think 1800 as well and turning it all into turbofuel
though, im now doing nuclear
you'll only need sulfur if you're planning on doing nuclear i think
or mass production of explosives and/or other weapons
you can always take that plan above and tweak the Inputs tab
rocket fuel? battery? or is there better recipe
true
yeah, idc if this world will even have nuclear, this time
might need to switch the Outputs to Maximise temporarily, but always set back to the actual production number afterwards so it can properly optimise inputs
battery has a better recipie now i think, and imo rocket fuel isnt really worth it
hm, so probably later switching from turbofuel to rocket or ionized fuel is not worth right?
in my opinion not really as its not a whole lot of bang for your buck, but others might disagree
yeah, thx
ill need to think about it, as its like 4th world and i literally never finished it, as in lategame, it was too time consuming, but now, i want to finish the whole game
time consuming it is indeed
why the hell does the next pipe have 0 flow?
(as in the pipes to the left)
okay after waiting 5 minutes they magically have some flow, but not nearly enough
it doesn't pass 90/min even tho they're both supposed to exceed 320/min
i guess i'll wait a little longer
long pipes take time to fill up.
i can tell. 💔
is the flow rate supposed to go from averaging 200+/min and then 10/min for no reason orrr? 😞
was at nearly 300/min a couple minutes ago
yes, they are now
one of the pipes is taking much longer than the other to fill up, despite their equal distance
i'll let it fill up for a couple for minutes
pipes are just stupid sometimes
I managed to fix a problem with one of them by building a valve and then dismantling it directly afterwards. The stuff is just some eldritch, unknowable magic
mmm pipes posting
I wouldn’t read too much into the flow numbers until the pipes are full. Full pipes are happy pipes
Me watching my pipe flow go into the void
Daily pipe appreciation posting
you mean something like this ?
Yeah
note: I don't recommend bottom feeding
prude
Is it still best to run a loop back in a fluid manifold? I'm using a mk2 pipe to feed 600m3pm to 5x Nitric Acid Blenders that need 120m3pm each and I'm not getting the full 600 flow rate. I've tried fully filling input and saturating output lines but no luck.
What's the best approach here?
usually a proper loop fixes this yes
but if the rest of the system is wonky it won't
a loop isn't a cure all
There's a buffer at a fluid train to bring in Nitrogen Gas, then a mk2 pipe to the line of 5x Blenders with manifold. Putting in a loop back doesn't seem to fix the issue. Seeing around 450 pretty consistently in the feed pipe
ah.. gasses behave very poorly in buffers. Package it.
it's more compressed that way anyway
that sounds awful to have to bring in logistics for aluminum fluid tanks. Is there really no other way?
well you only do it the once
you take the empty cannisters back on another platform
but you can move like 4x as much gas on a platform when packaged as when not so it's very convenient
I can give that a shot if all else fails
it's why drones are very useful for packaged N, they can pick up empties as they drop off fulls
Is that recommended for large setups? This is in a power supply chain using all of the uranium nodes. 30x Blenders and 3600m3pm Nitrogen Gas is needed
any gas set up really
it's not that it's 'recomended' but its certainly simple if you can fuel the drones
if you already have the train infrastructure for it no reason to have the train though
it's just that n gas is often in hostile terrain which drones excel at
Testing out putting a smaller 400m3 buffer local to the 5x manifold and the feed pipe is now getting to 600m3pm flow
Maybe there's something to this setup
just don't use buffers with gas. they are bad with regular fluids, worse with gas
But at least one buffer is needed for the train fluid platform
for liquids yes
but you wn't get full flow with gasses
if you were moving 600 gas pm and only needed 400? it might work
You're probably right but I want to see this fail first. I have 4 out of the 5 blenders running at 100% and will turn on the last one the manifold once the pipes/ buffers are full
Buffer drain rate went to 800m3pm, can that really go beyond 600?
Turning on the last blender and there must be sloshing because now the fourth and fifth blenders are out of Nitrogen Gas. Putting in a loop back and retesting
gas doesn't try to move to an empty space, it tries to equalise the same volume along the whole line. Which in some ways is worse than liquid slosh
Do valves work better for controlling gas in a manifold like this?
no.
they don't work well in liquid systems either
example diagram on how valves don't stop always stop back flow, and even if they do they only stop it at that very specific point. Which generally isn't useful
on spot bro im lovin it
it's still very basic piping apart from the bottom feeding. 1 pipe from Point A to Point B , flat along the manifold
Brought in packager logistics to these three lines that previously came in on a fluid train and are running much improved. For anyone else thinking about it, packing fluids for a train is not too painful. Using a point to point train half of the cars move in the packaged gas and the other half return the empty fluid tanks. Thanks for the help!
no stress, but unpackaged fluids in trains are easy
these buffers work well #design-and-architecture message
also this one #design-and-architecture message
I think you can save on the number of railcars by building two additional stations, so that at both points you have an output stagion followed by a input station. If you have a bunch of trains on your setup that may relax it a bit
though honestly I think using twice the railcars is better
50000 Gigawatts
So i heard about the recycled plastic method where you use rubber and stuff with alternate recipes. Never used it before. Just want to know if this thing on the picture is the correct way to do it. I wanna implement it in a factory making super computers.
Do i need to use diluted fuel btw?
you need one of hte diluted fuels yes, added tothat
Does it matter which one you using?
imo use hte Resin to create Residual Rubber to start the loop
nope, though the blender one is probably simpler if you have access to it
but not by a huge degree
no you use hte Heavy Oil Residue alt
it produces some resin, and all you need is some
Here you go! #math-and-meta message
and Diluted Packaged Fuel or Diluted Fuel are both fine
then add fuel to make recycled plastic, then use some or all of hte plastic to make recycled rubber with more fuel , and so forth
Holy shit, normally i would need 1200 oil for that, now only 275 xd
yeah it's more than a 4x multiplier from base. But it's also a lot more work
at this point, with all the recipes, basically every time you ever want to do anything with oil you go
oil -> HOR -> diluted fuel : then do whatever you need to do if you want to be oil efficient
Oh and this is a post that has the exact layout 🙂 #math-and-meta message
Diluted packaged fuel or diluted fuel (blender) are equivalent, either way works!
they have the sf tool layouts already >.>
Thanks 🙂
Just remember the above post I linked, whatever oil you input, you can output 3x the units out;
200 oil in > 600 units out (could be 400 plastic w. 200 rubber, or 600 plastic, or 200 rubber w. 200 plastic w. 200 fuel, etc)
why is this soo much i have 600 sam per min. 🙂
its soo hard to structure and build, or to plan
what are you trying to do?
are you trying to use SAM?
yeah why not?
ok just making sure. Generally just simpler to use the base ore.
which? can u say?
bauxite
send me a planner link
Then i need coal, bauxide, water and raw quarz + copper ore
thats much i need....
that's just for the ingots. These are the recipes I like to use
i have all receips, can u make a new link? i take a week to search each drive xdd
that is a new link?
I mean you don't need to use particular ones. These are just ones I'm suggesting to use
and you can edit it yourself, you seem to know how to use it?
how can i split this?
build 6 assemblers and hook each belt to two
but look at the rate
clock speed solves that
i wrote it above the belts
whats that
build a MAM and do MAM trees 😛
have you not unlocked clocking in the MAM yet?
it's pretty good
which one
research slugs
There's a couple ways to do it, @still schooner
- You can use clock speed on the machine (from 0-100% without powershards). So in your picture, you have 2x belts of 250, one of 200. So 700 total between 5 machines is 140/min normally.
You can make 6 assemblers instead of the 5 you were making, and clock them down;
So clocking 2x assembler to 71.5% approx. Is 200/min
Then the 250 belts, clock 2x assemblers to 89.3% for approx. 125/min each 🙂
- You could use 5x assemblers at 100% (I assume you are limited by mk3 belts) like this. Sorry the image is crude I'm on my phone and just drew it with a finger haha
The above method doesn't use modified clock speeds at all, and will work perfectly fine with mk3 belts without too much complicated belt work considering haha (it will overflow feed the other machines like a manifold would).
And yes the 5 arrows pointing up are feeds to each assembler. Arrows going in to each other are mergers, arrows out are splitters 🙂
i was fucking around with this set up yesterday
tryna make plastic and rubber produciton equal
and when u set them to equal u get 880 product from 300 oil instead of 900
because teh initial resin you get you will have more rubber than plastic comperatively from the same ammount
works on my machine
sounds like the sort of issue you get with planners that don't handle loops properly
it starts spittin out both items at the same time instead of needing to wait for plastic to build up
and saves on math head ache
How do you build in this area? because it is full of mountains and stones (with trains, how do you build with trains)
its sooo many feet
spirals, ramps, or just split into two trains at the cliff
one train for the high bit, one for the low, with a lift between
oh no i did that choice manualy to see how it differs
differs by not working, by the sounds of it 😛
where did you hear it tho
i doubt u are hallucinating
here
the efficiency meters are not to be trusted. Stare at the row of lights for 30 seconds, see if any flash yellow
looking at planner saying "hey you asked for 900, here's your plan, enjoy your 880" and thinking "you know what, that's fair"
30 ficsonium fuel rods /min 🙂
probably better in #screenshots
Shame theres no more sam or bauxite in the world, ive used it all up or i would make about 240 rods
what's the deal with this? why is the second pipe barely recieving anything?
got pumps installed correctly
seem to work just fine?
probably left pipe goes upward a bit so it had to fill until it can pass fluid along
and right pipe is probably flat so it just transfers the minuscule production to some building and doesnt fill
i'm talking about the lower pipe, the 2 segments
one segment is nearly full, consistently, while the next segment (as well as the entire network after it) has been nearly empty for hours
i mean left and right as in the images (left being filled one)
ah
pipe fill is meaningless, check if source side is backed up on machines
if so, there is either a broken / unattached pump or some pipe connection is glitched and needs ot be rebuilt
Plus you should your pipes fill, especially if they are long pipes
yeah no, my machines just aren't getting enough water, even though the extractors are literally full
already tried
Flow rate has a tendency to go into the void when pipes aren’t full since it’s trying to both feed machines and fill the pipe
then your pumps are either broken or at wrong spots
broken as in bugged, try rebuilding them
Build a water tower if pumps get wonky
That will ensure it will get there without issue
fuck it, i'll let this factory just sit for a while, i've already spent long enough on it lmao
it only makes parts for personal use so it doesn't matter if it's temporarily slightly inefficient
supposed to make an overkill amount of alclad sheets (300/min) so ig i'm still getting loads despite the hiccups
Nearly empty or empty? Big difference.
Also if you're not 1000% certain your pumps are pumping enough, just slap on several more (temporarily) and see if that fixes the issue or has no effect.
What are the buildings taking besides water? I'd disconnect those (or if you don't like disconnecting, put a smart splitter and set it to NONE) and then see if the water fills up
Great way to prefill for liquids
pure aluminum ingot or regular one? i've actually never done regular one, always opted out of quartz and limestone usage here but want to hear your thoughts
both have same flow
Gosh dude
Check if you might need a pump on the 2nd one
a question for you - is separating fresh and recycled water always the correct solution and we shouldn't do any mixing?
it's always the more reliable option
it can be done, sometimes it'll even work, some people swear by it
its always the easier option, not the correct one
If you can pull off mixing, good on you
Else, its easier to just not. Otherwise you might spend a long time on troubleshooting
and thats not fun
My first bauxite plant used mixed water and it was horrible since then i've always separates them. My first save was in u3 though so i wondered if in 1.0 it was differen
You definitely can get fluid recycling mixed in and working properly. In the past I generally never even used VIP junctions and such, and they seemed to be easy to get working reliably. But yeah, keeping them separate means a lot less debugging, generally, and a higher degree of confidence that your system will continue to work indefinitely
did you let the system flood first? down clock all the machiens so you're over feeding?
I never thought of doing that. I always just put them on standby or disconnected one input
1% clocking sounds way better than either
Though I really, really wish pasting into a building did not clear the stock
That's just stupid
only generators accept input while on standby so properly flooding other systems can't work that way
I'd suggest 50% because if you go from 1% to 100% the cycle it's on will still run at 1% until it's complete which could take forever
Mixing works If and only if you give the recycled water priority in the pipe circuit. It's actually really simple, for as so long as the water extractors are the furthest source (I.e, at the end of the manifold where the recycled water merges in to the pipe before them), then the water extractors turn on/off rather than the refineries as the pipe is filled. You can use special 'VIP' Junctions people have made as well, both could work
Or like you're doing and as stated too, not mixing is by far the safest option and far less likely to cause any issues. The start-up time does take longer much like how long manifolds do, but other than that completely fine 🙂
Use waste product in separate production line < recycling
I would put things on standby to let the belts fill up, and you can always manually fill any solid objects straight into the input.
but not fluids, and that's where flooding the system is important
i dont like the prospect of it but yes cheap silica should be considered
considerably less assemblers than constructors this way. cheers
just as a thing, it's very unlikely you'll ever need that much bauxite, sicne processing the whole map's resources is essentially impossible to do. But fine if you just have that as a project
very true.
its part project, part aluminum can be utilized in a wide range and can eliminate steel from processes.
thought is if I get it all and process then I am future proofing.
ah yeah, look, future proofing is a bit of a trap. Plan from the very end
and you can already remove steel if you want with Iron Pipe and Encased Pipe.
though steel recipes tend to be very efficient and quite compact
what are some good combinations of reousrces and products for raw-processing factories?
each time I look at how much stuff I need to bring in for something like pressure conversion cube my brain activity declines
Generally, oil and bauxite are spread pretty unevenly throughout the map, so you'll more than likely be transporting those by train
All other resources are spread generally evenly throughout the map with varying rarities, so just find a good spot with the basic resources and any rare resources you need
You can also use drones to transport intermediates that are being made in low-medium volume like RCUs
I’m right in this phase now of getting large scale logistics going. Finally have aluminum ingots moving by train, next I need to do quartz, plastic, and rubber and that should cover my ability to make a lot of phase 4 materials
All is clear except the part where the fresh water should be put in case of mixing like i your example of putting it at end of manifold. I dont really get it from written desctiption. I usually make aluminium in duch schematic. In which place would you put it from 3 red points
Like that. You don’t mix them
Blue is fresh, red is waste
Lmao i wasnt asking about that
I didnt make myself clear but i am able to build separate water pipes with fresh and recycled water
HMF is, generally, just steel + concrete if you really think about it. Iron + Coal + Limestone or Iron + Oil + Limestone if you feel fancy.
The other half is then making FMF and Radio control units.
Thats mostly aluminum and quartz stuff.
Split it up into subgroups and suddenly its less daunting
you could also use that water to make copper ingots 🤷♂️
This is simpler and maybe you don’t have copper nearby
well yeah just have the water on full power at first then when the pipes and shit fill up flush the whole system and put the valve to input - byproduct
or do as you do ig lol
i always do water in minus byproduct water, yes it takes extra time to start up fully but i got no backup or issues
Well I figured i can refine oil in place to not use freighters and because it usually is near water.
Wait, u say bring them elsewhere?
No, process the oil on site and bring the oil products elsewhere
Technically, oil is more compact than its products, but with how big refineries are and fluids being finicky to transport by train if using canisters, it's generally a good idea to make the oil products at the oil and transport the products
Yeah, making batteries also seems like quite a headache. i didn't launch nuclear power yet
Oh, that's recent
or you can just use conveyors? I dont understand why so many people have aversions against using them
You can for short-medium distances
But I'm not dragging a conveyor from the western rocky desert to the blue crater
i did. That doesnt take more time then trains to set up
Good for you
ok not technically from the rocky desert but from the oil shore
I personally prefer trains and drones, but if you like long-distance belts, that's fine too
And while a long belt could arguably take the same amount of time as a train line, it absolutely does not take the same amount of time as drones
Drones are extremely simple, just place down a building or two on each side, do a bit of configuration, done
but then you need an entire setup to supply your drones. Oh and the phase where I usually do the big logistics I dont have the drones unlocked yet
Supplying drones is easy
Have a drone port at your fuel factory containing fuel, and at the locations where you want to use drones, have a drone port pulling fuel from it
you need a battery setup for those, and a system of drones distributing the batteries to other drone ports etc etc
You can use fuel
And you're vastly overstating the difficulty of an additional drone port
It's one empty drone port containing the fuel, and one drone port requesting the fuel wherever you need drones
Very simple and effective
ok for some reason the server doesnt like me quoting the wiki
but then your using mods. They only accept batteries
Are you quoting the fandom wiki?
yup
The official satisfactory wiki states you can use a bunch of different types of fuel
Yeah don't use the fandom wiki, it sucks
Use the wiki.gg satisfactory wiki, it's the official one and updated for 1.0
oh thats new, ok didnt catch the patchnote that all fuels work
that makes the whole thing so much more easy
Yeah, I power my drones with rocket fuel
just build your typical dilluted fuel plant and then it jsut works
goddamn, i think ill have to start building drone setups now
found it, thanks
can even use fuel rods
I wanna use plutonium fuel rods in the long term
so you saying you can just put the plutonium fuel rods into your drones? Do they produce waste then?`
yeah
Ok I love 1.0 now
exactly
finally I can justify using drones
The main disadvantage is that the drone port becomes radioactive
But that should be fine if you have iodine filters automated
when you properly set up your logistics you dont ever need to revisit it
so thats not really a problem?
yeah as long as your drone port isnt too close to your factories is oke
Well, if you're placing your drone ports a decent distance from your factory, maybe
when you properly plan your factories and finish building em, hook em up to some central storage, you also dont really need to visit your factories again tbh
Yeah, but you're constantly constructing factories unless you afk
I guess you can build the drone ports last
Either way, not an issue with automated iodine filters
yeah, but you only need to start flying in the radioactivity once the setup is concluded
so every setup isnt radioactive while bilding
plus, radioactivity is kinda overrated. Same as gas
usually you can just walk right through and not worry. And when it gets close, theres something called a nut
but yeah. Ill have to look into using drones, now they dont require batteries. Im still more in favour of conveyors then trains for logistics, but considering im already producing massive ammounts of fuel in my worlds just hooking up one of these plants to a distribution network isnt that difficult
the only problem is that you then first need to automate radio control units, but that one isnt even that difficult to make
is there a maximal distance?
never used em ,..
Not really, no. Especially not with rocket fuel (stack size is 100 for RF)
A drone won’t take off if it doesn’t have enough fuel to make the trip
just shove some plutonium fuel rods in the drones and call it a day
Love plutonium rods as drone fuel. Highest top speed (alongside ionized fuel) and one rod will fuel 50-100 round trips. Ridiculous
okay thats crazy
and spicy
but it works, and if you use said drones to supply your nuclear plant it doesnt really matter if theres a little bit of radiation around the drone port
just a little😌
Your belt is one use. Trains are multi use. That's what makes trains so good (in real life too).
Everyone keeps saying that I should use 1 locomotive for every 4 cars, but could I have one loco, 8 cars, and one in the end. Does it have to be 2 locos facing the same way?
You can do that but it's not recommended, and yes they must face the same way
it's just a recommended ratio but you can do whatever
Or else the second one doesn't add any push and instead just weighs the whole thing down even more
The main reason to not do it is if you want an item from freight car #8, and nothing else, for a specific factory dropoff, you have to build a train station, seven empty platforms, and a freight station just to pull that one last item off. It sucks. I hate building it and most people do too. And it takes up a colossal amount of space.
What would be better to grab that 8th item is just make a new train station with one freight station, and a new train with one freight car. Rather than build a whole ass 8 car long train line.
But you CAN do whatever you want. It will all work*
*I actually don't know what happens if you are pulling too many cars with one locomotive. Does it just not move at all, or does it move extremely slowly? Does it get stuck going up inclines or just go really really slow?
The ratio 1:4 has to do with keeping up a reasonable top speed.
I've seen some people use 1:3 since splitters / mergers are a 1:3 ratio
Can you be insane and do loco, car, loco, car, loco, car? And by can I mean does that mean the locos all provide proper push?
3 carts feels so little, but to be fair, I used trains with like 13 carts
it was flat terrain so it didn't matter
I commonly have 1-2 cars, but plenty of mine are 3-5. I have 19 separate trains.
I like the classic 1-4 trains
btw, what kind of set up can take advantage of mixed trains?
Nice and large for good throughput, but not so large that train stations get too annoying to fit into the terrain
Train throughput is so high that even 1-2 trains have plenty of throughput though
Train stations can filter out mixed trains, which I feel can be really powerful
Mixed wagons?
I have a train carrying rubber and plastic, but in separate wagons
The 5s are from bad planning / not knowing what's coming up next. I wanted to stick to 4 max.
yup
By mixed do you mean one car has more than one item type?
actually with mixed wagons you have to sink everything or it will clog...
which is ok, it allows you for better control of your space
That's why I don't do it. It demands you over produce or else it fails. Which I often cannot do because I built exactly enough for something
If you're using anything larger than a 1-1 train, I don't really see the benefit over having separate wagons
I guess you could transport more types of items than wagons, but at that point you're not getting very good throughput of any one item and it might be worth considering other solutions
Right unless you deeply enjoy making programmable splitters to sort your garbage, it's significantly less work with less wasted items to separate them at the starting train station rather than sorting later. I don't understand.
Sushi vehicle/train/drone deliveries don't require over-production
You do have to buffer properly, and you'd definitely want an overflow sink just in case production ever backs up, so that the deliveries themselves never clog, but once the factory's up and running 100% you're unlikely to ever see anything actually getting sunk after a delivery cycle or two
Hmm
The key is just making sure that the station output never gets clogged, so it's item-sorter-SS, then overflow-to-sink-SS, then your delivery buffer
Is there any trick to buffering properly beyond have a buffer and put the smart splitter in the right place?
Yeah, my usual setup is: ```
(The SS-to-overflow actually goes into mergers instead of "chaining" the
SSes together like that, but it's difficult to convey that in 2D ascii)
[Station] ------ [SS] ---(any undef)---> [SS] ---(any undef)---> ...
| |
(item) (item)
| |
v v
[SS] ----(overflow)---> [SS] ---(overflow)---> [Sink]
| |
(any) (any)
| |
v v
[ISC] [ISC]
| |
v v
[Process...] [Process...]
Sorry what's SS
Smart Splitter
u did good 😄
Couldn't you simplify it with programmable splitters?
Have both any undef and overflow on the same output
I know I had a reason why I separated out the item sorting from overflow-to-sink, though the reason isn't coming to mind at the moment. :)
You'd presumably be able to get the same functionality just with a single SS doing (item) and (overflow), and sink at the end of that line (ie: the usual sushi processing)
That didn't work for me and I don't remember why
As I say, I know I had a reason at the time, though I wonder now what that was. I've been using this bulk-sushi-delivery method throughout this current save, though. :D
I'm kinda sad that they're adding hypertube junctions as an actual thing, the quirky contraptions were always so fun. any ideas on how they'll work?
The only thing we have to go off of right now is the brief shot of one in the background of the teaser video
After using hypertube cannons I have never tried to set a network of hypertubes again
Maybe a junction could be used to be launched one way or the other
the network is nice cause you can go afk and easily control where you go. also it's faster
yea im asking for speculation
Maybe it was discussed in the dev stream yesterday, idk haven’t watched yet
Mainly because they oversimplify stuff? Also requires pretty boring building phase. With chances of crewing up somewhere in the middle. And change in what goes where might require change of pathways, unlike for drones and less so with vehicles. Aka, nay other means of transport either doesn't have path or let's you reuse it
Ok I have an idea. Using a mixed belt for each part that goes to storage
Eh, I have two kinds of tubes. Really short runs that just replace stairs where I can't fit them, and cannons that launch me across the map. The junctions are kinda dumb in my opinion unless they're implemented in a way I haven't thought of
I've been having some weird problems with mk2 pipes again, I thought I fixed the throughput issues when I looped the pipes, but they're still not transporting 600 properly. is there anything special I have to do when looping pipes? any help would be appreciated
It does help to follow a somewhat specific build pattern for 'em. Pasting in the full advice chunk, though:
- Keep the system as simple and short as possible.
- Loop your manifolds (so: the input goes into both sides of the machines you're feeding)
- Feed fluid from above, so gravity does part of the work for you
4a. Avoid valves entirely (they've been improved for 1.0, so this one might not be as important, but you still don't actually need valves)
4b. Avoid fluid buffers entirely (except as buffers for train lines, where they are rather necessary) - Prefill your pipes! Full pipes are happy pipes. Wait until the system's thoroughly saturated before turning machines on.
- Build junctions before the pipes. Or if you do snap junctions onto existing pipes, dismantle and rebuild the pipes afterwards.
See #1254873515744825464 message for an example of 2+3 specifically. (Not sure why that usually says #unknown until you click on it -- it's just a link to a #1038092680493801533 thread)
that's just the thing, I've done them just like this. prefilled, fed from above, looped. could it be a problem with the length of the loop? I'm feeding 20 refineries with 600 fuel
can't really do anything about that though, maybe it's worth trying to split the pipes into mk1s?
Ah, yeah, it's unfortunately not a 100% foolproof method, though it does generally work
Maybe start a #1038092680493801533 thread with screenshots and stuff, though
@fossil galleon
20 at 100% of pipe flow is too much, you're asking it to go through 10 junctions in a row with some pipes emptying and zero backflow which just isn't reasonable
it helps to split it up, helps to input in more places (symmetrical) and helps to use less than full pipe capacity (like 500/600). Using slightly less than you input can even be a good bandaid as well, but other methods are preferred
i think its bcs u cant combine overflow command with specific item, its this or that and no matching
Nah, Item+Overflow is the usual case for sushi sorting -- it works just fine. Whenever the item output fills up, it'll send the item further down the line (and any item not specified gets sent to overflow by default)
Honestly have no idea why I've been sorting like I pasted above for most of this save; wonder if I just wanted the sink on the "other" side or something and a dedicated merger line for those was easier, and it just made it into my standard blueprint or something
but then you dont have the full control over whats getting sunk and whats not
when i was doing storage in mp we did first splitting amd then each overflow into sink
If you want to do something other than sink overflow on a particular item, then yeah, you'd need to do it in two stages
But if you're sinking all overflow anyway, I'm just questioning Past Self's builds. :D
okay
but what if
u are delivering something in large quantity and ure not using it
and it clogs the belt to the point just after SS
from end to Ss
then everything from the sushi will go to sink
since clogged item will cause overflow
The belt wouldn't clog; this is the standard sushi sorting (well, the sushi sorting itself doesn't include an ISC or whatever; that's just to account for delivery buffers): ```
[Source] -----> [SS] ---(overflow)---> [SS] ---(overflow)---> [Sink]
| |
(item) (item)
| |
v v
[ISC] [ISC]
| |
v v
[Process...] [Process...]
You've got a single belt coming into that; if an item ISC (or whatever) backs up, further of that item just gets shoved down the overflow and ends up at the sink
They don't slow up any other items or get in the way
But it's not 20 at 100%, since I looped the pipe. Half is flowing into the refineries in the beginning, and half is flowing in from the end. The junctions never experience the full 600/min. That's what I thought at least
you would need some overhead shots of your system
can't tellyou what's happening w/o it
I made a questions and help thread, attached some screenshots there
yeah too pact to really see what's going on. Did you pre flood the system?
and what's the pipe going in between the two manifolds?
I see 2 reasons to use Programmable Splitters with "any undefined" + overflow rather than just only "overflow":
- Controlling what items go in the "overflow buffer" inside the splitter, thus preventing any unwanted items from getting "trapped" inside splitters (eg: slugs "lost" inside a sorting systems)
- Making sure that a belt actually gets as much as possible of one item from a high-speed mixed belt (eg: trying to split 60/min with a MK1 from a mixed MK5 can lead to holes on the MK1 if the items come at LITTLE MORE than 60/min; solutions can be adding a small MK2/3 belt segment that THEN gets choked by a MK1 or using "any undefined" + "overflow" to make sure that the splitter buffers ONLY the needed item, leading to fewer/no gaps on the MK1 output)
Hope this textwall helps 😅
Done that multiple times, what ends up happening is the pipe slowly emptying
That's a pipe for four extra refineries at the end
connected or it's own system?
it's own, had it combined before but splitting it solved some problems
so these are 3 distinct systems?
yes exactly
can you show some more overhead shots of the rest pls? like how the input is coming into the manifolds? nothing like that on the thread
here's the whole thing, I just remade the manifolds
that still doesn't show where and how the incoming pipe is going to hte manifold
well without going into your game and removing a bunch of foundations to look at everything I'd suggest you shorten the manifolds. Something about how you set it up is unstable.
you sometimes see too long a manifold, eg 25 refineries on one side, end up starving but haven't seen it at 20 before
- overclock refs to 200% so you have 2 manifolds of 10
- instead of having 2 manifolds length wise , do 2 manifolds that are 10 on each side, then another manifold after 10 on each side
2 reasonable options that are likely to work
aha, sure I'll try that
I'd guess because the solution isn't leaving fast enough
or you're wearing a hoverpack
it's full of alumina solution
the alumina solution part is full, it makes 12 and the internal storage is 50, so with 38,5+12 would be 50,5 wich is tomuch for the internal fluid buffer, processing the alumina solution faster will solve the idling issue
Works fine
then its probably the hover pack
one production cycle makes 12, the inside limit is 50
nothing to see here, just loops on each other
remove one of the dark matter recipes to remove the double loop
get diluted fuel for that one
i was tryna check how it calculates without diluted
and surprise not that much difference
depends on whats the limiting factor, sulfur or oil
well with diluted fuel you'll always get 3x as much fuel for the oil
you don't need to convert it to TF
yea but then you have dark matter as byproduct
and theres water everywher
use the by product in the initial production
like with waste water and aluminum
the red line is dark matter residue, the top line is the 'waste' feeding back into the system
even then it doesnt check out mathematicaly
you need dm crystalization to handle byproduct
and even then u cant start up the system without putting initial sam into it
it's really hard to tell whats going on in your system from that image, at worst, picking weird recipe choices, you might have to sink extra dark crystals, but iirc you can manage that fine
just 5 alien matrix /m
that doesn't help, I can't see any of the numbers properly. Lines are going everywhere and are overlapping
spagett
im still tweaking it
have fun
split it into at least 2 independent groups of dark matter crystal production
although what I would do is create more Fresh Dark Matter Residue from sam and sink the byproduct from the APM so as to not have interdendent systems
or at the very least only feed the 120 waste into 1 of the independent systems
ill need to think about that
but yeah, try your best to split this up into multiple independent systems.
If you go with 2 groups you'll want 2 groups of Fresh DMR to feed a bit into each system
so for preference here for hte Super Osci DMCs, feed the 375 waste + X fresh DMR from sam ore, whatever that happens to be
the thing about SF tools is that its often not a good actual layout, unless it's a very simple and short system
once you get bigger and more complex systems like this they are very much more flow charts to indicate the process but not at all how it should be put down physically. especially with loops.
that is true
the thing is dont know how many APM ill need
and i plan on building ionized fuel thing on top of it too
I mean nothing can really help you there other than deciding how much of an item you want and then planning it backwards
yup
but what I've described works for essentially any volume you want to make
once ill figure it out ill get to it
the only thing that concerns me with this is SAM usage
it's basically just the Alumina water by product system but with gas
and following the Keep It Simple Stupid of pipe mechanics
with pipes, whenever possible, don't interlink systems
Honestly I really don't like teh 120 dmr from the next step coming in to feed the crystals. Making steps interdependent like that can be hazardous
I'd just make 120 more fresh residue and sink the waste 120
yea you always need crystalization for that
And look - itps probably workable. I just look at it and see a possible massive headache. And I try to avoid pipe headaches as much as I can
i get it
i was a victim of tools multiple byproducts loop once
the rocket fuel made from blend and normal at the same time
oh it's jsut I've seen a handful of people try something like this. Never ended well.
but I haven't seen many people do it so it's a low data set to base anything off
like maybe they were dumb
like im not gonna repeat that 💀
mine was working
but it wasnt complete
how was it working then? ^_-
it was allright
but im not gonna repeat it
just too much stuff and different ratios
but as ive said i only builded a handful of that
like 10% of what i planned
it was a small system after all
with every excess going to sink
by no means it was finished based on itself loop
we made one like that for uranium
it was 60 gens running fully sharded from 3k ore
and every two hours it would break
like belt wrong here, belt wrong there, waste starts to pile up, waste is send into wrong place, sulfuric accid starts to build up or there is not enough cocnrete for plutonium
alrighty sleeeep time for me! gnight!
yeah, there are still consumers 10 junctions away from the input and that's difficult
flow in pipes is also directly proportional to how full the pipe is, so if it's 20% full it will only flow at maximum 20% of 600
with 20 machines and 1 pipe you just bump into a lot of independant issues affecting you slightly but on a 600/600 pipe there is no room for inefficiency or backflow or it will idle your generators
Oh for sure, I'm mostly just wondering why I have been doing it, on these saves, because those kind of situations don't apply where I've done it. :D
I wish trains wouldn't brake so long before coming to a path signal on a junction. like they should be braikng when in the block just before path signal is signing start of a junction - wish i could optimize this. So far i've moved block signals which are BEFORE junctions far back but this can fail if i have many trains on the route
The only fail state would be trains deadlocking or the signaling not allowing pathing.
But yea, the braking behavior before path signals is kinda meh. I do prefer how other games handle it.
What are the odds of getting a certain recipe
I have scanned like 15 hard drives to get diluted fuel
2 divided by total recipes left to discover
total to discover depends what tier and mam research you unlocked and how many recipes you already claimed and how many pending hard drives you have in list
Ok
economical way to find your wanted recipes is to scan as many hard drives you have to "lock" the choices - every hdd locks 2 recipes. Then either reroll or get more hdd until you find recipe you need.
I have no idea how many I have left
Ya that’s what I’ve been doing I have like 15 in backlog
Guess I’m just unlucky
15 in backlog means 30 recipes blocked. check this wiki page on what recipes are possible with your unlock to get an idea how many is left.
https://satisfactory.wiki.gg/wiki/Hard_Drive
Hard Drives are special items obtained mostly from Crash Sites used to unlock alternate recipes (see below). One hard drive can be received during the FICSMAS Seasonal Event as a random award when opening one of the Advent Calendar doors.
Crash Sites can be located using Object Scanner after Radio Signal...
Ok thank you
There are more hdds than recipes to unlock (with a few drives left over) so just keep scanning and you’ll get them all eventually
u can always buy hdds with coupons too
Alright guys, time to apologize to Valves.
Turns out they are misunderstood and nobody does enough testing to prove it
Oh? So what's the new valve meta
They can help with mk 2 manifolds as it turns out
👀
In all our amazing wisdom, we forgot that valves are constant consumers if limited
as opposed to fluctuating consumers like machines
but you have to fit into the exact 600/255 then
so now we just need CSS to rebalance all fluid recipes to take fluids at rates that are multiplies of 600/255 per minute
honestly all of this wouldnt be as much of a problem if pipes werent at 600/min as a limit
modded pipes below that limit work great actually
and yeah while this looks like it could work, I feel that generic rule of "no valves" is still valid
also, to this day, junctions will confuse me
if you have 2 pipes at close enough equal volume fractions, then theres no fluctuation
if you are 0.3 m³ off tho, the pipe with less content starts oscillating
and also somehow 2 less full pipes into a junction make for a fuller output pipe
and theres no oscillation there
Junctions truly are too smart for us.
Maybe the Mk 2 issue is meant as a flex of their superior math ability, showing us the true ultimate flow that we cannot comprehend
I still feel there's a chance that devs did this on purpose because people wanted pipes so bad
What the above means in short:
If you got pipes with close enough flow rates, then there will be no oscillations
so they made a system that while it's technically correct and works like it should, it's pain for most people
and guess what piece of equipment can sort of turn oscillating flow into less oscillating flow
and they are just laughing in their office cinema and are like "well you wanted the pipes, you got what you wanted"
Using valves isnt as bad if you remember to set them to like 10% bigger limit than what the pipe should be moving
then they can smooth out fluctuations
But that is all stupid nonsense because "fluctuation compensation" is a stupid skill that i dont wanna learn for funny factory game
loop superiority anyway I guess
Thats also an idiosyncracy of dealing with the system
hmm... There might be some more nuance to this
because its hard to actually oversupply with valves when set exactly
Have one here a idea how to build this better? (design)
no i think this is peak manifold
Ok hear me out:
Valves are machines in code as far as i know.
You know how using somersloops in machines leads to fractional outputs?
The machines handle that by outputting items in waves of n+1 and n-1 in some pattern
What if valves secretly do the same for fluid output.
And they dont really show it
a valve should not be able to supply 45/min as a value, but somehow it can
wait what do you mean with
"The machines handle that by outputting items in waves of n+1 and n-1 in some pattern"
isnt it always the same amount of items?
Nope, not with things like (1 out of 4 sloops) with blenders or manufacturers
there, the output is actually displayed as a fraction
and it deals with this by rounding up and down
if it tells you "3.75 Motors" (not 3.75/min but ACTUAL 3 and 3/4ths of a motor)
then it will output in a pattern of
4
3
3
3
4
3
3
3
...
(see also: drone fuel usage)
Im starting to believe they did change valves and now both valves and pipes just dont display flow accurately enough
pipes already couldnt display decimals
and valves might only have a display limit of 255
the rest might just be an error due to floating point arithmetic behind the scenes
mk 1 sidelines into machines and valves is still preferred for small flow rates due to accuracy and volume
Are there any single-slot objects that you can automate?
[single slot as takes one slot and does no stack]
🔥
