#math-and-meta
1 messages · Page 268 of 1
those are stack sizes
Oh
assuming mk6 belts I think
although it's probably not dissimilar for hte lower stack sizes and mk5 belts
I have mk4 almost have mk5 belts unlocked
since a mk5 belt can fill up a drone port can fill up 100 stacks fast
Ok
I just scanned for sulfur and there is one pure and one normal that is 1,300 away from were I am
I think that’s what I am going to do
Lot closer than the other 3
sure
Like
What fuel should I use because I only have turbo fuel that is being use for generator should I branch off from the line and package some of it for drones
that sounds convenient sure
you could always set up a dedicated fuel station that has drones delivering to more drones if you think you'll want more of them
But splitting off a branch is what I did in my last game progressing the tiers
Ok
it's not a permanent solution but it's an easy one
Is what I am going to do is when I start to do nuclear power I am going to change my turbo fuel generator into rocket fuel factory for drones
eh, I'd just stick to the turbo fuel until you use plutonium rods
plutonium rods are unironically the best drone fuel (in terms of energy delivered and top speed)
Yeah I was watching a video on drone fuels and what is the best and plutonium fuel rods were the best I am not at that stage in the game yet
Something to look forward to 😊
Do the fuel rods create waste in drones?
Nope. They do become a bit radioactive, however (namely the port where they are fueling)
Oh damn
But if you are making plutonium rods then presumably you already have the hazmat suit and have automated iodine filters
I thought the fuel rods created waste no matter what
Only in NPPs
You can also sink plutonium rods, so it’s the best midpoint of the nuclear chain if you don’t go all the way to ficsonium
What would you recommend as drone fuel before the fuel rods
Batteries or turbo fuel
i actually never tried rocket fuel for drone, how are they compared to battery in term of speed and such?
same top speed? what about the initial
the speed is the same, but rocket fuel has 20% more energy
which hasn't mattered at all for me, but could affect some things slightly
actually battery stacks 2x so it has 67% higher stack energy, that's probably the better one if everything works in stacks
i use rocket fuel rn because i wanted packaged rocket fuel for jetpack anyway so i made a bunch of stuff with rocket fuel
might try rocket fuel in this save for fun
and also since they are really easy to automate
In the bottom it says it will produce five per min, which I want, but over it says 4.995 per min. Will it produce 4.995 and thus be slightly slightly inefficient?
yes, if you use a more precise clock speed it'll get closer to 5/min (close enough that the difference won't matter in practice)
So I shouldnt worry, I could leave it like that?
you can also get the correct clock speed by instead changing the Target production rate field down below to '5', it will automatically change the clockrate accordingly 🙂
For other alt/default recipes where you need a machine at a certain fraction of a clockspeed (so in your case, you want 33.3333% or 1/3 or the 100% clockspeed), you can actually input it exactly as well!
For 33.333%, you want to input (1/3*100) in the clockspeed section, and it will actually calculate and give you 1/3 exactly too 🙂
Alt: Heavy Encased Frame makes approx 2.813 HMF's a minute, or more accurately is 45/16 a minute. If you wanted to big brain someone for no reason (just edit the target production rate number lol), you could make 2/min by filling in the clockspeed as DesiredProductionRate/DefaultProductionRate * 100 , = 2/(45/16)*100 , = 71.1111111, which is 2 HMF's/min exactly haha
I didn't know you could edit the target production...'
yeah, that'd get you the 33.3333% if you just typed into that
it's still technically not perfectly accurate, 4.999995/min
Yea but its good to know for the future
for the longest time I didnt actually know you could input mathematic expressions in to the clockspeed section until I was just playing around with it one day haha, we all learn new things
Do the drones use less batteries than fuel? Or are they just faster with the same consumption
they use fewer batteries too
both because batteries hold more energy, and because they fly for shorter times
you can, but it will give you same/similar result to typing 33.3333%
and since the game does a bit of rounding on each step, writing percentages is preferred if you care about small % differences
can someone explain logic behind "ultra compact" blueprints?
like what? people just clip 50 buildings into each other?
is it bug or legit way or what
There are a lot of blueprints people make on the SCIM website where they 'stack' buildings in to each other purely for the sake of space. Absolutely not needed, does require a mod, and can not be slightly edited from however the blueprint was made.
For some people where big production chains can be daunting, downloading said blueprints can make it far easier and time saving, but can not be edited in any way without also having a mod capable of doing so, and space saving is pretty unnecessary in a giant open world like satisfactory lol.
also looking at blueprints...
this is under blueprints but wont fin in there, so its megaprint?
yeah, its seems kinda out of place
also whats the meaning of playing the game then, when you can make thousands of part on 2x2 foundations with one click
And megaprints well, as the name suggests they are of gigantic or full map scale. Some can be super helpful but require inventory size modified to even be able to place it, or save file editing.
Like I don't do that personally with my own https://satisfactory-calculator.com/en/blueprints/index/index/idU/80167/user/Jinn'N'Tonic , they are legitimate blueprints in a Mk2. or Mk3. Designer in-game that can be modified, I personally hate stacking.
For ultra compact blueprint discussion and that kind of stuff, Im sure someone would be able to link the satisfactory mods discord it slips my mind what command / what it is lol
i like yours, imo thats how it should look, i feel like the ultra compact blueprints are rly weird
Ultra compact is a bit funky, but some prefer it, I won't question it, it's a sandbox game after all there isnt a right or wrong really haha
Building 'clean' blueprints (minimal clipping while keeping reasonably compact without any mods to create it) is more so the way to be and there are plenty out there on SCIM that do that too!. And building your own blueprints I feel is a fundamental part of the game where you can edit/change things to make it work better, revise blueprints from the Mk1 -> Mk2. -> Mk3 designers, etc 🙂
Probably should shift this to design and architecture really lol, but the one thing you will see in those BP's and possibly others are really short Belt conveyer lifts. They are legitimate to place for yourself too, it's just a trick with the stackable conveyer poles. Snap to one of those then the building/other belts and it'll shrink it beyond the normal minimal height limit 🙂 But yeah DM if you got questions on anything!
yeak, ik about that, same with over limit i think
Question, I found this quick lil diagram online, but was wondering if it worked in inverse? with 1 input line and two outputs? or if thats not how these work?
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...
unless theres a better method for setting up 10 constructors
Yeah, So if you had One input manifold of splitters, then just breaking it up in to two output merger manifolds it'd still be completely functional. Not uncommon either, screws for example take up a lot of items/min early game so having two outputs is necessary
Yeah, like that same layout but mirrored with the input line being in the center and splitters feeding 2 machines instead of one
yup same thing
Yeah screws is exactly why im trying to set this up haha
changes nothing about manifolds
Okay cool. just wanted to make sure it didnt break anything with the math or something xD
thanks!
though you should build screws near where they are consumed and be fed basically directly into their machines
at least if you want more convenient and easier logistics.
not like a law or something
regarding math ,.. always pay attention to troughput from belts or pipes ,.. dosnt matter MK1 or higher ,.. u cant transport more as Belt provdes at max 😉
Fair, Me and my buddy were thinking of setting up lil micro factories in our home base area for each resource, like one building for Iron products, one for copper, one for steel etc. and i was just thinking through how to set it all up
especially for screwws ,... you getting screwed pretty fast
I'd do dedicated screw sections for where you need them. Simpler life 🙂
so each building (where screws are involved, not literally all of them) would have their own constructor for screws?
send rods or ingots (depending on yoru screw recipe) to that building
Im not sure how thats differant than ferrying the screws there from the "Ironworks". either way something is getting shipped over, no?
mostly u need iron or steel anyway so u set a splitter for the screws
u never deald with a Heavy modular Frame factory huh? 😄
because you need 4x as many belts to move the same number of screws instead of hte ingots/rods
it´s just a advise ,.. u would need a 5 wagon train to provide enough screws to some builds ^^
ahhhh fair
I wish there were more intermediates like screws
every new item you unlock turns the ones before it into 'intermediates'
Yeah
What i mean screws are the only one that turn into these massive amounts /min u need
The thought of making 52 belts of screw from 1 belt of steel beam from 1 belt of aluminium ingots from 2 belts of aluminium scrap from 1 belt of bauxite ore, 1 belt of sulfur, 0.66 belt of coal and 0.1333 pipe of water is cool
@rustic skiff also I don't know what you're actually asking in the other chat
scim isn't a very good planner and the image isn't super useful :\
Basically I should optimally have one manufacturer fed 40 dark matter crystals/min, another one needs 10 units/min, and a third needs 18 units/min. Is there any not awful way to have a single Particle accelerator make 68 Dark Matter Crystals per minute and then have that output split up so it deals out the correct ratio of items to each building without some awful set up?
just manifold it?
is there a reason a manifold won't work here?
you could make a plan in SFtools and share it, its generally far more useful
checking configs for input to manifold loop
direct pipe connection (uphill) is backflowing
U connector going above the manifold level and then back down vertically only has half flow due to backflow, but with 2 valves (@100%) it flows super well (easy 600/min)
having both levels of the loop downhill of the junction (rather than it level with the top pipe) also improves flow rate/reliability
i've also found 2 valves in this config to completely eliminate sloshing on pipes which were full and had no output, but were moving fluid back and forth registering on the flow meter (if it happens in that case, it will still be screwed up when you connect consumers - but it's super easy to see if it all of the pipes are full and nothing is connected on the other end because any and all movement of fluids is sloshing)
Another thing that i think could help flow with huge manifolds (esp >>10 machines) is more input points beyond 2. Possibly easiest done via putting junctions on the top pipe, and simple "c" connections to the junctions which are already there on the bottom
better flow allows you to utilise a higher % of the pipe capacity, but it's practically always wise IMO to leave some in reserve and split up banks of machines a bit to accomplish that. In particular pushing 100% of the pipe capacity via a manifold of 10+ machines is not advisable, any sloshing at all will negatively impact throughput. If you only pull 500m3/min from any one 600 pipe then there's a lot of room for error and inefficiency.
Probably not! thank you!
Yeah never have made it that far into the game I have always made it to fuel generators and the either a update or something else happens and I have to restart my world
If I use 2 tractors on a route does that improve stability?
I have 4 routes that are basically the same but for different stations as each route transports 480 limestone/min but if they have to wait on each other I already noticed the number being off for a couple of rounds
Or would pre filling the stations also work as a buffer for the instability?
How do people usually ship materials out of their base? I made a few mistakes in the elevation of some of my factories, so some of my logistics floors are above the production floors
I can't decide if I just want to make my factories look like buildings with conveyors poking out of them or if I should try to hide the conveyors somehow
I guess I could probably also just conveyor stuff a little bit and then use trucks
if you loop the pipe, you don't need valves
It is looped, it backflows without them
probably an error somewhere else
nah it's just something with the flow sloshing when going up and sideways in a relatively small space, or uphill into the looped manifold. Only appears in that small section of the pipe when doing those, and valve stops it entirely
you actually get better flow going up with the simple pipe (when it can handle going up) and then going back down again
I'm sorry for this absolutly noob qusetion, but does nitric acid count as fluid or as gad (do I need pump for it?)
liquid
oh f... ok thx
If Im making 500 Uranium waste Per min how many Plutonium Fuel rods can I make Per min
that sounds like a good use case for the Maximise option in Satisfactory Tools
(though do replace the Maximise with an actual amount once you have your solution, so it can optimise for material usage)
thanks
wait, you dont need pumps for gases?
no head lift requirements
it probably does...
where
gasses also flow differently to liquids
i think when you unlock them 😄
you mean as single ADA message?
Several, i think
just to be 100 sure does rocket fuel needs pumps?
it is a gas, so no
thx
I would expect a pump to work too, especially a mk 2
oh wait this reminds me if something
it mostly does, but it's basically a valve that has a power requirement in this case
Long ago i made a test with valves and it turns out they can enforce priority on junctions
But that was U7 times
Circuit boards, heat sinks, aluminum casings all qualify. And superposition oscillators in phase 5 too I suppose
Nitric acid is a liquid, nitrogen is a gas
Aluminum Casing is used in a few buildables. (And SOs are used for portals, at least)
Portals use singularity cells
But yeah true casings are not a pure intermediary but definitely feel somewhat like phase 4/5’s equivalent of screws
Excluding stuff in the nuclear chain, I make these for "intermediate" resources which don't make general sense to store:
- Aluminum Scrap
- Black Powder
- Circuit Board
- Copper Powder
- Dark Matter Crystal
- Diamonds
- Electromagnetic Control Rod
- Heat Sink
- Petroleum Coke
- Polymer Resin
- Pressure Conversion Cube
- Reanimated SAM
- Smokeless Powder
- Stator
?
someone spammed a server link that got automodded away
well I have a silly problem
I have a belt that goes from the left circle to the right one
I need two more belts to go from the left one to the right one but because I would be transporting 1.5k screws I obviously need to make them into rotors instead of leaving them like that
but the factory where the screws are rn is way too messy and cramped to possibly make rotors at
so I have to transport the beams to somewhere along this path and then turn those into screws, and then combine those with copper sheets to get my rotors
side note, 5 beams into 260 screws might be the most OP alt
question for all the math nerds or just anyone thats wants to try. how many iron plates can you make from 1 pure node and an mk1 overclocked miner. what about mk 2. or normal nodes or impure nodes.
depends on recipes used, whether you can use other resources, if you allow slooping, etc.
but honestly if you want to build something, just calculate from the end product
conveyors are not really limitation here
im just curious
use this if you can't be bothered doing it yourself https://www.satisfactorytools.com/1.0/production
that sounds like world limits, not 1 node
is this good (just getting started with oil)
do you like it? if yes, then it's good
: )
(you will probably soon discover this on your own, but: keep in mind that if you don't do something with that 60/min fuel, it will back up in the Plastic/Rubber refineries and shut down the whole process. Oil is when the game starts teaching you about dealing with byproducts. :D At the stage of the game you're in, it might be easier to convert the Heavy Oil Residue to a solid, instead of to Fuel...)
what if i use 2 oil generators
and clock them at 30/min
Ah, if you have fuel power unlocked, then yeah, that'd be a good use for it. :) (Fuel gens are in a separate milestone, I think, so you might not have had that unlocked yet)
gotcha
not directly
what uses are there for it
look at your recipes
yeah that's not at all what the examples in the wiki show
!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...
who can help me very fast i am makeing 900 turbo fuel how many gens can that power
So with our current setup, how many water generators would be setup to each side of 4 coal generators based on the picture i posted?
have you looked at teh diagrams at all?
nvm i found it out
wow. just discovered how powerful blueprints actually are. Many many floors must be made
I made the layout for a floor and then just put foundations floating above the area it takes
I made a 240/min cable setup to test it and I made 4 floors
It takes up a really small space across the ground but since it's so far away from anything else it doesn't matter how much vertical space I use. Very cool!
Yep, just keep in mind theres vertical limit to build, its very far but its there
might be missing something but is the instant scrap recipie strictly better for bauxite: scrap ratio than anything involving alumina solution?
it's not better than sloppy alumina > electrode scrap
despite using sulfur, which is important/rare
it's on the never-use tier for me
both with instant scrap and with sloppy alumina>electrode scrap you get a ratio of 1 bauxite:2 Scrap. The main difference is that for instanc scrap you need sulfur and coal while for the other you need oil.
Me personally I prefer saving the sulfur
cause oil products you get more then enough through the dillution loop
Me reading this after building instant scrap factory and also getting sloppy alumina today from hdd 
Afaik it's equal to the other process
more bauxite efficient than the other coal recipe, but generally i use coke (because that is also more efficient by the same amount)
I basically think of it as paying sulphur to skip alumina solution drama which.. can be a pain to get a feel for, but once you do it's not bad
this does 1200 oil into 1800 coke, 1200 plastic and 1200 rubber, can move the ratios around to get even more coke and dump into aluminum. 1800 is enough for i think 4800 bauxite / aluminum ingots.
i really like those numbers that would fit in my factory really nice i think im gonna steal this
coke op
lets all do coke together
🤦🏽♂️
Hey all, I'm just about to enter the last phase and am setting up a train network. I am leaning towards bi directional trains (two way tracks) for station ease. In Factorio, bidirectional engines affected train speed because the reverse engine was just dead weight. Is this the case in Satisfactory?
no idea, but if you plan to have more than one train do two way rail
engines weigh 300 tons which is comparble to 3 fully loaded freight cars, but i think engines still "work" when reversed
so theyre not dead weight and are contributing more than enough thrust (even from reverse) to counteract their weight
i'd double-check this in game though, bidirectional trains arent super common
they are common with people new to trains or doing very minor train systems
even if youre doing a very small system i'd typically try to opt for a simple monorail loop personally
either by making the entire track a loop or by putting small loops at both ends
loops at the end so it only faces one way doesn't make it significantly dif to just a double ended train
but yeah, if youre setting up a train network you should probably go with two raillines
satisfactory's train pathfinding mechanics are a lot simpler than factorio's and basically entirely reliant on block signals to avoid collusions
block and path signals are enough to accomplish smooth train networks, but nothing more; bidirectional rail complicates things enough that, if you have multiple trains, its basically impossible to manage without introducing significant variance in travel time at the very least
Yeah I am going with a two way tracks, with bidirectional trains for station ease. Thanks all!
ah i see
that should work i think, but youll have to make sure your trains are symmetrical
Yeah, I think I am going with all 1-2-1 trains.
I had a factorio save with over 100 1-1-1 trains
with out context this would be very worrying
nooo, why? 😅 👍 👮
Train network is cool but have you ever just done 1-1 trains?
tractors are FAR better
i use them for EVERYTHING
no belts, ONLY TRACTORS
Nice
so youre telling me i can use these nodes (at 100%, 660/min total) and get 5.5gw of power using 22 fuel gens????
insane. coal seems so bad now
If you have heavy oil residue and diluted fuel alts, then some water and 240 oil/min make 8 GW
Coal is a stepping stone. First automated power. But yes for the later game you defo want oil and/or nuclear based power
no alts : (
for oil
Time to go drive hunting! HOR and diluted alts get you a ton more mileage out of your oil
could i do that later?
Of course. Bones is just echoing the common recommendation. Roughly: get lots of hard drives early to unlock everything to maximize your choices when building factories
My starter oil build was just using the default recipes for a bit of plastic and rubber and a small fuel gen footprint. I didn’t go big on HOR and diluted until later at a completely different oil location
HOR is shorthand for the “heavy oil residue” alt which optimizes for HOR production with some resin as byproduct
You then use diluted fuel alt to combine water and HOR for maximum fuel production
i mean im just using 2 oil nodes rn to make 120/min of rubber and plastic (with 120/min of fuel as a byproduct)
im sure i can change things later
can i feed 3 fuel gens (200% overclock) with 60 fuel/min each?
wait
ok so 120 fuel/min, how many fuel gens can i fill?
how much does one gen need?
dont know lol
then build a gen and find out
Or, if you have coal and sulfur nearby I recently setup a Nitro Rocket Fuel generator setup that can generate about 22.5 GW per blender
Unless you overclock them but yeah
yeah i overclocked to use 3 gens
it works pretty well
Yeah nice
I personally have a couple of distilled fuel generators around the map, but most of my power comes from the two Rocket Fuel generator grids I set up
Plus a few nuclear plants I have so that I can get plutonium rods for my drones
imo rocket fuel is best for power
for possible capacity and effort to outcome
diluted fuel would be best for effort to outcome
and uranium for max capacity
Why doesn’t the crude oil well with the pressurizer appear on the scanner by the beach?
Bc I just realized now that I failed to factor it into my power plant
I would guess
a) you don't have the tech to use that well yet,
b) the node wasn't closer than other nearby nodes, the resource scanner only shows the nearest ones,
c) it's something other than oil
How much power can I generate from 1800 rocket fuel + 375 turbofuel? I think its 48,999 mw but it seems quite low tbh
My math is probably wrong
1800 rocket fuel runs 432 fuel generators, 375 turbofuel runs 50 generators (both assuming 100% clock speed since it doesnt change the math)
so 482 generators * 250 MW/generator = 120.5 GW
with hor+diluted alt, using all those oil will get you more than 50GW
Anyone know why it is giving weird numbers on the oil part of this factory? it is putting 104.998 plastic into supercomputers when it should just be an even 105 which I imagine fixes the rest of the mess
hopefully the image is visible and not too blurry
might have to manually crunch some numbers ig
why, if the tool already did it for you?
What is a good recommended amount of Fused Modular Frame production. enought where i can set up other productions and not really worry about needing that much more
most items are only needed in small amounts like 5/min
and its used in like 3 recipes so like 15-20 or smth??
or is that still over kill?
well for that I'd wait until you build those recipes
make what you need now, make what you need later later
like greeny said, rounding error, just do it as 105
sorry for the bad illistration but how do i make it so i can turn off each row of machines with a switch but also have a kill switch that turns them all off thats not the first switch. like if i turned off the front priorit switch the rest would stop. hhow do i prevent this?
this way you can turn them off individually or all at once
don't know why you want to be shutting off machines randomly though
❤️
So I am setting up my final big factory but certain parts require being transported by train/etc to be made elsewhere and then come back or something like fused modular frames. Let's say my factory needs 10 units/min. How should I best account for travel time, unload time, etc etc into the math for such things? (This may be very general but I'm not sure how it will affect the "productivity " equations and such at all so not sure what questions to ask)
i usally set a big storage right after HMF factory output ,... also i got a overproduction with exact this purpose ,.. so i just set a tain line providing the HMF consistantly ,...
i dont bother with drones or tractors ,. but everyone here got a different way of solving such things xD
If you have to bring a bunch of little things you might as well drone
hey everyone, i could use some help with coupon cost calculations if someone wouldnt mind. Ive been using the equations on the wiki and i believe ive worked out ive printed 596 tickets so far. and i need 700 tickets more to get my golden nut. Im trying to work out how much those 700 tickets will cost, but i keep getting different answers so im obviously messing up somewhere. Anyone able to give me a hand?
ive been going: cumlative cost of 1296 coupons minus cumulative cost of 596 coupons
just sink everything till u got them 
i dont wanna sink everything and realise it wasnt enough cuz then ill be starting from 0 resources 🤣
just the products over stock
actually could just make a save and test it to be fair and revert if not
i buffer all productiob liine at the end with a big storage and a splitter to a sink in front so the overflow will get sinked and i still got a full storage unit of the parts
u finished phase 5?
i dont think a number like 560392 Supercomputer to sink would actually help you -.-
methinks there might be a serious problem
what phase are you in?
the serious problem is you will run out of energy very soon ,.. but the more consumption and power available the line will flatten anyway ,.. it just because the graph got not much to show
yeah finished phase 5, but didnt really set up a proper factory for it, mostly manually transferring between buffers
well this is not how it supposed to play the game mainly
the game is about automation and logistic
i am aware 😭
ok automate and sink ballistic warp drives, they produces ALOT of points
so u want a solution for somthing u defintly messed up yurself ,...
5/min warp drives should be enough
automate a ahigh valu item from phase 4 or 5 in a big number sloop it sink it
to be fair i wasnt looking for a solutionto make tickets, i was looking for help working out how long itll take but yeah u right i know
its the same really, u want faster ticket, sink more high end tier item
u cant get a number theres no number for ,.. u can say u need a certain ammount of point and this item gives amount X when sinking it ,.. but it will be still a super high number on this single item ,.. then demending on the amount you produce or got available it takes more or less time also if you sink it in 1 sink its a difference instead of sinking it to 3 sinks at same time ,.. you got way to many factors to mind ,.. so there is no clear number!
It really wasn’t that complicated. I just wanted an idea of an output for a warp drive factory I should aim for. Eg. once turned on it’ll finish my quota in 10 hours, or 5 hours etc etc
Appreciate ur help tho lads. I got it from here, just gonna go big
Automate the sinking, keep playing
i got the nut in mid p4
from sinking overflow
if you have less than half of the tickets you need, you're only like 15% of the way there
it comes in a reasonable amount of time with a few mill sink points/min, but a lot more than 10 hours. It's like.. the last 100 tokens probably took over 10 hours lol. Not that much when you're busy playing the game and it's just going in the background, but a lot to wait on.
If you wanna rush after neglecting it til endgame then you probably want 20mil, so like 8 ballistic warp drives/min to give the right magnitude of speed (0.8 won't do it anytime soon, and 80 aren't needed). More is more better.
@peak stump
I think I understand, trying to replicate what you selected but it for some reason it wants me to use SAM, limestone etc, not sure what I have marked wrong
check out the settings on the link I shared to you. Both iron ore and sam ore is turned off
You have to disable SAM and disable recipies that you don't want to use in the controls, otherwise it tries to use some really weird stuf
you could get the same effect by:
a) turning off the converter building
or
b) turning off the conversion recipes by typing ( into the search bar and unchecking them
I'll generally leave 1 empty tab open with all the conversion recipes ticked off and duplicate it whenever I make a new plan
Ok yeah now it shows correctly when iron ore and SAM is disabled
cause I never use those
but yeah, my advice is keep an empty tab open with no conversion recipes and duplicate it as needed 🙂
SFtools version 2.0 will prob have better settings to deal with that
Weird, I always thought Bolted Iron Plate was better but apparently not since it defaults to regular recipe anyway
gotta define "better"
it uses more parts per RIP
but is much faster
if you want ot use bolted just uncheck the base recipe
what I do is when I tick a new recipe I'll uncheck the old one to always force the planner down one path
Yeah I figured out how to use the recipes
is a mob farm possible?
no
get hostile creatures , and kill them
if we lay a known spot that spawns one creature with conveyer belts , will that prevent it from spawning?
if yes , then no enemies , that's a plus
if no , then we can move on to step number 2 , killing them
into a gas field? you'd still have to collect teh meat in the gas and I wouldn't bet on the critters staying on the belts
"If other types of hostile creatures are nearby, wait out of detection. They will fight, damage, and kill each other. This leaves the survivors with less HP to deal with."
stingers kill other creatures
or maybe the player can kill the creatures , like in an enderman farm in minecraft
you can't force spawn them in one spot like that
they spawn in one spot
ok? wait 10 minutes between spawns to have one spawn in a box for you. yay
i know a couple of spots that spawn one creature in the same place
again 'ok?'
even if killed
Sounds like all of this is possible by just killing them without all the steps
you can't force spawns from other spots into one spot like endermen
and the respawn is very slow.
like Jur just said - just go and kill critters
is it 10 mins?
will using the hypercanon to unload and load again do it?
No idea how many mechanics are behind the respawning process
exactly , we need to find that out
They either respawn or they don't if there's a lot of buildables or powered buildings nearby
they don't respawn if there's one powered building nearby
well volunteered, go forth and report back
in any case it won't be a farm
not sure there's "unloading"
it sounds like you're trying to play minecraft instead of playing satisfactory
is the code available?
i can take a look
they do weird things like despawn when they get too far from their spawn spot
no lol, game isn't opensource
no, test in-game
oxygen not included is not open source , yet the source code is available through a decompiler
what kind of tests would be helpful?
but close enough to give an idea how the game works
whatever stuff you're asking questions about that aren't being answered?
okay , i will do research and report back
sure (but also may be illegal to do so)
depending on game code license
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creatures also don't spawn unless you're nearby
I'm pretty sure it's faster to just run around the map and killing creatures
And I'm pretty sure you'd have to use slow tractors to move them around
depending on what you're trying to achieve it's probably faster to build a factory
if you're after sink points, power, or jetpack fuel, then they're all automatable anyway
Sink points just come naturally I feel like. After setting up basic, low output production to unlock Phase 2 I just keep the production and sink them. Over time I unlock pretty much everything I could need and more. Unless you are a turbogamer, then that doesnt cut it I bet
how are sink points automatable?
you... sink stuff?
On the stuff that you've automated, instead of filling storage and then just turning off, you keep it running and send overflow to a sink via smart splitter. That gets you all of the unlocks and the golden nut achievement etc before finishing the game.
attach a belt to it
put stuff on belt
profit
thats insane
Hence my earlier comment about going HDD hunting. Those alts are totally worth it when you are ready to go big time with fuel power
just wait until you hear that Rocket Fuel is better than Nuclear...
and then hear that nuclear is better than rocket fuel
because it turns out opinions and preferences are a thing
i think using rocket fuel in nuclear is better 
alternate between fuel gens and nuclear reactors
let me clarify: for extreme long term usage, in terms of resources/GWh, Rocket fuel beats nuclear.
If you weigh Oil, sulfur and nitrogen more than uranium and sulfur and aluminum + steel
Main downside with Fuel: its so freakin monotonous to set up hundreds of fuel gens
I have 2 belts of 750 ingots and need to split them off to feed 300 somewhere and 520 somewhere else
up to mk5 available
best/easiest solution that doesn't waste a ton?
smart split into manifold, merge the remainders?
The thing that needs 300 will eat 300. Whatever is left will go the other way, eventually
there's no "waste" however you split, you'll always have (750 * 2) - 300 - 520 left over
I'm not making a kilometer long manifold to split resources between factories
oddly specific, what are you doing then?
Yeah I’m confused what you are trying to do tbh
processing a bunch of stuff in one place and then shipping it out to 2+ places
first part is already done
anything, it's partially belted nearby but the other resources needed for second factory aren't there
You could run a train line with three stations, one at the source fed by the two belts into an ISC buffer in front of the platform
And then two stations at the destinations
Once the stations are full up, they will in effect behave like a long-distance manifold
You could also consider drones
Split off a 270 belt, and also a 60 belt, split the 60 belt feeding 30 back into the main one and merging 30 with the 270.
Maybe idk
That’s what I’d try
Anyone know if there's a way to just delete extra fluids
(cause there's no fluid AWESOME sink last I checked)
Nope; gotta process them somehow
Will fluids automatically overflow out of a junction or do I gotta do some crappy math shit
The usual methods are to either recycle it back to earlier steps in the process (ideally using separate machines for the "fresh" vs. "byproduct" fluid), turning it into a solid to sink, or using it for some other production chain
Problem is I can only fit 600 p/min I to a pipe and I'm making 800 p/min out of 10 machines
You can set up an "overflow" pipe with a sort of reverse U-bend (the top of the bend has to be above all the other inputs/outputs on that side of the system). But that's generally never necessary
Split that up into two pipes each carrying 400. :)
I had all my math for the factory based on 600 p/min pipes 😭
fyi, keeping a constant 600/min through mk2 pipes isn't especially intuitive, and often requires some pretty specific and obtuse build techniques
Guess having half filled pipes is better than trying to do weird math
If you've got situations like this where it's easier to split into a couple of 400/min pipes anyway, you'll probably have an easier time with that
Idk how I'm doing it but my fluid buffers are usually showing a 602 p/m flow
The general advice I always copy+paste for 600/min throughput, though, fwiw:
- 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.
- Place junctions before pipes. If you do snap junctions onto pipes, dismantle and rebuild the pipes afterwards.
See #screenshots message for an example of 2+3 specifically.
you could maybe adjust your clocks to push 600 out of one set of refineries and the remaining 200 from the other, but yeah that, better to not do the full 600 if you can help it
I already do 3 and 5 and 6
I've got it clocked to eat a full 600 p/min pipe of oil
You will almost definitely need to do 2 as well, btw
Though it's technically not necessary; you can get working 600/min setups without various bits of that advice. Looping tends to really help though
I'm probably just gonna go with the 2 400 lines, flow rate isn't too important I'm just making diluted fuel
if you've got an even split of consumers, then you can just run it as two separate sets
How much 'belt material' do you guys make per minute?
Wdym belt material
buffers are generally not recommended
Materials you use to make belts, like iron plates, reinforced iron plates steel beams etc
Why not?
they don't really do anything useful and often just hide issues
I just put em at the top of my towers cause they look better than just bare pipe
which leads people to think that buffers "helped" them, while they just moved the issue elsewhere
eh, "water towers" are also kinda pointless, you can just use a pump to reach height normally
Yeah but I'd rather have 6 pumps at the start of the line the keep putting pumps any time I need to go up a lil bit
how long is the pipe?
generally you want to have short pipes
so the pumps can very well be on the start, but without making a water tower
Depends how far away the machines are
But I do also make them longer than they have to be sometimes if it looks nicer
I'd recommend building the factories near fluids
in the end do whatever you like and works for you (obviously, it's your save 🙂 ), but I'm just giving my recommendation for non-problematic fluids 🙂
Oh the fluids aren't problematic I just have more than I want
why did you make more then? 😛
Cause I wanted to use a whole pipeline of oil and turns out that makes more oil residue than I wanted
underclock the extractor
FYI you can have full pipes that aren’t maxing out the flow rate. The flow rate can only be achieved if the pipes are full, but the inverse is not true
So splitting into two pipes at 400/min each does not mean the pipes can’t be “full”
afaik you can have flow rate with non-full pipes
Yeah, fair. But harder to guarantee I think
Safer to just assume that a full pipe will be needed to reach full flow rate
i always use pumps to either lift fluids or secure correct direction of flow rate
dont know why they arent recommended here this much
hey is there hotkeys for the items on my inventory?
kind of yes and no.
There are no hotkeys to swap equipment or place it in hotbars, to switch weapons you have to add them to hands slot. You get more slots as you progress. (there is a mod for hotkey for equipment tho)
When interacting with machines, the top ten items displayed can be quick selected by number keys.
i only ask because my scroll wheel on my mouse has been having issues so swaping between guns and heals is kinda hard lol
replace the mouse. Or at least try cleaning the wheel.
Cant aford. and i dont know how correctly clean it.
Mouse are not that expensive and it is going to get worse. For basic clean, start by using vacuum cleaner (tube) to try and suck all the junk from around the wheel.
I mean, most mice that are worth anyones time cost more than this game its self.
Do you need a fancy expensive mouse?
I personally use a basic Bloody V7M that costs 19 USD converted. I have one at home for gaming, and my workplace actually issues those as office mouses 😂 .Price and availability in your country may vary.
this . . .
yes, a basic mouse
question. when you move your mouse from one spot to another. does your mouse sensor lose track?
no, unless I have dirt on my desk. vacuuming the desk and sensor every week keeps it working just fine. If you get intermittent blind spots, check for stray hair
Nah i dont. but seems interesting you own a mouse under 20 usd that has any quality or "gaming" control at all.
I have a g-wolves mouse.
quality is pretty good for the price. as for gaming, all I really need is working buttons and mouse4/5 available
I don't consider wireless a 'gaming' gear
wirelessness dont make a mouse for gaming. just adds convenience.
Wireless is a problem waiting to happen. Lost connection or battery runing low, and you suddenly loose all control during a raid and end up dead. Does not happen on wired mouse. Thus, I do not consider wireless reasonable for any gaming purposes.
I could argue the same thing with wired mouse as you constantly wipping around a wire that at any point during its length can give out and now you dont have a mouse. and also if you spend above 120 usd on a wirelessx mouse youre issue for wireless mouse isnt a thing. maybe if your using a battery powered wireless mouse yah you gonna lose connectionand why are you using a battery powered mouse
Wireless mice to me are just better for gaming cause of newtones laws lol
If you flick your mouse (not taking any consideration of your dpi or ig sense) the wire will fling everywhere unless properly strapped down. at that point a wireless dongle pointed just out of your mouse space zone strapped down is just better
you can argue that you need to plug in your mouse to charge it so why unplug it?
I have a shitty $10 office mouse that gets the job done perfectly
Well again newtons law
I wish i had the same luck. but i play more competitive games.
What games for example
a 10 usd office mouse would actually die
Apex, valorant and cs.
I used to play all of those
They work just fine with a cheap mouse
causal vs comp is very different
But I see your point
im sure a 10 usd mouse worked fine
for your use
Now did i have to burn more money on my mouse than i did no. do i regret it? kinda. are there prob better and cheaper mice out there? yes. But did i have the oney at the time to afford an expensive kinda mouse? yes. do i now? no
But i will try to clean the scroll wheel
I never had issues with wired mouse and I'm never going wireless again
you can get a basic mouse for like, less than 10usd
or look up a youtube video on cleaning mice wheels
and a usable mouse is better than a non usable mouse.
nah, caught mouse is better
Based on sample size of 6, wire failures never happen. All my mouse died because the primary key switch got worn out. The wire doesn't get in the way, although I do have mine supported above the desk for convenience. The question about batteries is real - if you are wireless, per murphys law, its going to run out of power in least convenient moment. And if you keep it plugged in all the time, you are basically using a wired mouse that couple times more expensive.
You can either replace your mouse with average level gear that will work, and working mouse of lower class is better than almost working mouse. Or you can try to disasemble your mouse and clean the wheel, but if you end breaking it, you will need another mouse.
If you are dead-set on using a mouse with broken wheel (doesnt that bother you in competitive games??), there is a mod that allows equipment hotkeys.
I got a ficsonium plated 11 button mouse that's wired and wireless for competitive Satisfactory! 🤔
I wonder how much ficsonium would cost like compared to gold in our world
that made me think of a topic for a game theory video
how much money ficsit makes off of a pioneer with the completed space elevator
It also depends heavily on the height of the pipe and its connections. Requiring pipes to be full for full flow only applies to flowing uphill or maybe flowing perfectly level.
if you have a pipe substantially higher than one that it's flowing into, they can do 100% flow rate while <=5% full. And in the inverse, the pipe below it cannot flow into the vertical one at all unless it's 100% full.
When perfectly flat you get flow rate proportional to how full it is, i'm not sure of the exact curve.
The behavior changes radically with even a 1m change in elevation, and it's based on the average height of the pipe regardless of the shape i believe - so if you have two pipes which look the same but one of them is like 3 smaller pipes and the other is 2 pipes which cut off at a different place, they can behave completely differently. For a proper screenshot diagnostic you need to color each pipe section alternating colors or something, because building the same thing visually won't give the same results if you use more or less or differently placed pipe sections to form what is visually the same thing. It's particularly obvious on "U" sections, either way up.
i dont know how but i want a like "oh shit, i noodled my belts too much now i cant organize this UHHHHHHHH" button
its called "New Game"
Press G to set a filter on a specific item when in dismantle mode so you can remove all your pipes without touching anything else
Yah but my placement for my machines . . . . AHHHHHHHHHHHHHHHHH
still helps ❤️
When i first started playing i made my stuff compact cause i wasnt sure how much space i could have. now im like near end game and dont wanan re creat my shit but i just might. cause i think if i did i could be getting WAY more out of it.
can i color corrolate my belts? is that a thing?
i see ytbers have their machines and builds have dif colors. but not sure how
is it possible to make like a pipeline that allowed lane switching
Lane switching?
Like, you know who you can do it with trains. is there a diy to make it so instead of taking a straight line through a pipe it like shoots you and you have a moment to go down another direction?
I think they're adding hypertube junctions in a future update? Can't confirm
pipes, not hypertubes
prolly not one that would work 100% of the time
I'm guessing they mean hypertubes because it says "it shoots you and you have a moment to go down another direction" which implies hypertubes, not pipes
right right hyper tubes not pipes
idk wasnt there passibly a hypertube juction at the end of one of the recent videos they released?
Hypertube Junctions have been teased in 1.1, but we don’t know anything more at this point. Watch the last few mins of this video #announcements message
The relationship between pipe flow and pipe fullness, for flat pipes, is linear
would it be better to connect these oil residue pipes? 40/min per set of 4, the residue will be going to 6 (maybe 3 at 200%) fuel gens
or i could have 2/1 fuel gens for each set of 4
if not approaching pipe limits, there's not much difference
that said, you can't power fuel gens with heavy oil residue
ok so are these closed loops even necessary? i keep thinking they are
the input is at the bottom
necessary? no
recommended? yes
they're a good idea, at least. More important for mk2
gotcha
so this can fill 1 refinery turning the oil res into fuel, do i do a loop with that or do i just feed it straight
The loops are a workaround solution to pipes not transferring the full 600 fluid/minute but instead transferring like 590 fluid/minute. Conceptually, non looped is easier to understand the “item” flow.
Can avoid the issue entirely by splitting up production lines to use <590 fluid/minute.
added valves going to the left, it starts at 10 at the right and then increase by 10 per valve. will this do anything or is it unnecessary
scrap that i just realised i need 60 residual oil/min for 40 fuel
gotcha
I think it's linear across the board, but the start and end points aren't clear
there it depends on "does the fluid level manage to reach 1.5m at the outflow?"
if the fluid moves from high to low, you just need 1.5/pipe length x volume (?? idk how to express this tbh. Not in the mindset for doing math)
if its low to high, you need (pipe length-1.5) x volume minimum
roughly. basically you just need to make sure the fluid level manages to reach 1.5 m at the outflow directly
anything from 0 to 1.5 affects flow
I think the curve is flatter than that, and also there is weirdness with the way that the pipe heights are registered but i will do more tests
it should be roughly in this region
for example i put my feed pipes at +2m, and they still fill up more than halfway while a pipe at +10m is at 4% doing the same flow
should i have a fluid buffer between my fuel gen and fuel refiner?
never use fluid buffers, they hide problems
(apart from buffering fluid train platform, they are kinda needed there)
alright
what do you think for a test rig, i was thinking of inputting 600 through a pipe that is like, say 16 meters long with the other end at +1m, +2m, +3m, +4m, +5m etc and charting how full it gets vs angle / height diff
any test is good as long as you document it well enough / it is easily understood
i had to overlock my 2 oil extractors to 125% because the fuel gens werent getting enough fuel
nevermind, the 240/min one is at 125% while the 120/min one is at 140%
it started losing fuel
If it makes you feel any better, that will eventually feel like a quaint little doodle of a factory. :)

ive only been using a few nodes
Though as with anything: just take it bit by bit. Get some copper over near some oil, then slap down the smelters, then the constructors, etc.
Get it done bit by bit and eventually at the end you'll have some computers
the planning for where stuff will be will be the worst
(You may or may not want to follow the suggestion for what to do with the HOR byproduct there, btw -- if you've got fuel gens available you could use it to generate some power, otherwise it might be a better bet to convert it to Petroleum Coke)
Wherever you decide on, do it near the oil. Or at least make the plastic near the oil. If you want to ship the plastic elsewhere then by all means do that, but try to avoid transporting the oil itself.
how do i transport the resources?
belts or trains?
Belts, vehicles, trains, or drones. :) (I realize you don't have drones yet)
All the available logistics options are good.
(and actually, we should divert to #satisfactory if you want to continue this; it's a bit offtopic for here)
can anyone help me figure out why the rail leaving the station is always blocked even when there are no trains on it within the area?
Maybe open a #1038092680493801533 thread?
I'm making 20 computers a minute with the crystal computer alt
And you can avoid oil by using the silicon circuit board alt
I think number 3 should be block signal
this long since moved into #1038092680493801533
Quick question about rocket fuel, which recipe is better for making it
depends on which you think are better
nitro use more nitrogen and sulfur, but skip turbo entirely
default needs nitric and turbo, but use less sulfur
The nitro alt is relatively simple to set up when combined with HOR and diluted fuel. But it is way more hungry for sulfur
the regular recipe lets you do a 19:5 turbo blend:turbofuel ratio by backfeeding the compacted coal byproduct into turbofuel
very efficient on sulfur and nitrogen but much more complicated
(ignore the weirdly complicated iron processing for nitric acid, the point is just the turbofuel recipes)
meanwhile if youre already making fuel, nitro rocket fuel is just 1 step
so its very simple to set up and its also more efficient on oil
the increased sulfur cost is immense though, like 2x as much
Is this the most efficient way or nah
I'm looking at it and it looks really simple
efficient in terms of what?
define efficient
if you want to get maximum output per input crude oil, then the best way is the nitro rocket fuel alt
Like least resources used
normal recipe then
but that recipe is terrible in terms of sulfur and also worse on nitrogen
turbo+nitric
Yeah I'm worried about sulfur
nitro use twice as much sulfur
Is there any benefit to using petroleum coke in the turbo fuel recipe as opposed to just regular compact coal
the most sulfur-efficient recipe is the one i linked yes
In the link he sent it uses petroleum coke
the 19:5 mix
it saves coal
Aii bet
saves coal and sulfur
nitrogen is kinda weird
its rare in that it doesnt appear in many places on the map, but most uses of it are fairly low quantity so if you bother to tap it youll probably have plenty
theres 12k nitrogen in total
kinda like caterium i guess - plentiful but awkward to get
Ok thanks 🙏
you wont use a lot of nitrogen aside from large power plant
yeah theres some alts that use nitrogen but they dont use much
so feel free to spend most of your nitrogen on power
also fused frames ofc
Nitrogen is only really used for rocket fuel and nuclear stuff right
fused frames & cooling systems require it
fused modular frames are basically HMF factory + aluminum processing + nitrogen gas
so if you already have an HMF factory youve done the hardest step
I see
Alr thanks
Also is 15 hmf a minute a good benchmark for future use and stuff
should be plenty for progressing through the tiers and personal use
i usually shoot for ≥10 in my first hmf factory
and even that feels excessive most of the time
trying to plan out all your future use in advance is a fool's errand
hmf to fmf is only 1:1, so youre fine
Oh ok perfect
i think the things that use nitrogen are
- power, both rocket fuel and uranium (this will be by far your largest use)
- fused modular frames (fairly small use)
- cooling systems (largest non-power use, but still not too bad)
- optional alt recipe for quartz, "quartz purification" (small nitrogen use in exchange for much better crystal/silica yields per raw quartz)
and i believe that's it
Is the quartz purification better than the water one I forget the name
"better" is contextual, its more complicated and a bit more awkward to work with since it produces a mixture of silica and crystals (so if you need way more crystals than silica, for example, it might not be as practical)
if all you care about is getting crystals, pure quartz will give you the most crystals per raw quartz
"quartz purification"
I'm trying to find it on the wiki but I can't find it
uses nitric acid specifically
which is a mix of nitrogen, iron, and water
i wouldnt recommend it most of the time
but its fun to play around with
if I have 800 fully over clocked reactors how many water pumps is that
surely you cannot possibly fuel all those even using all resources on the map
1600if npps. Do basic math (also it’s extractors)
yea ran out of power shards
have you considered automating power shards before making 800 reactors
so you do have 800 npps?
nah
yes
how would i show u
ahh forgot to say modded
jesus christ...
have fun with those water pipes
LMFAO
ima leave it to a friend
Bro i can barley get water to go up one pipe without problams. your shits out of render
what the actual fuck am i looking at
100k MW
how many fuel rods is this
5m mw
DAMN
100k to easy
the materials
took 2 weeks
are you using a mod that lets you artificially place nodes
how did u know
1600
your world looks like a skyblock kinda thing
you should look up LordNugget
got the idea from him
dont worry glitch i have a blueprint for fuel rods
i must say i'm tempted to add it to my world to save me from logistics
(placeable nodes)
what i am worried about is 20k a min of waste
hold on a minute
25*800
u have infinite nodes anyway, turn all of those into plutonium
dont have it unlocked
and its a special recipe
please, please tell me you are using mega prints / blooprint zoop
blueprint * been watching too much rust content
what u mean
mods
yea
wait hold up placeable nodes means i am not bound to building around nitrogen or oil
yep
that's a fun thought
i don't particularly want to make a second train for turbo motors and pasta either
hmmmm
wait its only 800 extractors
huh
mk3 extractor
Only 😭
yep
Is there a maximum amount of constructors a given manifold can support? or is it fine as long as your total consumption equals your total supply? eg if my foundry is outputting 200 Steel Ingots, does it matter how many constructors i use that up in as long as Im not consuming more than 200/min?
Is there a "useful" point to unclocking a machine?
check the math
for example, if youre placing row of machine that consumes 200/min, you set a manifold line that produce 200/min
as simple as that
as u can see here, each row of foundry produce 180/min steel ingots, i just set manifold line that consumes 180/min each
Gotcha, does the amount of machines matter if the consumption is the same? will 20 machines consuming 10/min work at the same effeciency as 40 consuming 5?
yes
as long as it matches the production/consumption
amount of machines doesnt matter
Gotcha, thank you!
underclocking mostly used to match the output/input
for example if your planner shows 2.5 constructor, you can build 3 constructors (2 at 100% and 1 at 50% or 83.3333% for each constructor)
Only thing is that the more machines you have on one manifold line, the longer it takes the factory to “spin up.” That is unless you build a load balancer for each line.
no it doesnt matter bcs u are still consuming at the same rate
i test both and they saturate at the same time
Really? I’ll have to do some tests of my own. My case is at least true at lower belt speeds I believe.
Mostly depends on stack size
But also who cares if it takes a while to spin up? You won’t be near finishing your next factory before it runs full speed
You are correct here
10 machines at 100% clock need a belt to amass 8 stacks plus the amount consumed before that happens in order to achieve stability, and during the last stack building up your manifold is burning ~95% of the input so that part takes as long as inputting 20 stacks of the material. Say you have a 780 belt and 200 stack size, the last few machines take minutes each to fill up.
100 machines at 10% clock need the same belt to amass between 99 and 100 stacks plus the amount consumed before that happens in order to achieve stability. During the last stack buildup, the manifold is burning 99.5% of your material input so you have to input 200 stacks of material just to fill the second-to-last-machine entirely. That 98'th machine would take over half an hour just for that one machine to fill up (and thus properly feed the 100'th and increase the output from 99.5% to 100% of expected) if you started the manifold with everything except the last machines already full.
with long manifolds it becomes a quite serious slowdown and obfuscation of what is happening with your machines since it takes a very long time to achieve steady-state. If you've made a mistake that results in a manifold being slightly underfed, you might not be able to tell until it stalls out at 90-95% of expected production after literal hours rather than eventually climbing up to 100%.
It's also worth a note that with multiple production stages feeding each other, manifolds cannot warm up properly in parallel and part of it has to happen serially. That is: The manifold on stage 4 can't start the hardest part of its warmup until stage 3 is warmed, and that can't start the hardest part until stage 2 is warmed, and that can't start the hardest part until stage 1 is warmed - so you get partially additive delays, rather than being able to say "This warmup is the longest and it takes 5 hours, therefore everything in the factory will be at 100% after 5 hours"
Splitting 1 belt into say 4 for example and then 4 mini manifolds doesn't help much because the problem is the amount of unfilled inventory on the constructors and regardless of the splitters before manifold you're relying on that to fill and overflow on all but the last two machines for the manifold to function; that's the part that takes time. You can't substantially shorten that unless you input more total material or consume less of it during the fill up time.
If you have 1 splitter per 3 machines being fed evenly then you can balance perfectly without using the overflow mechanic, and therefore without significant warmup time - but that can require a lot of splitters. If you do make a manifold or series of manifolds that would take a long time to warm up, do mitigations like turning 20% of it off/down (which disproportionately reduces the warmup time) or pre filling everything if the output is important. If you don't have to care if it's at 70% or 100% for a while then you don't need to bother, because so long as the input is correct everywhere it will ~asymptotically approach full performance.
the warmup time would also seem to increase exponentially with manifold length at a given input size, with a manifold of double the length taking much more than twice as long to warm up
10 machine manifold needs 8 stacks (+ whatever is on belts)
Ye my bad i messed that bit up and didn't edit it all correctly 😄
I recently had a big logistics crunch because I had crystal oscillators like 4km away from my manufacturers and they were inconsistently producing stuff. Even though I only use 12.7/min and produce "15"/min the disruptions make it very uneven 😞
I don't think it was worth it for the rigor motor recipe
i've seen lots of talk about "depot arrays", is it exactly what it sounds like, as in just an array of dim depots in a manifold to upload one item quicker?
for some materials (like concrete), having more than one DD uploader can be helpful, as the upload speed limit is per uploader
if you have the research fully maxed out, your upload speed is 240/min, but if you are making say 500 concrete/min, you could feed that to two uploaders and effectively replenish the depot at 480/min
thats also potentially useful if youre keeping a buffer fwiw
as in, you dont need to be producing 500 concrete/min to benefit from doubled upload speeds, you just need to be transporting 480 concrete/min when youre actually using concrete
if you use a ton of concrete within a short period (like when building the foundations of a factory) and then dont use any for a while (letting the buffer recover), this can potentially justify a 2nd depot
i have like 7 depots on concrete so that i can spam it as fast as i can zoop and it won't even deplete the uploaded concrete
And i was thinking i was overdoing it with 3
for concrete 3, steel pipes 2, steel beams 2 and everything else i run 1 with buffer as explained by @gleaming shuttle
how could you possibly use more than 240/m * 7 concrete?
(1680 concrete/min)
very very large factory floors
you would have to build 240 concrete foundations each minute costing 7 concrete to use as much concrete ur putting in your depots
if you got foundation blueprints i reckon you could place down more than 240 total foundations in a minute
ohh yeah a minute not a second
yep
240/second would be insane 😭
7 depots = 4 concrete foundations a second
that's fairly easy with zoop
i use coated concrete though so it's more
coated concrete my beloved
Samee, didnt know it was less lol cool
5 concrete, 2 plastic instead of 7 concrete
Oh more??
so kind of more expensive overall since concrete is so free
but not enough to worry about
tbh
once you have whatever stuff you need automated, i don't see anything as more or less expensive
like to be fair, no matter how complex the item, it still flows back into my pockets automatically
yeah just eventually it's a node that you can't use for something else
so it can make your other prog eventually take a bit longer or be less convenient, while a limestone for wet concrete anywhere on the map is much less likely to be needed
whats the best mehod to get rid of 20k a min of waste
What waste?
nuclear
Which one
uranium
Make it into plutonium
then what i about plu waste
(That's the only way really)
Well you don't need to burn the plutonium rods, but if you do, make it into ficsoniun
ok thank you
you can sink plutonium fuel rods ^
you can also use them to fuel drones but i doubt youll need to since you are playing skyblock
that reminds me, i was wondering how i get the world to play skyblock?
i wanted to play it myself
is it ok if i start a dm with u
sure
For power plants, are material/fluid buffers needed or can they just feed directly into the generators if the load balancing is accurate
given that the i/o is exact quantities
You never need buffers if you match production to consumption
Actually you never need buffers period (except for train platforms)
14x2.5=35 thats so weird
for power plants not really
why?
both are part of the multiples of 7
14 is 7 x 2
and 2 x 2.5 is 5
so now you get 7 x 5
which ones better? i can do either without problems
id say left has the nicer numbers so itd be less of a pain to load balance
That depends how you define better
see i know but im struggling to explain
ease of building, power usage, resources used (and power shards), all that id say is what i define as better (better put as "overall better")
Each of those shines in different variables
So it's up to you which one you like more
the only real difference is the amount of coal, iron, and copper needed, and their direct manufacturing buildings + which are linked
left 100%
less power too
is there any way i could improve this?
i have mk 4 belts and teir 2 miners
but im wondering if it efficient enough for FICSIT
all those things are covered in the tabs really
use a more legible and saner planner
i dont want to
rip
the ui on the images from modeler is utter dog shit to read from posted images. Good luck
i dont know of any others anyway
turn off the SAM ore in the inputs tab first. Bout it really
it is very confusing
what are you trying to make?
im tryin to make a full iron factory
pls... just names and numbers
and rotor
if you don't know the planner can't
and motor
Name + numbers
im just using 6 pure nodes of iron to make everything that involves iron pre phase 3
except steel
how much are you minning from each node?
ok rough numbers on the rest
here motors and mod frames
I set the input to 1440 since thats 6x240 iron
so that limits it
29.33 reinforced iron plates, 8 rotors, 16 mod frames, 4 motors, 304 iron rods, and 160 iron plates per min
all into storage
thats the plan at least
ok click into that link, add those to the products
So you're kind of planning on this? (This uses 6x pure nodes @240/min each) 🙂 , w. alt recipes selected to go iron consumption only
i dont have the iron wire or the stitched plates though
were you planning on making it with copper? you haven't explained how you were trying to do this
or what your issue was
Unfortunately to make stators/motors work, you will need wire of some sort, hence copper without alt: iron wire
uh just separate each planner for every item
less headache
Without that one alt recipe (Iron Wire) you'll be forced to use copper (and such a low amount too) in your factory to make the wire like so. I recommend finding it if your goal is to only have iron used!
Have a play around with this combination for only iron consumption 🙂 https://www.satisfactorytools.com/1.0/production?share=o7oI1eu50PnAUAV91vif
@vapid gorge would have to remove whole middle floor if i did that, so i guess 1:2 train it is - also found a sloop making this ss
glad i did this
would-... would this work? 😓
not sure if this goes here
just tested, somehow it does 😭
then why "😭 "?
i'm just surprised it does indeed work haha, considering it's my first ever real roundabout, i wouldn't hesitate to say it's a bit... unconventional
but hey, efficiency first i suppose 😓
@storm bane have 4 smelters go into 1 conveyer, 3 smelters into the other, then one splitter for the last smelter splitting into both the conveyers
i'm done with this game i think 🥲
Just set up a sloop’d manufacturer with a few storage containers feeding it, load up each of those items and let it cook
That’s what I’m doing this playthrough
I mean, you use the p4 parts as basis for p5. Propulsion rockets become the basis of warp drives in phase 5
So it certainly won’t hurt
it certaintly will hurt me 🫡
Fair
Yes
ah shit
The Space Elevator is a special building used to complete phases of Project Assembly by supplying it with Project Assembly Parts. The first three deliveries unlock two higher Tiers of Milestones, while the fourth one unlocks the final 9th Tier and the fifth delivery launches Project Assembly and unlocks...
pasta too i suppose
Pasta isn’t too tough to make, it just requires an absurd amount of copper
Or alt recipes
that too
I’m making enough copper for 3 pasta/minute using one pure copper node with the pure ingot alt and a ton of refineries
And then slooping the accelerators to double the output from there
how much POWER does that suck out? 😨
nvm just checked, it's 0.8:2
Uh, a lot
720 ore into 1500 ingots IIRC
pretty sure its double or +1x per output slot
double i think
updated, now with numbers
this project will take me some time 😞
(all SE parts excluding nuclear pasta, that'll be a problem for future me)
lategame satisfactory is wrecking me 😭
probably up towards almost a thousand constructors... 💔
Definitely gets to be a lot. Helps to break it up into discrete parts.
Any reason u chose 3/min?
it seemed most reasonable considering what i already have automated from before
Can someone direct me to a good way of making turbo motors cause the shit I’ve just done ain’t gonna cut it
well it’s always a good idea to break it down more comprehensively
- Break it down into chunks. Decide what Turbo Motor recipe you want, and look at what it needs. Make separate factories for each of its inputs
and plan your layout
- Those Modeler graphs always look like a nightmare to me. Personally I'd highly recommend https://www.satisfactorytools.com/1.0/production instead, though to each their own.
(A bit of personal preference there re: graphs, of course, but I just do not understand how anyone can follow the rats'-nests that thing generates)
i usually use the graph for initial numbers (tho not before tweaking them a bit myself), and then plan it out more intricately in-game just messing with under-overclocking, etc
Ok thx it’s my first really in depth play through and when i first looked at the turbo motors recipe and every elevator stuff i needed I was just devastated
Yeah, just take it bit by bit. Make smaller factories for the various inputs and ship 'em around as needed
Even if you end up constructing everything at the same site, it can help to keep them as separate sub-factories
Like my supercomputer factory is actually three totally separate subfactories which only ever combine at the very last step (and I'd planned them out individually)
Hmm that’s impresssive
heh, I dunno about impressive. It's more just enabling Easy Mode. :D Instead of trying to build one huge complex factory all in one go, I'm just doing it in baby steps. :)
I’ve been struggling to find good layouts and places tu build my factories and I don’t really wanna go in depth with the transporting mechanisms cause they are complex and loooong to build so I just make a big ass factory for one object
But I will prob try to break it down and make smaller fancier and more productive factory cells
And then build a main place where I manufacture the big component
As a more extreme example, I'd just spun up a full nuclear power chain (Uranium->Plutonium->Ficsonium) and it looks like I've got about sixteen separate factories set up to feed it components; the actual "onsite" assembly of the radioactive parts is comparatively small
(A few of those support factories are comically small, like one that just handles 36/min iron plates, but still)
@empty quartz At that stage, learning to use drones makes splitting complex factories into multiple smaller factories much easier.
trying to find this chest but i cant find it
yeah, break it down into multiple parts
you can do that in satisfactorytools, by making the final plan, then creating new tabs and making 'hubs'
modeler is shit
am here says map
prob clipped into ground
just untag it
what means 1m? i search for the altitude on interent and in console you can put a command
how?
fiddle with the map? use scim to delete it?
'use', 'attempt', 'toy around with', 'mess about with', 'try'
'use' scim to delete the box
i dont know what is scim? is inside the map? or is an external program?
you got this image from scim