#math-and-meta

1 messages · Page 268 of 1

soft vigil
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And nuclear is like the best

vapid gorge
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those are stack sizes

soft vigil
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Oh

vapid gorge
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assuming mk6 belts I think

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although it's probably not dissimilar for hte lower stack sizes and mk5 belts

soft vigil
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I have mk4 almost have mk5 belts unlocked

vapid gorge
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since a mk5 belt can fill up a drone port can fill up 100 stacks fast

soft vigil
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Ok

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I just scanned for sulfur and there is one pure and one normal that is 1,300 away from were I am

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I think that’s what I am going to do

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Lot closer than the other 3

vapid gorge
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sure

soft vigil
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Like

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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

vapid gorge
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that sounds convenient sure

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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

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But splitting off a branch is what I did in my last game progressing the tiers

soft vigil
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Ok

vapid gorge
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it's not a permanent solution but it's an easy one

soft vigil
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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

vapid gorge
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eh, I'd just stick to the turbo fuel until you use plutonium rods

soft vigil
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Ok

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Thx for the help

opaque quartz
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plutonium rods are unironically the best drone fuel (in terms of energy delivered and top speed)

soft vigil
opaque quartz
timber holly
opaque quartz
opaque quartz
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But if you are making plutonium rods then presumably you already have the hazmat suit and have automated iodine filters

timber holly
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I thought the fuel rods created waste no matter what

opaque quartz
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Only in NPPs

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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

timber holly
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What would you recommend as drone fuel before the fuel rods

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Batteries or turbo fuel

opaque quartz
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I like rocket fuel personally

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Batteries have the same top speed as RF

fallow siren
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i actually never tried rocket fuel for drone, how are they compared to battery in term of speed and such?

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same top speed? what about the initial

crimson moat
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which hasn't mattered at all for me, but could affect some things slightly

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actually battery stacks 2x so it has 67% higher stack energy, that's probably the better one if everything works in stacks

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i use rocket fuel rn because i wanted packaged rocket fuel for jetpack anyway so i made a bunch of stuff with rocket fuel

fallow siren
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might try rocket fuel in this save for fun

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and also since they are really easy to automate

inland quail
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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?

outer vale
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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)

inland quail
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So I shouldnt worry, I could leave it like that?

outer vale
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no you should set it to 33.3333%

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unless you actually want 4.995/min

inland quail
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ok I'll try 33.3333

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thanks!

remote flame
# inland quail ok I'll try 33.3333

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

inland quail
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I didn't know you could edit the target production...'

outer vale
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yeah, that'd get you the 33.3333% if you just typed into that

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it's still technically not perfectly accurate, 4.999995/min

inland quail
remote flame
vernal swallow
crimson moat
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both because batteries hold more energy, and because they fly for shorter times

wind spade
cyan drift
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can someone explain logic behind "ultra compact" blueprints?

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like what? people just clip 50 buildings into each other?

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is it bug or legit way or what

remote flame
# cyan drift can someone explain logic behind "ultra compact" blueprints?

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.

cyan drift
cyan drift
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also whats the meaning of playing the game then, when you can make thousands of part on 2x2 foundations with one click

remote flame
# cyan drift yeah, its seems kinda out of place

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

cyan drift
remote flame
# cyan drift i like yours, imo thats how it should look, i feel like the ultra compact bluepr...

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 🙂

cyan drift
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yeah

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am using your bp right away xd

remote flame
# cyan drift am using your bp right away xd

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!

cyan drift
somber flint
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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?

vapid gorge
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you mean splitters in the middle? sure

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!wikisearch manifold

brisk shoreBOT
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Official Satisfactory Wiki

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...

somber flint
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unless theres a better method for setting up 10 constructors

remote flame
somber flint
vapid gorge
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yup same thing

somber flint
vapid gorge
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changes nothing about manifolds

somber flint
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Okay cool. just wanted to make sure it didnt break anything with the math or something xD

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thanks!

vapid gorge
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at least if you want more convenient and easier logistics.

not like a law or something

smoky aurora
somber flint
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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

smoky aurora
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especially for screwws ,... you getting screwed pretty fast

vapid gorge
somber flint
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so each building (where screws are involved, not literally all of them) would have their own constructor for screws?

smoky aurora
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yepp

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since the ammounts of screws are mostly insane high

vapid gorge
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send rods or ingots (depending on yoru screw recipe) to that building

somber flint
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Im not sure how thats differant than ferrying the screws there from the "Ironworks". either way something is getting shipped over, no?

smoky aurora
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mostly u need iron or steel anyway so u set a splitter for the screws

smoky aurora
vapid gorge
smoky aurora
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it´s just a advise ,.. u would need a 5 wagon train to provide enough screws to some builds ^^

somber flint
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ahhhh fair

civic bronze
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I wish there were more intermediates like screws

vapid gorge
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every new item you unlock turns the ones before it into 'intermediates'

civic bronze
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Yeah

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What i mean screws are the only one that turn into these massive amounts /min u need

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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

vapid gorge
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@rustic skiff also I don't know what you're actually asking in the other chat

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scim isn't a very good planner and the image isn't super useful :\

rustic skiff
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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?

fallow siren
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just manifold it?

vapid gorge
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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

crimson moat
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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

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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.

soft vigil
magic dock
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If I use 2 tractors on a route does that improve stability?

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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

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Or would pre filling the stations also work as a buffer for the instability?

wooden jasper
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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

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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

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I guess I could probably also just conveyor stuff a little bit and then use trucks

wind spade
crimson moat
wind spade
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probably an error somewhere else

crimson moat
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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

bitter compass
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I'm sorry for this absolutly noob qusetion, but does nitric acid count as fluid or as gad (do I need pump for it?)

crimson moat
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liquid

bitter compass
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oh f... ok thx

latent flare
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If Im making 500 Uranium waste Per min how many Plutonium Fuel rods can I make Per min

outer vale
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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)

latent flare
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thanks

civic bronze
outer vale
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no head lift requirements

civic bronze
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that's cool!

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why the game doesnt tell you that?

outer vale
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it probably does...

civic bronze
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where

crimson moat
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gasses also flow differently to liquids

crimson moat
civic bronze
crimson moat
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Several, i think

bitter compass
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just to be 100 sure does rocket fuel needs pumps?

outer vale
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it is a gas, so no

bitter compass
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thx

oblique hollow
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oh wait this reminds me if something

crimson moat
oblique hollow
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Long ago i made a test with valves and it turns out they can enforce priority on junctions

But that was U7 times

opaque quartz
opaque quartz
dusky dust
opaque quartz
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But yeah true casings are not a pure intermediary but definitely feel somewhat like phase 4/5’s equivalent of screws

dusky dust
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Excluding stuff in the nuclear chain, I make these for "intermediate" resources which don't make general sense to store:

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  • 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
wind spade
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?

outer vale
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someone spammed a server link that got automodded away

wooden jasper
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well I have a silly problem

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I have a belt that goes from the left circle to the right one

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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

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but the factory where the screws are rn is way too messy and cramped to possibly make rotors at

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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

wooden jasper
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side note, 5 beams into 260 screws might be the most OP alt

elfin smelt
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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.

wind spade
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depends on recipes used, whether you can use other resources, if you allow slooping, etc.

elfin smelt
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lets just say that the conveyers can transport infinite amounts of resources

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aswell

wind spade
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but honestly if you want to build something, just calculate from the end product

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conveyors are not really limitation here

elfin smelt
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im just curious

vapid gorge
elfin smelt
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81800 per minute if maxxed

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thats alot

vapid gorge
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that sounds like world limits, not 1 node

elfin smelt
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ya

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prob

fierce ruin
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is this good (just getting started with oil)

wind spade
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do you like it? if yes, then it's good

fierce ruin
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: )

dusky dust
# fierce ruin is this good (just getting started with oil)

(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...)

fierce ruin
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and clock them at 30/min

dusky dust
fierce ruin
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gotcha

elfin smelt
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does oil residue have power uages

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usages

wind spade
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not directly

elfin smelt
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what uses are there for it

vapid gorge
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look at your recipes

hollow radish
vapid gorge
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!wikisearch CG

brisk shoreBOT
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Official Satisfactory Wiki

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...

vapid gorge
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you need multiple points of entry

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and you only need 3 extractors total for 8 gens

soft vigil
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who can help me very fast i am makeing 900 turbo fuel how many gens can that power

hollow radish
vapid gorge
soft vigil
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nvm i found it out

wooden jasper
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wow. just discovered how powerful blueprints actually are. Many many floors must be made

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I made the layout for a floor and then just put foundations floating above the area it takes

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I made a 240/min cable setup to test it and I made 4 floors

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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!

civic bronze
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Yep, just keep in mind theres vertical limit to build, its very far but its there

teal meadow
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might be missing something but is the instant scrap recipie strictly better for bauxite: scrap ratio than anything involving alumina solution?

crimson moat
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despite using sulfur, which is important/rare

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it's on the never-use tier for me

thick plank
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cause oil products you get more then enough through the dillution loop

civic bronze
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Me reading this after building instant scrap factory and also getting sloppy alumina today from hdd tired_jace

wind spade
crimson moat
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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

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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.

civic bronze
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i really like those numbers that would fit in my factory really nice i think im gonna steal this

hushed silo
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coke op

civic bronze
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lets all do coke together

crimson moat
thin timber
onyx delta
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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?

vapid gorge
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no idea, but if you plan to have more than one train do two way rail

gleaming shuttle
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engines weigh 300 tons which is comparble to 3 fully loaded freight cars, but i think engines still "work" when reversed

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so theyre not dead weight and are contributing more than enough thrust (even from reverse) to counteract their weight

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i'd double-check this in game though, bidirectional trains arent super common

vapid gorge
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they are common with people new to trains or doing very minor train systems

gleaming shuttle
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even if youre doing a very small system i'd typically try to opt for a simple monorail loop personally

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either by making the entire track a loop or by putting small loops at both ends

vapid gorge
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loops at the end so it only faces one way doesn't make it significantly dif to just a double ended train

gleaming shuttle
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but yeah, if youre setting up a train network you should probably go with two raillines

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satisfactory's train pathfinding mechanics are a lot simpler than factorio's and basically entirely reliant on block signals to avoid collusions

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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

onyx delta
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Yeah I am going with a two way tracks, with bidirectional trains for station ease. Thanks all!

gleaming shuttle
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ah i see

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that should work i think, but youll have to make sure your trains are symmetrical

onyx delta
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Yeah, I think I am going with all 1-2-1 trains.

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I had a factorio save with over 100 1-1-1 trains

keen ivy
civic bronze
plucky tusk
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Train network is cool but have you ever just done 1-1 trains?

fierce ruin
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i use them for EVERYTHING

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no belts, ONLY TRACTORS

plucky tusk
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Nice

fierce ruin
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so youre telling me i can use these nodes (at 100%, 660/min total) and get 5.5gw of power using 22 fuel gens????

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insane. coal seems so bad now

brisk epoch
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If you have heavy oil residue and diluted fuel alts, then some water and 240 oil/min make 8 GW

opaque quartz
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Coal is a stepping stone. First automated power. But yes for the later game you defo want oil and/or nuclear based power

opaque quartz
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Time to go drive hunting! HOR and diluted alts get you a ton more mileage out of your oil

fierce ruin
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HOR?

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oooh

brisk epoch
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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

opaque quartz
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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

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HOR is shorthand for the “heavy oil residue” alt which optimizes for HOR production with some resin as byproduct

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You then use diluted fuel alt to combine water and HOR for maximum fuel production

fierce ruin
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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)

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im sure i can change things later

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can i feed 3 fuel gens (200% overclock) with 60 fuel/min each?

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wait

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ok so 120 fuel/min, how many fuel gens can i fill?

wind spade
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how much does one gen need?

fierce ruin
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dont know lol

wind spade
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then build a gen and find out

fierce ruin
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apparently 40/min supports 2 gens

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that means 6

digital flare
digital flare
fierce ruin
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it works pretty well

digital flare
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Yeah nice

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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

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Plus a few nuclear plants I have so that I can get plutonium rods for my drones

hushed silo
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imo rocket fuel is best for power

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for possible capacity and effort to outcome

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diluted fuel would be best for effort to outcome

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and uranium for max capacity

lavish geode
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Why doesn’t the crude oil well with the pressurizer appear on the scanner by the beach?

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Bc I just realized now that I failed to factor it into my power plant

outer vale
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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

rich drift
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How much power can I generate from 1800 rocket fuel + 375 turbofuel? I think its 48,999 mw but it seems quite low tbh

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My math is probably wrong

gleaming shuttle
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1800 rocket fuel runs 432 fuel generators, 375 turbofuel runs 50 generators (both assuming 100% clock speed since it doesnt change the math)

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so 482 generators * 250 MW/generator = 120.5 GW

rich drift
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Yea

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Ah

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Idk how I got 48.9gw

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Ty tho

fallow siren
frank snow
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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

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hopefully the image is visible and not too blurry

wind spade
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most likely just a rounding error

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but the machine numbers are correct

frank snow
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might have to manually crunch some numbers ig

wind spade
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why, if the tool already did it for you?

livid torrent
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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

wind spade
livid torrent
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and its used in like 3 recipes so like 15-20 or smth??

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or is that still over kill?

wind spade
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well for that I'd wait until you build those recipes

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make what you need now, make what you need later later

vapid gorge
nimble haven
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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?

vapid gorge
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this way you can turn them off individually or all at once

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don't know why you want to be shutting off machines randomly though

nimble haven
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❤️

rustic skiff
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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)

smoky aurora
vapid gorge
#

If you have to bring a bunch of little things you might as well drone

peak stump
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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?

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ive been going: cumlative cost of 1296 coupons minus cumulative cost of 596 coupons

smoky aurora
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just sink everything till u got them hehe

peak stump
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i dont wanna sink everything and realise it wasnt enough cuz then ill be starting from 0 resources 🤣

smoky aurora
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just the products over stock

peak stump
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actually could just make a save and test it to be fair and revert if not

smoky aurora
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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

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u finished phase 5?

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i dont think a number like 560392 Supercomputer to sink would actually help you -.-

wooden jasper
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methinks there might be a serious problem

smoky aurora
peak stump
smoky aurora
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the game is about automation and logistic

peak stump
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i am aware 😭

fallow siren
smoky aurora
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so u want a solution for somthing u defintly messed up yurself ,...

fallow siren
#

5/min warp drives should be enough

smoky aurora
#

automate a ahigh valu item from phase 4 or 5 in a big number sloop it sink it

peak stump
#

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

fallow siren
#

its the same really, u want faster ticket, sink more high end tier item

smoky aurora
# peak stump to be fair i wasnt looking for a solutionto make tickets, i was looking for help...

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!

peak stump
#

Appreciate ur help tho lads. I got it from here, just gonna go big

vapid gorge
crimson moat
#

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

vapid gorge
#

@smoky python plan make sense for you?

#

any questions how it was done?

smoky python
vapid gorge
crimson moat
vapid gorge
#

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

smoky python
#

Ok yeah now it shows correctly when iron ore and SAM is disabled

vapid gorge
#

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

smoky python
#

Weird, I always thought Bolted Iron Plate was better but apparently not since it defaults to regular recipe anyway

outer vale
#

gotta define "better"

vapid gorge
#

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

smoky python
#

Yeah I figured out how to use the recipes

safe gorge
#

is a mob farm possible?

wind spade
#

no

safe gorge
#

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

vapid gorge
#

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

safe gorge
#

"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

vapid gorge
#

you can't force spawn them in one spot like that

safe gorge
vapid gorge
#

ok? wait 10 minutes between spawns to have one spawn in a box for you. yay

safe gorge
#

i know a couple of spots that spawn one creature in the same place

vapid gorge
#

again 'ok?'

safe gorge
#

even if killed

magic dock
#

Sounds like all of this is possible by just killing them without all the steps

vapid gorge
#

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

safe gorge
magic dock
#

No idea how many mechanics are behind the respawning process

safe gorge
#

exactly , we need to find that out

magic dock
#

They either respawn or they don't if there's a lot of buildables or powered buildings nearby

vapid gorge
#

they don't respawn if there's one powered building nearby

outer vale
vapid gorge
#

in any case it won't be a farm

wind spade
#

not sure there's "unloading"

#

it sounds like you're trying to play minecraft instead of playing satisfactory

safe gorge
vapid gorge
#

they do weird things like despawn when they get too far from their spawn spot

wind spade
outer vale
safe gorge
wind spade
#

that's not "available"

#

decompliler doesn't give you the original source code anyway

safe gorge
safe gorge
outer vale
#

whatever stuff you're asking questions about that aren't being answered?

safe gorge
#

okay , i will do research and report back

wind spade
#

depending on game code license

safe gorge
vapid gorge
stone root
#

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

outer vale
#

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

smoky python
#

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

safe gorge
wind spade
#

you... sink stuff?

crimson moat
# safe gorge how are sink points automatable?

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.

vapid gorge
#

put stuff on belt

#

profit

opaque quartz
#

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

tropic hawk
outer vale
#

and then hear that nuclear is better than rocket fuel

#

because it turns out opinions and preferences are a thing

fierce ruin
#

i think using rocket fuel in nuclear is better rolljace

outer vale
#

alternate between fuel gens and nuclear reactors

tropic hawk
oblique hollow
#

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

crimson moat
#

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?

opaque quartz
#

Just manifold

#

Answer is always manifold

outer vale
#

smart split into manifold, merge the remainders?

opaque quartz
#

The thing that needs 300 will eat 300. Whatever is left will go the other way, eventually

outer vale
#

there's no "waste" however you split, you'll always have (750 * 2) - 300 - 520 left over

crimson moat
#

I'm not making a kilometer long manifold to split resources between factories

outer vale
#

oddly specific, what are you doing then?

opaque quartz
#

Yeah I’m confused what you are trying to do tbh

crimson moat
#

processing a bunch of stuff in one place and then shipping it out to 2+ places

#

first part is already done

opaque quartz
#

What is your long distance logistics?

#

Train?

crimson moat
#

anything, it's partially belted nearby but the other resources needed for second factory aren't there

opaque quartz
#

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

primal shadow
#

Maybe idk

#

That’s what I’d try

worn trout
#

Anyone know if there's a way to just delete extra fluids

#

(cause there's no fluid AWESOME sink last I checked)

dusky dust
worn trout
#

Will fluids automatically overflow out of a junction or do I gotta do some crappy math shit

dusky dust
#

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

worn trout
dusky dust
#

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

dusky dust
worn trout
#

I had all my math for the factory based on 600 p/min pipes 😭

dusky dust
#

fyi, keeping a constant 600/min through mk2 pipes isn't especially intuitive, and often requires some pretty specific and obtuse build techniques

worn trout
#

Guess having half filled pipes is better than trying to do weird math

dusky dust
#

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

worn trout
dusky dust
#

The general advice I always copy+paste for 600/min throughput, though, fwiw:

  1. Keep the system as simple and short as possible.
  2. Loop your manifolds (so: the input goes into both sides of the machines you're feeding)
  3. 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)
  4. Prefill your pipes! Full pipes are happy pipes. Wait until the system's thoroughly saturated before turning machines on.
  5. 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.

outer vale
#

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

worn trout
dusky dust
#

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

worn trout
#

I'm probably just gonna go with the 2 400 lines, flow rate isn't too important I'm just making diluted fuel

outer vale
#

if you've got an even split of consumers, then you can just run it as two separate sets

rotund sky
#

How much 'belt material' do you guys make per minute?

worn trout
#

Wdym belt material

wind spade
rotund sky
#

Materials you use to make belts, like iron plates, reinforced iron plates steel beams etc

worn trout
wind spade
#

they don't really do anything useful and often just hide issues

worn trout
#

I just put em at the top of my towers cause they look better than just bare pipe

wind spade
#

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

worn trout
wind spade
#

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

worn trout
#

Depends how far away the machines are

#

But I do also make them longer than they have to be sometimes if it looks nicer

wind spade
#

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 🙂

worn trout
#

Oh the fluids aren't problematic I just have more than I want

wind spade
#

why did you make more then? 😛

worn trout
#

Cause I wanted to use a whole pipeline of oil and turns out that makes more oil residue than I wanted

wind spade
#

underclock the extractor

opaque quartz
#

So splitting into two pipes at 400/min each does not mean the pipes can’t be “full”

wind spade
#

afaik you can have flow rate with non-full pipes

opaque quartz
#

Yeah, fair. But harder to guarantee I think

#

Safer to just assume that a full pipe will be needed to reach full flow rate

hushed silo
#

i always use pumps to either lift fluids or secure correct direction of flow rate

#

dont know why they arent recommended here this much

nimble haven
#

hey is there hotkeys for the items on my inventory?

versed violet
# nimble haven 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.

nimble haven
#

i only ask because my scroll wheel on my mouse has been having issues so swaping between guns and heals is kinda hard lol

versed violet
#

replace the mouse. Or at least try cleaning the wheel.

nimble haven
versed violet
nimble haven
versed violet
nimble haven
#

this . . .

versed violet
#

yes, a basic mouse

nimble haven
#

question. when you move your mouse from one spot to another. does your mouse sensor lose track?

versed violet
#

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

nimble haven
#

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.

versed violet
#

quality is pretty good for the price. as for gaming, all I really need is working buttons and mouse4/5 available

nimble haven
#

mine is wired and wireless.

#

expensive but did its job . . . till i didnt.

versed violet
#

I don't consider wireless a 'gaming' gear

nimble haven
#

wirelessness dont make a mouse for gaming. just adds convenience.

versed violet
#

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.

nimble haven
#

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?

timber holly
nimble haven
#

Well again newtons law

nimble haven
timber holly
nimble haven
#

a 10 usd office mouse would actually die

nimble haven
timber holly
#

They work just fine with a cheap mouse

nimble haven
#

causal vs comp is very different

timber holly
#

But I see your point

nimble haven
#

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

wind spade
#

I never had issues with wired mouse and I'm never going wireless again

vapid gorge
vapid gorge
civic bronze
versed violet
# nimble haven I could argue the same thing with wired mouse as you constantly wipping around a...

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.

queen sigil
#

I got a ficsonium plated 11 button mouse that's wired and wireless for competitive Satisfactory! 🤔

primal shadow
#

I wonder how much ficsonium would cost like compared to gold in our world

hallow moth
#

how much money ficsit makes off of a pioneer with the completed space elevator

crimson moat
# opaque quartz FYI you can have full pipes that aren’t maxing out the flow rate. The flow rate ...

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.

nimble haven
#

i dont know how but i want a like "oh shit, i noodled my belts too much now i cant organize this UHHHHHHHH" button

opaque quartz
nimble haven
#

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

opaque quartz
#

Press X for the customizer

#

Xustomizer

nimble haven
#

OMG YES.

#

i think it will be possible. i think.

#

imma make future koyo proud

nimble haven
#

is it possible to make like a pipeline that allowed lane switching

wind spade
#

Lane switching?

nimble haven
#

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?

robust raptor
#

I think they're adding hypertube junctions in a future update? Can't confirm

bitter wharf
robust raptor
#

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

nimble haven
#

right right hyper tubes not pipes

bitter wharf
#

maybe, ig we'll see

#

ahh mb mb

analog meteor
fallow siren
#

from the looks of it maybe a Y junction

#

who knows

opaque quartz
#

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

oblique hollow
fierce ruin
#

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

outer vale
#

if not approaching pipe limits, there's not much difference

#

that said, you can't power fuel gens with heavy oil residue

fierce ruin
#

ok so are these closed loops even necessary? i keep thinking they are

#

the input is at the bottom

wind spade
#

necessary? no
recommended? yes

outer vale
#

they're a good idea, at least. More important for mk2

fierce ruin
#

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

amber umbra
#

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.

fierce ruin
#

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

fallow siren
#

no need to use valves

#

feed straight to refineries

fierce ruin
#

gotcha

crimson moat
oblique hollow
# crimson moat 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

crimson moat
#

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

oblique hollow
#

it should be roughly in this region

crimson moat
fierce ruin
#

should i have a fluid buffer between my fuel gen and fuel refiner?

wind spade
#

never use fluid buffers, they hide problems

#

(apart from buffering fluid train platform, they are kinda needed there)

fierce ruin
#

alright

crimson moat
# oblique hollow it should be roughly in this region

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

oblique hollow
fierce ruin
#

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

fierce ruin
#

all this for 10 computers

#

no idea how im meant to do this lol

dusky dust
#

If it makes you feel any better, that will eventually feel like a quaint little doodle of a factory. :)

fierce ruin
#

ive only been using a few nodes

dusky dust
#

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

fierce ruin
#

the planning for where stuff will be will be the worst

dusky dust
#

(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.

fierce ruin
#

belts or trains?

dusky dust
#

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)

fervent cipher
#

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?

timber holly
#

And you can avoid oil by using the silicon circuit board alt

civic bronze
outer vale
timber holly
#

Quick question about rocket fuel, which recipe is better for making it

fallow siren
#

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

opaque quartz
#

The nitro alt is relatively simple to set up when combined with HOR and diluted fuel. But it is way more hungry for sulfur

gleaming shuttle
#

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

timber holly
#

I'm looking at it and it looks really simple

gleaming shuttle
#

efficient in terms of what?

fallow siren
#

define efficient

timber holly
#

And 1000 rocket fuel makes something crazy like 60gw of lower

#

Power

gleaming shuttle
#

if you want to get maximum output per input crude oil, then the best way is the nitro rocket fuel alt

timber holly
fallow siren
#

normal recipe then

gleaming shuttle
#

but that recipe is terrible in terms of sulfur and also worse on nitrogen

fallow siren
#

turbo+nitric

timber holly
fallow siren
#

nitro use twice as much sulfur

timber holly
#

Is there any benefit to using petroleum coke in the turbo fuel recipe as opposed to just regular compact coal

gleaming shuttle
#

the most sulfur-efficient recipe is the one i linked yes

timber holly
#

In the link he sent it uses petroleum coke

gleaming shuttle
#

the 19:5 mix

gleaming shuttle
#

saves coal and sulfur

timber holly
#

Thanks bro

#

Looking at it now it looks so simple

#

Also how rare is nitrogen gas

gleaming shuttle
#

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

fallow siren
#

theres 12k nitrogen in total

gleaming shuttle
#

kinda like caterium i guess - plentiful but awkward to get

timber holly
#

Ok thanks 🙏

fallow siren
#

you wont use a lot of nitrogen aside from large power plant

gleaming shuttle
#

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

timber holly
#

Nitrogen is only really used for rocket fuel and nuclear stuff right

gleaming shuttle
#

fused frames & cooling systems require it

timber holly
#

Are those a pain to make

#

I'm working on an HMF factory and it's taking a lot

gleaming shuttle
#

fused modular frames are basically HMF factory + aluminum processing + nitrogen gas

#

so if you already have an HMF factory youve done the hardest step

timber holly
#

I see

#

Alr thanks

#

Also is 15 hmf a minute a good benchmark for future use and stuff

gleaming shuttle
#

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

fallow siren
#

hmf to fmf is only 1:1, so youre fine

gleaming shuttle
#

if it's not enough you can always make more

#

but for now 15 will be plenty

timber holly
gleaming shuttle
#

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

timber holly
#

Is the quartz purification better than the water one I forget the name

gleaming shuttle
#

"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

timber holly
#

Makes sense

#

What's the alt that uses nitrogen called

gleaming shuttle
#

"quartz purification"

timber holly
#

I'm trying to find it on the wiki but I can't find it

gleaming shuttle
#

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

steel monolith
#

if I have 800 fully over clocked reactors how many water pumps is that

gleaming shuttle
#

surely you cannot possibly fuel all those even using all resources on the map

vapid gorge
#

1600if npps. Do basic math (also it’s extractors)

viral sparrow
#

4000 i think

#

if none of water extractors are overcloked

steel monolith
gleaming shuttle
#

have you considered automating power shards before making 800 reactors

viral sparrow
#

so you do have 800 npps?

steel monolith
viral sparrow
#

that's almost more fuel gens in my whole world

#

i need to see this

steel monolith
#

how would i show u

gleaming shuttle
#

how are you producing enough fuel

#

how many sloops are you using

steel monolith
#

ahh forgot to say modded

gleaming shuttle
#

oh lol

#

but yeah thatd be 4000 non-overclocked extractors

#

600 * 800 / 120

steel monolith
#

thanks

viral sparrow
#

jesus christ...

gleaming shuttle
#

have fun with those water pipes

nimble haven
#

LMFAO

steel monolith
nimble haven
#

Bro i can barley get water to go up one pipe without problams. your shits out of render

viral sparrow
#

what the actual fuck am i looking at

nimble haven
#

100k MW

viral sparrow
#

how many fuel rods is this

steel monolith
nimble haven
#

DAMN

steel monolith
#

100k to easy

nimble haven
#

the materials

steel monolith
viral sparrow
#

are you using a mod that lets you artificially place nodes

steel monolith
fallow siren
#

just by the looks its a mod

#

no map, its skyblock

steel monolith
viral sparrow
#

your world looks like a skyblock kinda thing

steel monolith
#

you should look up LordNugget

#

got the idea from him

#

dont worry glitch i have a blueprint for fuel rods

viral sparrow
#

i must say i'm tempted to add it to my world to save me from logistics

#

(placeable nodes)

steel monolith
#

what i am worried about is 20k a min of waste

viral sparrow
#

hold on a minute

steel monolith
#

25*800

fallow siren
#

u have infinite nodes anyway, turn all of those into plutonium

steel monolith
#

and its a special recipe

viral sparrow
#

please, please tell me you are using mega prints / blooprint zoop

#

blueprint * been watching too much rust content

steel monolith
#

what u mean

viral sparrow
#

mods

steel monolith
#

yea

viral sparrow
#

wait hold up placeable nodes means i am not bound to building around nitrogen or oil

steel monolith
#

yep

viral sparrow
#

that's a fun thought

#

i don't particularly want to make a second train for turbo motors and pasta either

#

hmmmm

steel monolith
#

wait its only 800 extractors

viral sparrow
#

huh

steel monolith
#

mk3 extractor

timber holly
steel monolith
#

yep

somber flint
#

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?

nimble haven
#

Is there a "useful" point to unclocking a machine?

fallow siren
#

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

somber flint
fallow siren
#

yes

#

as long as it matches the production/consumption

#

amount of machines doesnt matter

somber flint
#

Gotcha, thank you!

fallow siren
snow geyser
fallow siren
#

no it doesnt matter bcs u are still consuming at the same rate

#

i test both and they saturate at the same time

snow geyser
#

Really? I’ll have to do some tests of my own. My case is at least true at lower belt speeds I believe.

vapid gorge
#

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

crimson moat
#

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%.

crimson moat
#

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"

crimson moat
# snow geyser Only thing is that the more machines you have on one manifold line, the longer i...

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.

crimson moat
#

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

wind spade
crimson moat
wooden jasper
#

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

rain lichen
#

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?

opaque quartz
#

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

gleaming shuttle
#

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

crimson moat
civic bronze
#

for concrete 3, steel pipes 2, steel beams 2 and everything else i run 1 with buffer as explained by @gleaming shuttle

thorny heron
thorny heron
rain lichen
thorny heron
#

you would have to build 240 concrete foundations each minute costing 7 concrete to use as much concrete ur putting in your depots

rain lichen
#

if you got foundation blueprints i reckon you could place down more than 240 total foundations in a minute

thorny heron
#

ohh yeah a minute not a second

crimson moat
#

yep

rain lichen
crimson moat
#

7 depots = 4 concrete foundations a second

#

that's fairly easy with zoop

#

i use coated concrete though so it's more

rain lichen
#

coated concrete my beloved

civic bronze
crimson moat
civic bronze
#

Oh more??

crimson moat
#

so kind of more expensive overall since concrete is so free

#

but not enough to worry about

rain lichen
#

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

crimson moat
#

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

steel monolith
#

whats the best mehod to get rid of 20k a min of waste

steel monolith
#

nuclear

wind spade
#

Which one

steel monolith
#

uranium

wind spade
#

Make it into plutonium

steel monolith
#

then what i about plu waste

wind spade
#

(That's the only way really)

wind spade
steel monolith
#

ok thank you

viral sparrow
#

you can also use them to fuel drones but i doubt youll need to since you are playing skyblock

viral sparrow
steel monolith
#

huh

#

do you want the starting file

viral sparrow
#

i wanted to play it myself

steel monolith
#

is it ok if i start a dm with u

viral sparrow
#

sure

verbal oar
#

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

opaque quartz
#

You never need buffers if you match production to consumption

#

Actually you never need buffers period (except for train platforms)

civic bronze
#

14x2.5=35 thats so weird

oblique hollow
oblique hollow
fierce ruin
#

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

wind spade
fierce ruin
#

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")

wind spade
#

Each of those shines in different variables

#

So it's up to you which one you like more

fierce ruin
#

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

dusk grotto
#

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

vapid gorge
vapid gorge
dusk grotto
vapid gorge
#

rip

#

the ui on the images from modeler is utter dog shit to read from posted images. Good luck

dusk grotto
#

i dont know of any others anyway

vapid gorge
dusk grotto
#

ah

#

thanks

vapid gorge
#

turn off the SAM ore in the inputs tab first. Bout it really

dusk grotto
vapid gorge
vapid gorge
dusk grotto
vapid gorge
#

so what's your final output

#

'full iron factory' doesn't say anything

dusk grotto
#

all the pre phase 3 iron stuffs

#

like mod frames

vapid gorge
#

pls... just names and numbers

dusk grotto
#

and rotor

vapid gorge
#

if you don't know the planner can't

dusk grotto
#

and motor

vapid gorge
#

Name + numbers

dusk grotto
#

im just using 6 pure nodes of iron to make everything that involves iron pre phase 3

#

except steel

vapid gorge
#

how much are you minning from each node?

dusk grotto
#

240

#

im using two mk 2 miners and feeding both of them into a mk 4 belt

vapid gorge
#

ok rough numbers on the rest

vapid gorge
#

here motors and mod frames

#

I set the input to 1440 since thats 6x240 iron

#

so that limits it

dusk grotto
#

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

vapid gorge
remote flame
dusk grotto
vapid gorge
#

were you planning on making it with copper? you haven't explained how you were trying to do this

#

or what your issue was

remote flame
#

Unfortunately to make stators/motors work, you will need wire of some sort, hence copper without alt: iron wire

fallow siren
#

less headache

remote flame
civic bronze
#

@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

fierce ruin
#

glad i did this

rain lichen
#

would-... would this work? 😓

#

not sure if this goes here

#

just tested, somehow it does 😭

civic bronze
rain lichen
# civic bronze 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 😓

civic bronze
#

You can actually have a 4 connection in 1 spot

#

And more

stark fable
#

@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

rain lichen
#

i'm done with this game i think 🥲

opaque quartz
#

Just set up a sloop’d manufacturer with a few storage containers feeding it, load up each of those items and let it cook

rain lichen
#

fair enough

#

is it even worth fully automating the P4 SE parts?

opaque quartz
#

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

rain lichen
opaque quartz
#

Fair

rain lichen
#

but oh well

#

i might do it
are all P4 project parts used in P5?

opaque quartz
#

Yes

rain lichen
#

ah shit

opaque quartz
#

They keep building on each other

#

!wikisearch space+elevator

brisk shoreBOT
#
Official Satisfactory Wiki

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...

rain lichen
#

i think i'll just do thermal prop rockets last

#

last of last in this phase

opaque quartz
#

Yeah they are the toughest

#

Well that and pasta

rain lichen
#

pasta too i suppose

opaque quartz
#

Pasta isn’t too tough to make, it just requires an absurd amount of copper

rain lichen
#

nothing a bunch of trains can't solve, right?

#

(or a million drones, but eh)

opaque quartz
#

Or alt recipes

rain lichen
#

that too

opaque quartz
#

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

rain lichen
#

what's the pure ingot ratio? 1 ore : 2 ingots?

#

(+water ofc)

rain lichen
rain lichen
opaque quartz
opaque quartz
thorny heron
rain lichen
#

double i think

rain lichen
#

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... 💔

amber umbra
#

Definitely gets to be a lot. Helps to break it up into discrete parts.

civic bronze
rain lichen
#

it seemed most reasonable considering what i already have automated from before

empty quartz
#

Can someone direct me to a good way of making turbo motors cause the shit I’ve just done ain’t gonna cut it

rain lichen
#

well it’s always a good idea to break it down more comprehensively

dusky dust
rain lichen
#

and plan your layout

dusky dust
#

(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)

rain lichen
empty quartz
dusky dust
#

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)

dusky dust
#

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. :)

empty quartz
#

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

dusky dust
#

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)

amber umbra
#

@empty quartz At that stage, learning to use drones makes splitting complex factories into multiple smaller factories much easier.

pulsar lagoon
#

trying to find this chest but i cant find it

vapid gorge
pulsar lagoon
#

am here says map

vapid gorge
#

prob clipped into ground

pulsar lagoon
#

should be here say satis online map

vapid gorge
#

just untag it

pulsar lagoon
#

what means 1m? i search for the altitude on interent and in console you can put a command

pulsar lagoon
vapid gorge
#

fiddle with the map? use scim to delete it?

pulsar lagoon
#

what? i didnt understand

#

what is fiddle?

vapid gorge
#

'use', 'attempt', 'toy around with', 'mess about with', 'try'

#

'use' scim to delete the box

pulsar lagoon
vapid gorge
#

you got this image from scim