#math-and-meta
1 messages Β· Page 271 of 1
you could just make a second production item and just under/ overclock to the number you need
i know its just a quality of life mod but i like playing most of my games vanilla
you could have one machine making 1 item per minute and another making 2.5
i mean with splitters and stuff
it would be 1,000,000 times simpler than splitting into weird fractions
what are you feeding it to that you can't use a manifold?
two constructors , but i have limited recourses , and i can't get more , so there can't be wasted recourses
ok so manifold it
it'll self balance over time
at what point in the game are you that you're limited in how many constructors you're building? you can jsut hand craft a few parts
what are you crafting?
no , manifolds waste recourses because they create overflows
no?
no?
they are literally 100% efficient
just takes some time to "spool up"
i religously use manifolds and they are perfect...
maybe i understand manifolds wrong, can someone link a video?
Beginners Guide To Factory Logistics Systems in Satisfactory 1.0
Read More Below
Today we're breaking down the basics on Factory Logistic systems,
What's a load balancer or manifold and how to create logistic floors.
Why not join my livestream on https://twitch.tv/totalxclipse
Get a Free pack of Stickers or a Slug Plushie when making orders ...
don't even really need a video
as long as you feed enough or more parts per min than a system needs it'll self balance over time
how couldn't it?
are those smart splitters or regular?
regular
it wouldint matter, if the 1st smelter fills up it will automaticly move onto the next...so on and so on
u dont need smart splitter for manifold
only time ive used smart splitters in a manifold is to recirculate the input to fully saturate my belt
for ex, this is manifold for my 1200/min steel pipe
Basically: when you first fire it up, the first machine in the line is getting 50% of the material, and everything after has to share the remaining 50%. The first machine is getting too much, and the others are getting too little. After awhile, though, the input buffer on the first machine fills up, and at that point it only consumes exactly as much as it needs. Then the next machine in the line is taking 50% of whatever's left (and the machines after that splitting the remaining 50%). Same thing there; eventually the input buffer fills up. Eventually, the last two machines in the row are getting basically exactly what they need, so you won't see their input buffers growing
as long as your required input doesint exeed the belt limit you can use any
Not really; using slower belts might, somewhat weirdly, cause the manifold to warm up a little faster, but I nearly always just use my fastest belt for everything
im using fastest belt to avoid mistake
sometimes silly mistake like lower belt speed hiding
most of the time feeding with slower belts actually increases spin up time
yeah , not what i want
you don't want a 100% efficient system? weird
manifold save time and space, it works the same as load balancing
the workloads aren't equal
define work loads
left takes 40 wire/M , right takes 100 wire/M
they don't need to be equal
it will overload the 40/min and then fed the 100/min
literally the only things you need to make a manifold 100% efficient is
a) a fast enough belt for your parts per min
b) at least enough parts per min for the whole system
predator vision monitor there
and the wire in the overloaded assembler will get wasted , as it should be in the constructor
they dont get wasted
it won't it'll fill up
im rocking horse vision π
and then pass on the next machine
yes , i don't want it to fill up
lets say its 40/min and 100/min and you have 140/min line, the manifold will overload the 40/min and the rest of 100 will go to 100/min, is is that hard for you to understand?
so basically you don't want either line to back up at all, is that it
in ANY case your options are
a) build a 100% efficient manifold as explained
b) build 2 seperate machines to produce each quantiy on it's own and don't merge them
c) go look up load balancing tutorials because each load balancer you make is unique and often a pain in the ass
good luck with life
Oh, oops, I'd remembered that conversation (and graph) but remembered the wrong result, then. :D
it happens π
"They Called Me A Mad Man. And What I Predicted Came To Pass."
so you made a manifold
30 wire that should have been in the constructor
.
If you call items just being somewhere else "wasted"
If it really annoys you that you need to wait for the manifold to saturate, prefill it
The other real benefit of manifolds, beyond just saving yourself a ton of space versus balancers, is that later on in the game when you've got "weird" numbers all over the place to deal with, they let you basically not worry about it at all
yeah , because those 30 wire should have been turned to cable
now i have 69 cables instead of 100
In the short run, yes
In the long run, no
so? the process is automated , your machines will run at 100%
suck it up or learn to load balance
but i only have 140 wire
Like you've got 173.5/min material which you need to split up between two different consumers, each with like a prime number of machines taking from the material, etc. Or one machine which needs far less than the others, etc. With a balancer you could spend hours trying to get things split, but with a manifold you just set it and go
and then go insane from load balancing everything
how to learn to load balance?
video tutorials.
When the wire in the constructor is completely filled up, the conveyor will start backing up
When the conveyor is backed up all the way to the splitter, the splitter will route everything to its other output holes
i know
Keep in mind that in general folks set up their machines in Satisfactory to just run forever. You only have 140 wire right now but ten minutes from now you'll have more. It's a neverending accumulation of material
do you know good ones?
You'll eventually have so much wire stored up you'll never get through it all
i don't wanna load balance everything
Some folks do like load balancing just for the fun of it, and I agree that in the very early game, when you've only got like mk1 belts, waiting for manifolds to warm up can be annoying
And there's nothing wrong with building load balancers if that's what you want to do
eh, you ahve so few machiens on a mk1 belt it doesn't take any time
I would recommend at least trying out manifolds, at least once you've got mk2 belts going on and are producing a bit more.
it gets wildly out of hand very quickly when you have multiple steps though
I think you'll eventually come to love them. :)
i'm making a phase 3 blueprint
so many people around tiers 3/4 have gone 'yup, LBing everything is a nightmare'
Manifolds work here because raw resources are unlimited
and also because there is no true wastage, just buffers
how are you at phase 3 w/o having had to manifold or load balance?
creative mode? unlocked tech with advanced game settings?
Dedication
they also said they had limited resources to build machines??
answer is , i use manifolds for everything
this is getting weirder by the second
atp it's just not worth explaining
this assembler needs those stuff , and i don't produce stators or cables
you probably should automate them then
i need the load balancers to reach 100% item efficiency, but i just gave up
the elevation change going up to the packager can cause issues yeah
you don't want any elevation changes to the feed pipe in a liquid manifold
honeslty lucky it's such a short manifold, otherwise a single pump might not have fixed it
yea im just tryna do this stuff so i can unlock turbo fuel so i can set up 128 turbo fuel gens
with 600 crude
after i put a pump into it and took it off its working flawlessly
just be more careful with pipes in general. You'll almost certainly need to feed the TF gens with a loop
so what ur saying is i should have the many fold above where its feeding from so i dont have any problems?
well the loop itself is the important part. It can stabalise back flow.
the top fed pipe like in this example might be more stable than other loops though. It'll have gravity priority to the bottom pipe that feeds the machines.
ok got it
Sooo, how do i make this not take up the amount of space that imma prob need? the pipes are working but now taking up tooo much space
wait, nvm, i can make these pipes take more
i ask myself more why building Nuclear up there in the wood and why not down at some coast ,.. soooo much easier π
Are you able to?
wait bro. the coast isnt that far away
like . . .
far but not hard.
i would build it down at the huge waterfall ,...
you are located at the Oil nodes ,.. may not blocking them π
i forgot about the oil node
i also got rid of my whole plant
actually nuc plants at teh coast, tehn bring the waste back here
Look at all that nuc power
what alternative recipes are the best for making uranium fuel rod / plutonium / ficsonium ?
that depends what classifies as "best"
well, how is "efficient" defined? π
and what resources do you want to save?
basically there's no "best" or "optimal" and it depends a lot on your preferences and goals
i would like to save the most resources that is possible like if id needed 3000 iron ore p/m i would like to save some
ignore the efficient
well yeah but then the question is how do you rank different resources... like is it better to save 5 iron or 2 copper? etc etc.
sorry for giving a no-answer, but it's not as simple π
well since copper is "rare resource" i would like to save like 50/50
generally easiest is to open some production planner and play with the recipes until you're happy with the outcome
yea i understand thats why i am trying to ask someone :P cuz this is my first nuke powerplant
honestly if you don't know, just go with whatever
ah tweaking okay i got it ima try my best
bet tysm anyways
I mean
It might be feature not a bug
Well either way it's just a small incovenience
@fierce ruin just for your info this is what i mean
I only use the torch at night
Yea I just wanted to show what I mean
OOOOOH. Flashlight. I gotchu
blashlight
I want 1st person hypertube view
Having my camera change perspectives when zooming by stuff makes me nauseous
1st person would be even more nauseous imo
If you double those numbers to get the smallest whole number ratios, you want an assembly that takes 7 parts and distributes to 2 and 5.
Odd numbers, especially primes, will need a merged loopback. To ensure that the merged output doesn't exceed your belt throughput limitations, it's best to have the input split multiple ways and the merging done on these outputs.
In this case, a two way split of the 7 and loopback of 1, will give two of 4. One of these is split two ways to give the required 2 output, the other 2 split two ways to give the 1 loopback and the remaining 1 merged with the other 4 to give the required 5 output.
As has been stated multiple times, manifolds are 100% efficient. Resource nodes are unlimited, so once the machine buffers fill up, the machines run 100% of the time. Nothing is βwastedβ
I bet on this channel word "manifold" it typed out daily
Almost as if using manifolds is the meta in this game π¬
Guys just are happy to unterstand manifolds and dont think of situations where they are not the solution for a distribution problem. So they tend to say that noone should think about balancer.
Oh great, reading the chat above @vapid gorge mentiond fast belts etc. π
this should be fine
Im pretty sure 1 car is enough to output 1200 at constant rate
With the help of ISC
And if train route is long, make same train
ISC?
Industrial storage container
at the current setup the round trip would need to be about 16 mins, which should be fine(or not) because it'll be going across the map to the dessert to a mega ore refinement complex that i've yet to start building
Blender; Heavy Oil Residue + Water = Fuel. I provided the modeller
There is no need to package water, or any fluids for that matter, almost ever. This is a common misconception when using fluids, some sort of fantasy need to package all fluids, however the reality is that there is no requirement to do so. There is a single reason that packaging fluids is "required", to get rid of excess fluids via a Sink. Otherwise, packaging is needed to use as motorized fuel in vehicles/drones/jetpack.
And also if you haven't unlocked the blender yet but you want to make use of diluted fuel
Or for transporting via train. can pack in more
3.5 to 1 + 2.5; we first break down 1 to 7, then merge 2 and merge 5. So a splitter 1:3 then each of those into 3, this is effectively a 1: 9. Take the two outside and those merge back into the initial source. This leaves 7. From there merge 2, then merge the remaining 5.
Yeah, that's what I was getting at, I don't have the blender yet. I probably should've just waited till I unlocked it but it's fine. It'll work the same with just a little extra work.
Just unlock the blender by "hand", don't try to set up some elaborate set up to do it
Packaged Diluted Fuel is easy; no need to rush ahead
Also unlocking the blender might also mean "finishing Space Elevator deliveries" (ie: not a trivial matter of just clicking a few buttons)
As I mentioned before, remember that you can fit the 1x Refinery + 2x Packager closed loop inside a 4x4 blueprint, which can include the empty packages preloaded into the input buffer. It becomes a one-click mini blender.
Yeah, I haven't set up machines to make the modular engines and adaptive control units yet
The only real downside in that scenario is that yeah, it helps to have already automated Empty Canisters, and those little "mini-blender" blueprints only output 60/min (instead of the Blender's 100) but those are pretty minor
And an upside is you get to watch a lot of canisters whizzing around. :)
I've already got it set up with the packaging system
That is a plus, I like watching stuff on conveyors it's cool. Especially the faster belts
I had to pull up the hub to confirm, you mentioned you already had the optional diluted fuel recipe so I thought you already had Blender (tier 7). At tier 3 (and 5) I had a coal / fuel / turbo fuel power set up. By the time I reached tier 7, I switched everything to Rocket fuel.
All good
I'll probably skip turbo fuel and jump straight to rocket fuel. Depends if I wanna mess with these pipes again when I get there lol
You're on the right path. I'm on my 4th "save", every time I always built a reasonably sized coal power set up, then went to rocket fuel. Make sure to get MK II pipes
Yeah, I need to expand my coal plant more. (I think I have 32 gens) And I did get the mk2 pipes, this would be so stressful with mk1 pipes
i mean you can get dilluted fuel as soon as you unlock fuel
I never really needed any power more advanced then basic fuel until I had nuclear unlocked
can't use it til you have packagers mind
IDK why you would need rocket fuel etc
isnt that on the same tier?
certainly the same phase, probably same tier, but still a different milestone
but yeah, youre right to point that out, forgot about that requirement
Refineries, petroleum power, and packagers are all different milestones in the same phase
You would need to unlock all three to do diluted packaged fuel power
the miner doesnt have power
the belt from the mk1 to the smelter?
well it's not to the smelter, but yes that one
good eye
Yes thx now it works
you can connect belts directly from machine to machine provided the distance isnt too large
Pipes too
shhhh they dont exist yet
Ohh
need to get rid of the HOR
does it travel up more than 10m ?
My game is so laggy everytime I tab out, and yes
It won't unfreeze when I try to tab in bro π
I hope it autosaved, cuz' I gotta refresh
I don't think I'm understanding correctly. Blender (Diluted Fuel) doesn't unlock until tier 7, while fuel is available from a refinery (Residual Fuel) at tier 5.
packaged diluted fuel
Rocket fuel offers the highest power / effort ratio available in the game. over 480,000 MW is easily available off the 3 oil nodes in the middle of the map (1200 ppm) and sloops on the final rocket fuel. Even without the sloops, 1200 oil produces 240,000 mw.
a million fuel gens is not low effort
nuclear is simple, just more smaller steps
also modeller is dog shit
Modeler works great. Nuclear power takes far more effort.
I don't see anything called "Packaged diluted fuel" in recipes and I've unlocked them all.
it is, by far, the worst planner. It only got popular because the author put it on steam.
and if you can't find the existence of one of the most basic recipes I'm not going to take your very seriously
we'll agree to disagree, the planning tool doesn't account for over clocking and sloops as I need
packaging a liquid doesn't do anything, it converts n-fuel to n-fuel
There is "Packaged Fuel", but there is nothing referrenced as "Packaged Diluted Fuel", especially at tier 5.
Packaged diluted fuel is an alt recipe
Found it. It's not in the recipe search list for fuel, but found under heavy oil residue. Thank you for helping
not as efficient as diluted fuel (blender), but still useful for tier 5
Pakaged Diluted Fuel has the exact same material ratios as Diluted Fuel, btw -- exactly as efficient resourcewise
It's slower; each packaged loop will only produce 60 compared to the Blender's 100, but the material ratios are identical
Packaged fuel one is less efficient in terms of energy
a meaninglessly small amount of extra power used
Also very painful to setup
packager -> refinery -> unpackager -> back to start
can create a bp and build it in minutes
you can, of course, make things much more painful for yourself like in all things you build in the game.
re: the Blueprint that CobaltOfDoom mentioned, also keep in mind: the 1x Refinery + 2x Packager loop can easily fit in the basic mk1 4x4 blueprinter, and you can even include the Empty Canisters in the input buffer. Becomes basically just a 1-click mini-Blender
So not painful at all once you realize that's possible and have it set up. (Admittedly it does generally help to have also already automated Empty Canisters, which some folks might not have thought to do yet)
And it's got the distinct advantage of being available much earlier in the game
(Obvs. everyone prefers the Blender version once you've got it, but why wait that long to dilute your fuel?)
I do hate double fluid input blenders mind you
Yes I did the blueprint thing
okay so there's a roundabout at the top of the screen but i was just using that as a test, eventually it will go to another train station. I just want the trains to go in loops forever, and have signals to make sure they don't hit each other
is this jsut bc i dont have the other station built yet?
if theres only 2 block signals it wont work since a block is guaranteed to have a train if theres only 2 trains 2 blocks
place another block signal somewhere on that loop to create a third block (make sure its large enough to fit the train) and this issue should resolve
π
Super simple, you make a blueprint and then you use that blueprint as sort-of blender
what is that whitish liquid?
Supposedly, it's water...
I honestly dont understand why you dont like packaged dilluted
its really not that more complicated to build. You just need two more packagers per fuel refinery
Nitric acid π³
I changed my factory a little bit, im still new to the game (recently got the space factory :D) so im just curious to ask if this is ok
its fine for your first time, u will learn how to build cleaner factory the more you progress
no need to stress yourself at making it looks cool
thx
the smelters outputs 48 iron ore, but 21 have to go in iron rod and 27 in plates
how can I split the 2 things
or clock one to 27/min and one 21/min
or 1 smelter makes 21 and one smelter makes 27
but still if I put a splitter, it will go 24 in one smelter and 24 in another smelter
it'll even out over time
alr
this will evenly fill the smelters for example
And what happens if you give 24/min to something that needs 21/min? π
the other smelter wont work efficiently
What will happen with the one that gets more?
will always work
but the one that takes more will work less
... it'll eventually get full right?
And because it gets more than it needs ...?
yes
and what happens when it gets full
idk
ore stop getting in the smelter
And when it gets full, where will the extra resources go?
it will eventually fills the 21/min and the rest will go to 27/min, thats how manifold works
and go to ....
the other one
to the other smelter
Exactly π
ty
So it will self-balance that way
the other main way is to have 2 smelters
1 making 21
1 making 27 and jsut feed them like that
I did some calculations
48 Γ· 2 = 24
24 Γ· 2 = 12
12 Γ· 2 = 6
6 Γ· 2 = 3
21 = 12 + 6 + 3
27 = 24 + 3
so that means that I can use splitters and mergers to make it more balanced?
and it will be not a good looking factory maybe
some people like Load Balancing. That's what that's called btw
It can also cause issues if one would back up
some people like the look.
right
like me, but I cant make good looking factories
If you like it, its good looking. Thats all that matters
tiers 1-9 are like a long tutorial. Just learn how to build
make pretty factories after
Nitric Acid, thanks for catching that. Updated. Also updated with titles and options for poly resin.
I still have a issue on how to make it look good while the nodes are far away
And don't be afraid to ask for suggestions or feedback on designs in #design-and-architecture everybody is always down to brainstorm with you
don't. It'll be a lot of wasted effort right now. Just go up the milestones
I almost finished the game
that's why im asking this
and you've never manifolded? or looked at makign a basic set up like this before?
imma send a pic in #design-and-architecture
ops
To be honest, I don't think I've ever realized that doubling fuel with that particular recipe was available that early in the game (tier 5). As such, I never incorporated that particular game strategy and simply used blended on tier 7. Easier? probably, but since my personal power goal was, is and always has been rocket fuel, it may have changed my game play slightly at tier 5, but overall I would keep using blenders.
seems very odd you're asking about a very basic beginner challenge then
whole heartedly agree, there are too many items, machines and belts needed for larger factories. complete the tiers/ phases relatively quickly, then expand
first lil bro flew away, the other 2 are stuck, what an interesting encounter
what is even happening on this trip bruh, left with 0.1 health or sumthn
Looked like you were attempting to switch to parachute manually and you hit the ground before opening it. You can hotkey switch anything for your hands inventory simply by opening inventory (tab), then pressing 1, 2, 3, 4, 5 etc. This allows quick and near instantaneous swapping of jetpack, parachute, hover etc.
interesting, thanks
if your full health you dont die of falling
This is one of the easiest to do proportional distribution or "load balancing".
The simplest ratio for the 27/21 iron ingots is 9/7 so an assembly that distributes 16 parts to 9 and 7 will do the job.
The iron rod distribution 12/9, simplified is 4/3 so is a 7 part distribution to 4 and 3 is required.
A single assembly can be used to do this for the iron ingots, as a 16 part distribution for 3 separate lines, 9 for the iron plates, 3 for the iron rods making the screws (or cast screw) and 4 for the iron rods that go to the manufacturer making the modular frames.
bro wth π
Or you could just not bother with any of that and do a manifold π€·ββοΈ
Or clock your groups of machines and direct feed
How many coal power plants can one mk1 pump run? I currently have 3 connected but am afraid to do more haha
I assume by pump you mean water extractor
How much water does a coal plant take? How much does an extractor produce?
Itβs pretty simple math tbh
Hmm water extractor produces 2 /s, coal gen takes 180/4min
Yes that seems like the most reasonable approach
Kinda snarky. Ill keep the stupid questions to myself π€·ββοΈ
Trying to encourage you to work it out for yourself, it only gets more complicated from here π
huhhhhh???
gotta try this out
(i say this with 80% confidence)
Yes, if you have a completely full health bar you wonβt die from a fall. I believe thereβs an achievement for it too
yeah
you were right
@magic dock have you shown your omega factory in here?
kinda curious how it looks like
It is good
Load balancing, or proportional distribution, is often over analyzed in Satisfactory. In nearly every case, itβs a solution to a problem that doesnβt actually exist. While an interesting concept, it's usually easier to let the machines self-regulate. For a 27-to-21 split, a basic splitter suffices. Initially, the output will divide 24/24, but once one side backs up (only consuming 21), the overflow naturally redirects to the other, achieving the desired split without any effort of any kind.
I mean all recipes are "good" in some cases
Xd
if i may ask what are you using for that mathing of yours.
the worst planner in existence
Modeler
try tools, https://www.satisfactorytools.com/1.0/production
or really any other
thanks
hey I'm looking for a extremely customizable planner, as I need to spilt 592.5 iron Ingots into 405 and 187.5.
excel
make a plan in tools and then put down the details in excel. much faster than manipulating a bunch of boxes in a browser
Make two sets of machines, one making 405 and one 187.5
Not sure this is the place to ask.. But how come Biomass Burners doesn't charge Power Storage?
I've just setup 100 Power Storage units - but my army of Biomass Burners doesn't help charge them up :/
biomass burners only function on demand, and power storage isn't considered demand
you need an always running power source to charge power storage
Yeah luckily I got some extra capacity from Geysers (Hence the fluctuation in power)
Not sure if the Priority Power Switches (Never played with them) can split the power grid, so as long as the Power Storage is charging, the Geysers will be directed to those, instead of supplying the factory, and the Biomass Burners can supply the factory grid..
I know its a little special situation, as most people would have more self supplied power grid by Coal and Oil, which I've opted out from as a sort of challenge towards my self..
worst case you could manually split the power grid to charge the storage
since it sounds like you already have it somewhat wired that way
I don't have my power split, but could be forced to route it that way if necessary as ~5 hours charge time for the battery pack aint really ideal lol
Charcoal
Cringe
also good in some cases
automated portable miner production is the one I can never see using
i suppose some people like having a stockpile of them for building miners
it's fine if you don't want to use it, but it's great in case you want to just have them in depots in cases of building miners and drones
btw greeny, do you take suggestions for SatisfactoryTools or are you pretty much not touching it except for game updates?
suggestions are fine, but current ongoing plan is to write new tools from scratch, so it most likely won't be added to current tools, unless some specific case
just a UI suggestion, adding a set of radio buttons for Phase 1-5 that would restrict the machines and recipes based on which Phase you selected
and thanks for your all your work you've already done, it is quite a useful and slick site
while some things are tied to a phase, some aren't, so it would be hard to define what is available in which phase
When I want to build something with the appropriate phase on satisfactorytools, I just disable any machines I have not unlocked yet (So below Tier 4, you won't have refineries/manufacturers etc). That also wipes out any recipes that the building uses ofc. And yeah I get what you mean though, convenience π
yes, as do I, it would just be a convenience thing
I hope next ui is more intuitive π
Love love love your site. Any thoughts on hosting a non-ad-riddled blueprint site?
hosting a file-sharing service is kinda problematic due to possibilty of spreading viruses and such. And for that I'd need to add things like parsing blueprint files, which is a lot of work.
That being said, I'd love to do so if I had time. (but there's also the question whether it is worth to do so, since most people just use SCIM for that)
They do by default, but the ads are intrusive and the search/filtering functionality is poor.
The map is great, though!
the problem is how to move people to use my site if it has no blueprints
is there something non-intuitive about current UI?
Oh so i will be able to use it, cool xd
24 tpr is a LOT
I think ill just do 6
thats 15 modular engines , 6 turbo motors , 18 cooling systems and 6 fused frames
Ill need to get new power production before ill think about making this
What is the mist efficient production method for rubber/plastic in regards to oil (so the best oil/plastic ratio, ignoring power, space, other resources etc.)
I never actually did the calculation for that
i've been told before - the recycled recipes
but i wouldn't let to cut my hand on that
has anyone made something like a 20 warp drive per min factory?
working on finishing phase 5 stuff but ultimately the plan is to do something insane like that for golden nut achievement
It's a combo of Heavy Oil Residue, Diluted Fuel (packaged or otherwise), Residual Rubber, and Recycled Plastic+Rubber (feeding into each other). Results in 3x the oil split however you want between rubber/plastic/fuel
(Though going too heavy on fuel will eventually drag the 3x down a bit)
wait so if the game rounds up to the 3rd digit, then fuel gen at 150% clock will take 6.25 instead of 6.2505? (4.167 x 1.5 = 6.2505) (rocket fuel)
or will it take 6.26
or wtf will happen
Fuel gen at 240% takes exactly 10 rocket fuel/min FYI. Produces 600 MW
oh thanks
Thatβs what I always build my gens at for rocket fuel power, makes mathing out the number of gens easy
Yeah made it really easy, Ima be adding 60Gw to my power
game doesn't round anything for its calculations except for clock speed (4 decimals)
everything you see is a rounded value in UI though (but that rounded value isn't used in calculations, the "exact" one is)
i see
tho 10/2.4 is 4.166 and not 4.167
wel rocket fuel burns at 4.166666666.../min
Yeah if you want the fraction, 25/6
thats more for calculations, but it helps you figure out nice generator ratios.
Thanks, figured it out now with 240% > 10/min bones told me about , 1000/min = 100 gens at 2.4x, therefore 1000/min = 240 gens at 1x. 100/24, 50/12, 25/6
[Finn the Human voice] Mathematical!
[Bmo] Yes Finn. it goes in my butt
(modeler time) how to make it always select PPM instead of percentage ?
no idea, modeler is the worst planner
modeler is a manual planner it's fine nah ?
it takes so much longer than basically any other planner and if you want to break up one of the fast plans you can easily make some quick notes on parts per min and how many machines are in a group with a spread sheet or even paper. And do it much faster
at this point it's preference
use SCIM or Tools to make a main plan and just jot down a few notes on how you're breaking up the processes
sadge that doesn't answer my question
tools is great, calcs less great, but I just want to be able to do it my way
It's fine either way I'll get used to percentages
Maybe the modeler author has their own discord. Theyβve not ever been active here afaik
@dreamy nimbus @opaque quartz the modeler has a discord linked on its steam page
only gen not getting enough is one on far right
already did the calcualtions I have enough extractors
why is it not getting the correct amount
That looks very beautiful. What are the white materials on the bottum right. some of its not "full"\
How much water are you moving through that pipe?
its only moving like 16pm for some reason
how much are you supposed to be moving?
like how much do all the generators need combined
No, how much do you need to move
720 for all the gens
found the issue
the pipe connected to it has no water moving into it for some reason
thanks, its not very efficient to build flat in 3d game tho π do you mean framed glass floor? some of it got out of my short render distance
those are glass frame foundations
Why use the glass frames?
just to fill the space without machines
the issue is that you have 720 water and you try to push it through 300 pipe
the extra 420 water can't go there
Is a mk3 blueprint worth?
on one hand the lack of verticality looks funny, on the other it's cool to see everything laid out
if you need to blueprint something that's 6x6x6, sure
well most people complain that BPs are small lol
(me personally I think they are big enough)
I am going to need to expand my base. I messed up by building everything so close atthe beginning so now i need to not only make blueprints of them but also connect them.
honestly, blueprints are not required to build things, you can easily play the game without using a single one
This will hopefully give me the opportunity to unnoodle my conveyors
I know that but it does make it easier to build something in an empty space that can be deleted ALL with one button.
yeah, but personally I wouldn't delete anything, even a bad factory still makes stuff
The Bps are perfectly fine for most situations it seems
Havnt had to much of an issue with the sizes
Later game though I could see limits
I have made a single BP that im proud of. and i havnt touched it again. I wanan do that but a few more times.
I made a 12x constructor manifold and a little refinery 1
mk2 is enough for me, with mk3 i would probably only do 1:2 trainstation
Mk3 blueprint is useful for NPPs, canβt fit them in the smaller ones
Hey what is the best way to place a partical accelerator to make it take up as little space?
When you downclock it, it shrinks so build them at 25% that my recommendation
Jk, what do you expect as an answer? Theres enough space on the map, dont worry about expanding, build big if u need
also build big if you have no reason to do it. More building means more destroyed nature, wich means a happier ada and a more efficient engeneer
mk3 is cheaper than mk2 though
is there a way to make train throughput match the machines output vs a belt?
or will it always be less
@ornate dragon For train stations, do 1 belt feeding an industrial storage container feeding 2 belts to the station. Vice versa for unload.
Is it better to wait for the station to fill? or run loops constantly
Then make sure the train has excess throughput relative to the belt feeding it via keeping the route short enough.
You can do the train schedule multiple ways. I personally prefer using "full/empty OR 10,000 s" which causes the train to only move when full/empty.
But it depends how you setup your trains. I do the simple, robust style where a train only carries one item type per train. Trains are a lot though, so watch a guide.
Its currently a closed loop short haul for quickwire
output is 450/wire min, only have mk4 belts
Input requirement is 410/min but I am only showing 370~ish, I'll try having it wait for a full load
Overall it the time waiting during animation will be less even though initial startup will be slower
I think lol
Trains just take quite a while to really get a feel for. Get in game and starting playing with them is best way to answer things.
Yep this is basically my learning track
I have a big mainline for output pickup back into a main storage facility but I've never used them for processing yet
I would say wait, when a train unloads it stops for 30 seconds
You need the ISC buffer on each train platform to keep throughput going when the station is loading/unloading
I do have crates on in/out for their respective stations
Being able to do two belts in/out allows the buffer to βcatch upβ w the platform once the load and unload are done
It seems like I was losing my throughput from the wait times because a loop is about a minute
You could try pausing the train for a minute or two and letting the supply side buffer fill up somewhat
it doesn't look like you have your train platforms buffered
I usually build my network and get the platforms loading long before I start running any trains
Buffered platforms?
ISC in front of the platform. What weβve been talking about
Its underneath
You say you do but they are not visible in your screenshots
you've only got 1 belt coming out of your platform though
You need to connect both ports to the platform
into it
Is that necesarry with 480 speed belts and 450 output of items?
1 belt into ISC , 2 belts from ISC to platform
otherwise the buffer basically doesn't do anything
Yes, because the platform is paused for 30 seconds when loading and unloading
and then the reverse on the delivery side
It is true that you technically can do feed greater than consumption and just do 1 belt in/out. In practice just do the 2 belt, 1 belt thing. Want to say the 1/1 thing only works at low item/minute rates. I just do the simple style so haven't thought about it in forever.
So you need that second belt to catch up
Since it wasn't explicitly said, when a station is loading/unloading, it pauses the belts into/outof the station. It doesn't make sense why it does that, but the ISC thing is the workaround.
Very unintuitive that the station buffer needs an extra buffer.
So if I am understanding correctly, I can keep the train going constantly without waiting for a full load if I buffer with ISC + 2 belts
Those two things aren't related.
and then do this on the delivery side
anyone got a very big but organized nuclear power plant? i wanna expand but the amount of space a convayor takes up with one nuclear, i ned i deas
#screenshots message can you guys roast him like u roast me about uneven numbers
Also, splitters in factory planner? Why?
@gritty notch , @civic bronze is being mean to you and making fun of your hatred of decimals
π that's right
@gritty notch .5 aint that bad grow up pioneer π (btw no need to balance it, it will balance itself)
I think their question was about splitting rather than decimals
there was no question tho
how would is work
what are the refineries making for this?
this looks wild π
bruh you gonna have to manually set the route for each drone port, just go with belts man
Not my buil,d its reddit
does it like, automatically split correctly or what?
if we're talking manifolds, yes their premise is that eventually they'll self-balance (assuming supply = demand)
eventually being the operative word there, depending on numbers it may take a long time
just regular splitters though, I can't do manifolds yet
as long theres enough input on belts it fills up 1 machine by the other ,...
cause I was messing around with production planner looking at methods to make modular frames and it was giving me uneven math with singular splitters lol
splitters basically dont change the math itself ,.. they just split input on attached lanes
roughly the way it works is
- you start with an uneven split, but you're supplying the right amount
- because it's uneven, one side will initially get more than it uses, so gradually fills up and backs up the belts on that side
- once that side's fully backed up, it can only take items as quickly as it uses them, so the excess now goes the other way
ah, I see
I was trying to 1/1 it but ig that works too, ima have to look into manifolds
there are other options, including mixing and matching
main one would be clocking your machines into groups that don't need that sort of splitting. Whether that's by groups, or direct input
since direct input is just groups of 1
could u drop the reddit link by a chance?
Sorry I closed out of it a long time ago, but I went to r/satisfactory and searched βnuclearβ. I found ideas but lots of mega plants that where just tooo much for me
dumbly
Based
Mmm
Those pipes look nearly perfect
Its all NEARLY perfect 90 degrees
Looks wonderful tho
nuclear's fun. 1/4th of my required water, not accounting for plutonium and eventually the last tier of fuel rod
(overclocked)
Oh boy
You about to become Mario
well hopefully i won't enter any pipes π
Yeah, because once you do after this is complete, there is no way out
What is the most organized why i an get the nuclear waste from here to my farm without too much clutter?
if you dont want belts visible on top use lfits to put them underneath
which you seem to have done for rods anyway
basically, what i was saying, is to make the petroleum coke youll have access to residual fuel anyways, which you can burn for more power output
@viral sparrowokey, but do i need to switch my powersource?
you dont need to change them at all, leave your coal plants down for as long as you want, more power is always good
theres plenty of coal on the map so you dont have to worry about that
and you can connect multiple different power sources to the same grid with no issue
heres how i calculated that if you were curious
my G's are a bit ugly but oh well
i dont get it haha
same heavy oil residue output is on both sides
to make petroleum coke, youd need 5 refineries, taking 30 mw each for a total of 150mw
to make residual fuel, youd need 3.333, taking roughly 100 mw
petroleum coke makes 1800mw total, and fuel makes 1666.66mw total
so its better to just connect as much coal to what i have?
however, petroleum coke also costs 230mw more
you have access to fuel right?
yup but i havent used it for more then vehicles yet
okay, fuel is more power efficient than coal
yeah you dont need to worry about water too
also, with fuel, there are alt recipes that give you way more power output
so i can put it in canisters into coal generators?
you need to unlock petroleum power in the hub first, then place fuel generators
coal gen doesnt accept anything except coke and coal itself
okey
(and compacted coal)
Compacted coal
(And the gen tells you what it accepts when you build it)
heres the same amount of heavy oil residue converted into 5000mw
inj what phase do i unluck petroleum power?
phase 3
oh i already did
this uses diluted packaged fuel alt recipe if your wondering, the steel canisters loop back into each other at 1:1 ratio
so its a totally new setup now?
you can set a BP for the canister loop since its 1:1:1 ratio
okey
it entirely depends on whether you want more power or not
That same layout in a more sensible solver, fwiw...
this works fine
how is it more sensible?
Check out all that "telling you exactly what's happening instead of having to guess recipes and materials!"
oil > hor > diluted fuel is the most efficient oil alt you can get if you want to squish every bit of oil
you dont have to guess, and modeler lets you input whatever you want
its easier for me to organise
if you cant follow it, then thats your problem
You absolutely have to guess if someone just posts an image with a lot of rando icons on it
how?
@fallow sirenThanks
its clear what each input and output is
I have seen zero Modeler graphs which have any indication about what recipes machines are using
And many resources have very similar-looking icons
you dont need the name of every recipe lmao you can (mostly) see by just looking
thats why i use both, modeler for my own and if i want to share a whole production line im using tools π
On satisfactorytools.com graphs you can tell instantly exactly what's being used. On a Modeller graph you've gotta specifically look at each individual step, and then compare it to a wiki page or whatever to figure out what recipe it's using. Sure, if you happen to recognize it then lucky you, but there are a lot of recipes
I would hate Modeller graphs far less if they actually labelled things usefully
its pretty clear what almost every recipe is but you do you
i say almost because bolted plate/frame use the same materials
It requires a lot of in-brain synthesis which is absolutely an impediment to information-sharing
Why not actually label recipes and resources?
itd be great if they did yeah but it isnt the end of the world
It just creates more work for anyone looking at the graph and trying to understand it
its not any more complicated...
I acknowledge that maybe as something you created, it's useful to you, because you're the one who created it and you understand how it's put together
But it's absolutely awful for sharing info, IMO
I've yet to see a single Modeller graph which was instantly understandable at a glance
yeah actually idk why they didn't put any label until you actually hover your mouse to it
It really would make most of my complaints about it essentially evaporate
would definitely be a good update
I suppose this has, rather nicely, solidified for myself what I don't like about it -- not that Modeller itself is a bad tool necessarily, but that its graphs are awful at actually conveying information.
Every single step of comprehension when looking through a graph requires extra mental effort from the viewer, and the viewer might not even have the necessary info
What recipe's being used to make X? Well, I can look at the inputs and if I'm familiar with it then maybe I can recall the name off the top of my head, but also maybe I've literally never even seen the recipe before
Is that building an assembler or a foundry? You've gotta zoom in sometimes to even know -- an experienced player would probably know in general anyway, but a newer player wouldn't necessarily
Is that resource Coal or Compacted Coal?
That part over there is some kind of Space Elevator part, but damned if I can remember which icon goes with that one; it's not like you see them often
Just every single step requires thought and deduction and (in many cases) prior internalized knowledge, or else you may have to be looking at a wiki to even know what a recipe is
You take some rando graph making HMFs and it could take someone minutes to suss out what recipes are being used
Whereas if things were just effing labelled it'd be so much clearer
Honestly that really is all I want out of the thing, in the end -- just actually provide the information upfront. Don't make a viewer have to jump through dozens of hoops just to be able to interpret the thing
Anyway, rant over. :D
thank you to the davs for making a no spider filer.
uh oh. i didnt know trains could be weight down.
Yeah they get slower with every full car
More engines will speed them up though
wdym more engines?
you mean mor electric locomotive?
one on front one on back?
i thought it was gonna be way more complcated than just putting another one on the back.
Yes
Just put more anywhere on the train and it'll go faster
yup, i noticed right away. just build and it work
ive never used trains so i dont see the issue
Run into one and it gets knocked off the track
oh. thats neat
You can see the other one on the ground all apart
The front fell off
hm, been wondering, is there a difference if i type out manually i want to make "0.3333/min" of item and when i type "1/3" since its possible to enter calculations in the machine clock speed
Yes
what i mean, when i type "0.3333" its finite number, you know, its 0.33330, but 1/3 is 0.3333... infinite - and you said game don't round anything for calculations, only in ui
afaik, it'll only register the 4th decimal no matter what you type in. Fraction or no
it's just that you can type in an equation if you like
The game will turn the fraction into a number
and only read to the 4th decimal of that number
intresting
I said anything except for clock speed
what other thing is there in the game that it could not round?
right, but there's computer recipe that makes 3.333
does it make 10/3 or 3.3330
3.33333... infinite
Because game doesn't work with per minute values at all
Game works with cycles and whole items
So it makes 2 computers every 36 seconds
then how can i clock a machine to take it if i can't clock infinite
Well... depends on recipe
Some numbers are not representable in binary or decimal, such as 10/3. So you go with whatever value is close enough for you
3.334 or 3.333 instead of 3.333333 is something that takes hundreds of hours before any kind of error appears
add one more decimal and it takes 10 x longer for an error to appear
I always work with these repeating decimals and i have yet to run into any issue from that
(as expected for such a timescale)
If you are worrying about the difference of 0.001 I think it might be time to touch some grass
60 x 33.3333% vs actual 20/min would be a difference of 11 items after one year of ingame time. ... out of 10.5 MILLION items made
hm, seem like thinking in time cycles recipes seem fine - i make (3.3333.../min) 2 computers every 36 seconds, i build radio control unit which at 100% takes 2 computers every 48 seconds, i overclock it to 133.3333% and it takes 2 computers every 36 seconds now
nah im not worrying im just curious, could always learn something
the game rounds the / min values it displays
just like it rounds 5.625 to 5.63
so that 3.3333 might be 3.33334 or whatever
but you wouldnt ever really know
thats funny
Technically that's 36.000009 seconds per cycle, but yeah, unless you want exact numbers, it probably can be safely ignored
ohhhhh
someone gotta do a 1 year time lapse and catch a yellow light on the machine
are we sure that the devs aren't adding in the remainder to production after quotient number of production runs? seems like they are already doing something similar to that with odd slooped production counts
yes, we are sure, because game doesn't care about items/min
Hey with the "Alien Power Augmenter" how do i get the circuit boost from 10% to 100%?
build 10 of them
add more of them
oh.can i just make 100 of them and get 10000%
you won't have that many sloops
Whats the max %?
well then 100 I'd say
1080%
why do you want spoilers
that's a lot
power is practically infinite even without the boosters
greeny did it before me :0
So whats the point in making a big nuclear gen farm if 10 alien things like boost it?
wait, dont answer that. nvm.
they boost your power production, you still need to make power
oh
because to some people ( myself included ) sloops are much more valuable to boost production
power is easy to come by, boosting production without increasing material costs is much more valuable IMO
how many nuclear gens would i need for 12 particale accelerators to not be enough?
depends on recipes on the PAs
wiat there are more recipes for those???
and what you've clocked the gens at
Use one of the calculator tools to find out
how many drives are there?
more than you need
same, i dont plan on building a single augumenter on my save, i like using sloops in production
phase 5 you unlock more recipes too
why keep asking spoiler questions?
SHould i at the half way point OC them or make "too much" then OC
im 3 iteoms that need to be made from completing phase 5
do whatever you like
great
yah i dont really know hwo to articulate this.
The pink is a two way railroad two stations. The red is a rough guess of what i plan to built and add 5 more stations. Any thoughts?
making a loop is not very efficient
i think it looks a bit like the Big Dipper
I havent even looked at other peoples system so im going off of what I thought made sense
well you force every train to do the whole loop instead of having a 2 way rail to take a short path
shortest travel time - direct connection from A to B
It is two way and the stations have u turns so they can turn at any station
you still need to go around the island instead of straight
im using the Community Railway Set
a bit modified
removing some of the unnecessary stuff
we would need to see what yo uactually built and how
not random blueprints
roundabouts π€’
just built this one
is it fine if i put truck station in a row like this?
ok so it is two lanes, yeah add more stations if you like
but i shouldnt do the loop around the island?
my only recommendation is
a) not use roundabouts, they are there because they were built as generic stations w/o knowing which way you need things going
b) build your own rail so you actually learn how to do things instead of building other people's factories
if it's two way and your trains can turn around then it doesn't really matter if it's a loop if it services your needs
I tried building my own rail when i played back in September but it looked like crap so i tried using blueprints this time around
all vehicles and logistics options have a learning curve it's true, everyone's first rail's look like crap
mine were certainly garbage at first
in general I would say, probably for everyone, that all first attempts at a style of doing things or using new mechanics in this game will be terrible your first go. Or at best ... functional but awful
ever truck that drives under one will dock and either take or offload items.
If you want that its fine
I'm like 20 hours into this save so im not ready to start over yet but ill definitely make it custom next time around
thanks for the help btw
Platform looks sick
What do i get
whichever you want
you can get all recipes anyway
well of these 2, which do i get
again, whichever you want/need
or flip a coin
there's no "better" with alt recipes, they are tradeoffs and it depends on you whether you like them or not
oke
it would be cool if there was a stat on the amount of items and what the items where that have all gone into the awesome sinmk
ReScan
?
if you think one recipe might be useful for your next factory? pick that, if there isn't rescan or pick at random π
Was just checking discussion page for clockspeed, what the hell is this (apparently still doesnt work, just different numbers)
This is just what hiding decimals does
We should be able to click any production number to open a window with infinite scroll wheel lmao
there aren't that many bauxite nodes on the map though...
Wait how does power work, on ticks?
Unsurprisingly a post from 2019 is a bit outdated
Generator clock speed was hell before update 7
Something about that already doesn't make sense. The Mk2 Miner at 100% is 15MW draw. at 110%, The miner Mk2. needs exactly 15(110/100)^log(2.5) = approx. 17.014MW.
Now a 15% Coal generator is 11.25MW (75MW x 15%), as all generators scale linearly regardless if above or below 100% clockspeed. I think I recall a time when this was not the case, but I couldn't tell you exactly when.
So doing the exact same test, you could run a mk2. miner at approx 80.4429% (just substituting in clockspeed in the above equation [ 15*(x/100)^log(2.5)=11.25 ]) from a 15% clocked coal gen π
In terms of decimals though.. if you rely on decimal points in your power grid.. I feel like just building a bigger power grid could completely fix that problem lol
oh i didn't notice the note "Since miner mk2 power usage changed in the newest patch, here's an updated example:" is also from 2019 my bad, i just assumed
Computer can't represent the number properly anyway
also missed this
each tick each gen eats X MJ from the fuel in it, if it can't, that gen doesn't provide its MW to the network
funny how power gens work on ticks but the rest work on cycles
rest work on ticks as well. Every tick the crafting progress is advanced, if the machine has power. If it reaches 100%, it begins next crafting cycle
so cycles are based on ticks technically ?
cycle is X seconds, which is some amount of ticks, yeah
thank lord I don't need to really know that to 100% the game
100%ing the game makes no real sense, maybe any%ing makes more sense
I imagine most people consider getting the golden nut statue/achievement is 100%ing it (or perhaps getting all the achievements)
(are cool)
not only they are unrealistic (for trains), they also have practically lowest possible throughput from all the junction types
if you want to build one just for the sake of doing so, be my guest. But I don't find them cool and they definitely don't have any reasonable advantage over other types of junctions

(On the other hand, Satisfactory trains tend to spend so little time in intersections that optimizing efficiency rarely actually matters, IME. Roundabouts may be the least generally-efficient intersection, but I'm willing to bet that it doesn't really matter for most folks)
'course once your train network gets to a certain level of business that may start becoming more of an issue
I mean yeah, but just build a normal X junction, roughtly same time to build, same or even less space, slightly more throughput and doesn't allow train to turn around so you don't get weird pathing
(and it's not just about the train at the junction, but a slowdown of a train can have cascade effect)
but I agree that for smaller networks it probably doesn't matter much
i just unlocked portals. whats the downside to them
Nothing apart from power consumption + Singularity Cell requirements
ok, the discription was scaring me with big words.
(I think consumption maxes out at like 1GW per portal? Which isn't bad really)
how many mw is that
K = kilo, M = mega, G = giga. 1000k = 1M, 1000M = 1G
Oooh
k, not K π
same as bytes, 1000 kilobytes = 1 megabyte, etc.
you already know the prefixes π
SO im about 5 minutes from completing peak efficiency.
I just now need to complete the last part of phase 5. boy have iu come a long way. What a beaituful game.
Are facsonium fuel rods better than the other fuel for nuclear power? also what waste does it produce?
no, and no
no its not better but no waste either
that depends how you define "better"
their whole point is that they're wasteless
in return, they're pretty weak for power output, and cost a lot of SAM to make in significant numbers
How much longer do they last put againt the normal nuc fuel
less, not more
!wikisearch nuclear+power+plant
The Nuclear Power Plant is a power generator building that generates power by burning Uranium Fuel Rods, Plutonium Fuel Rods or Ficsonium Fuel Rods. The former two produce Uranium Waste or Plutonium Waste respectively.
One Nuclear Power Plant produces 2,500 MW at 100% clock speed.
a fifth IIRC?
they provide 1/5th of UFR energy (or 1/10 of PFR energy)
oh wait, i ned platonium waste to make it. nvm.
yeah, 1/min ficsonium, vs 0.2/min uranium and 0.1/min plutonium
yes, it's the next stage in nuclear waste handling
Oooh wait. SO would it be better to go through the recycle process for that plutonium cause the 0.1/min?
Or all that work for a 0.1 difference
you dont need to do plutonium at all
ok
many options
- Just do uranium, store the waste
- Do uranium, make plutonium rods and sink them to get rid of that waste. No waste
- Do uranium and plutonium, store the waste (less waste than uranium would give)
- Do uranium, plutonium and ficsonium. No waste
- feed plutonium rods to vehicles, since that makes no waste
as a datapoint, I went with storing plutonium waste.
Ficsonium wanted more SAM than I was willing to provide IIRC, using plutonium doubled the power output over only using uranium, and the waste buildup is slow enough that I've built about 7000 hours of storage
how you weigh things is obviously down to personal preference, as is the case with most things in the game
(Note that if you feed plutonium rods to vehicles, you almost certainly also want overflow from that sinking, since you're very unlikely to have exactly matched your vehicle fuel requirements to your rod production. I'd personally group "use as fuel" as a side effect of the Do uranium, make plutonium rods and sink them to get rid of that waste. No waste strategy, rather than one on its own)
this is the best use of plutonium waste
fair, I included it because I know people have mentioned it before
Wil there be a future use that storing them right now will help you out?
maybe you decide to Ficsonium later, and temporarily OC/overbuild the setup to deal with the backlog
for stable power though, no, since ultimately you need waste produced >= waste used
i have no backlog of plutonium, built for fisconium and went backwards. all my plutonium waste is sitting on conveyor belts, no containers
there is an overstock, but max somersloops on 4 fisconium makers powers more than i need . plus i have another port that would temporarily match and restart my whole grid if the worst were to happen. hundreds of hours on this game taught me power is paramount
Even though i dont need to. i lowkey wanna make a plant for all the gens. not including the biomass one.
what are these?
mods
Ahhh, are mods safe?
When someone says thy are using a mod i feel like they want to like some weird site and downloaded something sketh
Good discussion for the modding discord, if you are curious and want to learn more #welcome message
question, would it be smart to make a GIANT storage place, then destroy all my builds to rebuild them in a better more elegant look?
destroy to rebuild
no
how would you do it
also no need for central storage these days
build new, keep old
I would slap a couple crates and a DD at the end of each item's production line, plus a sink for overflow
and yeah, leave existing stuff that's work fine, alone
if you want to do central storage for the sake of it (not uncommon), go for it by all means
Also would this game count towards an engineering job? be like "Yah, i did used this program to reenact machine building and plant management. i have several thousand hours in this practice so i think my experience is good for this job."
I wanna do that but my isssue is the way i build my game was more of. THis here, ok this here, oh i need this now, ok ill put that uptoop to save space, oh that machine needs these parts fro way over there ill just put a splitter. 500 hours later of that you are left with something that resembles a working factory.
and what part of that would central storage solve?
Like, Oh i need 10k of this item for the next phase.
those are from the refined power mod
so this is for manual setups for spelevator? DDs still exist, and failing that, having to get stuff from individual locations once per phase isn't that big a deal I'd say
Somebody give me challenge I can't refuse... I've done Fexpan and 10X Elevator Parts... Next?
finish the game only producing the project parts, everything else must be found or bought from the awesome shop
you didn't say a fun challenge
Wow... That would be difficult
probably more boring than anything else, you'd mostly be waiting around for doggos to find something for you to cash in for coupons
Really it would be all the loot from Crash Sites and Doggo Farming.
the crash site loot doesn't go that far
yes, but that is required for project parts
Not sure if I've ever had anything Tier 9 from Doggo.
So, you are saying, anything Elevator related can be built... Makes it a bit more manageable.
yeah, i thought about trying it and thought better of it
Obviously you could sloop all elevator, but still it would be tough. What about Power. I guess Coal would be only option (biomass too)
you can buy fuel from the awesome shop, but that would seriously dig into your coupon flow
you would likely have to budget your part building carefully and exist off of geothermal
I thought about a short belt run (ie mostly hand feeding everything...)
how about a no alt recipes run?
That seems pretty straightforward.
All belts 5 or less, with no more than 1 container per "line"
There would be some planning, making sure machines are as close to the supply as possible.
thats kinda funny
Is no base recipes possible?
with the exception of some project parts, I think it might be
Aluminium sheet doesnt have an alt
Also this goes into rabbit hole of "what is and isn't alt/base recipe"
highest tier item i remember getting is turbo motors
Compacted coal: π«£
imo easiest way to go about that is:
uses hard drive to unlock? alt recipe
Yeah that's the general way people go about it nowdays
it simplifies it at least
But imo "base recipe" isn't all others
See things like compacted coal, residual plastic, dissolved silica, ...
for the sake of the challenge not being a headache i'd say that if it uses a hard drive it is if it doesn't it isn't
also, rhats just made me realise, to make rubber/plastic you'd need to make loops for both that feed each other
That's normal
witb recycled recipe
you'd need to get it from crash sites first too since you can't make it any other way
(if following hard drive = alt recipe)
and you'd need to make hor with either polymer resin or hor alt recipes
and fuel with diluted/packaged fuel
wait it'd be impossible without the blender recipe because of unpackage/package recipe
you can make rubber and plastic by just using the base rubber and plastic recipes. inefficient, but doable. you don't need HOR to make plastic/rubber, it just works better with it.
^ we were discussing this
sorry, my misunderstanding
all good
Seems it might not be but then what are the required recipes for a full game
you'll need a way to get rubber for modular engines (you can probably just buy it but still)
alclad sheets are used for quite a lot and don't have an alt
Yeah only casing does
i mean, making iron ingots and copper ingots is pretty not cool until phase 2
i think it's safe to assume spelevator parts don't count to this because the game would be completely impossible otherwise
motors would be hard too
no alt recipe rhats possible until manufacturer
which is only possible with plastic automated (for plastic ai limiter, needed for oscillator alt)
and rubber for the oscillators themselves
i might take a closer look at this it's quite interesting
there certainly are a lot more things not possible compared to what i initially expected
how long does this phase take for you guys?
Depends on how much time I spend looking for hardrives
the fastest i finish phase2 is around 3hrs
Took me like 40h
Took me 20-30 hours
But whenever I dont feel like building I just got explore the map and procrastinate lol
Iβm pretty sure I had the 150 mercer, 50 somersloops and 100 hard drive achievements close to done before I finished phase 4 and I regularly go fly around the map now when Iβm lazy and donβt feel like automating stuff
ooouu i wanna sink that
On the very first playthrough I did since 1.0 release, it was about 10 hours.
In a nutshell, Phase 2 is:
Coal Power (priority for stable power you can leave unattended, which means a good supply of copper sheets for pipework too), Then
Steel Pipes/Beams and Encased Beams > Stators/Motors. Then If you didn't build it already (and I certainly didn't), Modular Frames will need to be made for versatile frameworks. Modular Frames and Motors will probably be your largest factories in this Phase. With Alt recipes, you'd be surprised how simple they become however.
If you have a good sized factory for Reinforced Plates and Rotors already, you'll find you probably never need to make more for your own personal building use for the rest of the game. Everyone builds at different paces in Satisfactory, but my little Phase 1 factory that could (10Reinf Plates and 12 Rotors/min) was enough to supply my storage and dimensional depot all the way to Phase 5. Some individuals like to build gigantic amounts of one particular item in a factory then export to other factories that need it (like rotors in motors), but honestly it burns far more time than you gain doing it that way, and kind of goes down this rabbit hole of 'future planning' which you really don't need. I only build big once the True Tutorial is finished (Phase 5) haha
given a tiny bit of research today the first major roadblock is motors
ima keep looking into stuff
okay ive compiled a list of recipes i would deem useful or required for that challenge
ones marked with - are ones i would say could be useful at some points but not requried
i wasnt too sure what to do with diamonds but my personal favourite is oil based because its so simple
i dont think i put a computer recipe in there actually oops
imagine crystal computer is there somewhere
now to list where each recipe would become available π
i think thats everything?
notice how the earliest you can make motors is phase 4 lol
items without alt recipes arent being considered
e.g alcad sheets / most spelevator parts
my biggest concern is motors and completing phase 1
youd probably have to make all the parts for the space elevator yourself with is no fun
(as in to place it)
i dont think i included a cable recipe because i unironically have no idea what to do for that, all require phase 3 or higher
anyways i might look into this further another time i cant be bothered now. maybe ill try come up with a route that would actually allow you to complete the game without base recipes
what's the most resource-efficient recipe for turbofuel?
@rain lichen Iβm remembering turbo blend being highest resource efficiency for at least one of the resources but requires higher tech. Turbo heavy is fewer processing steps but less oil efficient. Regular turbo fuel in the middle.
If youβre doing turbo fuel, it often is used for rocket fuel. So good idea to also explore the rocket fuel alts when assessing turbo fuel.
depends which resource you're trying to reduce, really
depends which resource efficient π
i mean i was just thinking in general, but it seems to me that turbo blend fuel is the best for me as of rn
"in general" still needs to define which resource you value how much