#math-and-meta

1 messages Β· Page 273 of 1

dusky dust
#

If your train car is really close to its throughput limit, then maybe you'd need/want to keep the round-trip time as short as possible, though honestly if I was that close, I'd probably add a second car anyway, just to account for unexpected congestion later

#

Yep. Just means that the block will only ever have a single train in it, even if more than one train could theoretically be in there

rain lichen
#

so the alternative solution is a million block signals then, got it πŸ™‚

outer vale
#

if you're not mindful path signals can actually slow down your trains too

dusky dust
#

And the majority of your signals will be block signals, whether you're using path signals for intersections or not

#

(By "everywhere" I mean like every 200-300m or so on straightaways, etc)

#

(You could leave straightaways as one gigantic block, of course, though as you get more trains on your network that'll start causing congestion issues)

rain lichen
dusky dust
#

Can always upgrade some intersections to Path Signals later if you're noticing slowdowns and want your trains to be a bit more zippy

#

And also, remember that signals are only needed when you've got more than one train on the rails. If you've got a small little route and you're only ever planning on having a single train on it, you can ignore signals entirely

rain lichen
#

i need at least two trains for this one

#

besides, i'm planning on connecting every railway on the map anyways

runic shoal
#

I wish we had old abandoned structures like abandoned train terminals with ore nodes nearby (almost like the tutorial map in factorio) and you can integrate them into your system

#

Give you essentially a "tutorial" on how to set up train networks

wind spade
rain lichen
#

since you are the only pioneer in that area of the planet

wind spade
runic shoal
#

But at least you'll have a basic understanding of the system

rain lichen
wind spade
#

you can get basic understanding of the system by reading the ingame descriptions and experimenting with it (or just read wiki)

rain lichen
#

also iirc there's an easteregg where you can see a space elevator on one of the planet's "moons" (or planets) if you zoom in

runic shoal
#

As a visual learner I tend to learn from someone doing it and breakdown the steps for me to follow along so yt tutorials are nice but everyone I've seen leaves me more lost than I was

rain lichen
#

and tbh there are a lot of visual learners playing this game

wind spade
#

I personally don't like blindly following something, because then you don't learn how the thing works, but only how to build single "solution" that may not even be good

runic shoal
#

Heres the odd part I'm not good at math I mainly plug ship in and hope it doesn't explode

runic shoal
wind spade
#

why not learn the basic by watching a tutorial on how thing works instead of watching a tutorial on how to build something?

runic shoal
#

Like show me the basics on how to build a intersection with little rules of thumbs and I'll use that to design my own crazy ass lookin intersection that makes you ask "this shouldn't work but somehow it does"

wind spade
#

basics of how to build intersection:

  • put block signals around it, done
runic shoal
rain lichen
#

tbh intersections arent that complex
just connect each rail to each direction (and use signals!) snuttsGood

wind spade
#

what more do you want to know?

#

anything else is just "build rail"

rain lichen
#

but other than there isnt very much to say

runic shoal
#

How to make a decent looking intersection

rain lichen
wind spade
#

don't do roundabouts, anything else is decent looking

runic shoal
#

Ok how do I make a cloverleaf interchange?

outer vale
#

google what one looks like and build it

#

looks simple enough, one main track crossing over the other, ramp turns between levels

runic shoal
runic shoal
outer vale
#

depends on throughput, you could probably get away with blocks at each junction

#

no different to any other intersection there really

runic shoal
#

Well considering I plan of having about 3 trains per biome of ores

outer vale
#

is this meant to be some sort of gotcha

#

only 3? yeah that'll be fine

runic shoal
#

About 6 cars per? (Ore depending on how many different ores are in each biome each ore gets a car)

#

Ntm a separate train for just crude oil

#

6 cars of oil x3 trains

#

My rail networks probably gunna resemble I-95 during rush hour

outer vale
#

I assume that's a road

#

hopefully your trains will be moving more than rush hour cars

runic shoal
#

Interstate 95 so yea

outer vale
#

sounds american

runic shoal
outer vale
#

my condolences

runic shoal
#

Goes from Maine down the coast all the way to Florida

runic shoal
rain lichen
#

every last drop of oil for one megafactory

#

using the most efficient possible recipes (oil-efficient of course)

wind spade
#

don't do megafactory

rain lichen
#

and of course
a munitions factory right next to it that's extremely prone to spontaneous combustion into flames snuttsGood

rain lichen
#

megafactories are fun

wind spade
#

not when you have seconds per frame and daily headaches from all the logistic nightmares πŸ˜›

rain lichen
#

bah, that's the fun part!

runic shoal
wind spade
#

residual rubber > residual plastic

runic shoal
#

I've got the plans in my head just lack sufficient time or energy and most likely FPS cuz my 4060 is good but man I ant even on oil yet I'm already running into 130ish fps

nimble haven
#

Is there a ground level door? like that can lay flat in hole gapes?

rain lichen
#

i've got a 4060ti, i'm on phase 4 with quite a lot of chaos in my main base and i'm averaging around 100 fps (with frame gen...)

runic shoal
wind spade
#

you're losing oil efficiency then

runic shoal
runic shoal
#

Can't wait for the 5060 tho

rain lichen
#

real (i am not gonna buy that thing)

wind spade
#

residual rubber makes more plubber per resin

rain lichen
#

not because i don't want too there's just no universe where i'll afford it

wind spade
#

and since you're changing it to plastic anyway, it doesn't matter that you're making only residual rubber

runic shoal
runic shoal
runic shoal
outer vale
#

package and sink

#

or just burn it in gens, the pollution from that's worth it

runic shoal
#

Wait I just remembered something the ficsmas event repeats every year right if so do the rewards stay the same or are they different?

runic shoal
outer vale
#

pfft who cares about the power, it's about sending a message

runic shoal
white bloom
#

Question for the balancer veterans in this channel: Can there be any case where even though there is a matching in-out pair, you get a simpler balancer by not connecting them directly?

#

e.g. [12, 10] to [10, 6, 6] , you hook 10 to 10 and split the 12 to 6,6. But can you imagine any case where even though such a pair is in there, it's gonna be a simpler build if you don't hook them?

wind spade
#

tbh if you really want a balancer, you'd have to merge all and then balance

#

(but yeah I'm nitpicking a bit)

white bloom
#

what's the right word then? idk. you know what I mean. A splitter/balancer network that does not rely on output machines backing up

#

to transform one given set of loads into another one that is requested

wind spade
#

probably "ratio splitter" or something, but yeah I know what you mean πŸ™‚

outer vale
#

something that takes you from a prime split to a non-prime one?
if you had say one belt of n, and 11 other belts of varying numbers that average n, then trying to prime balance/split that second set into 11 sets of n is gonna be more complex than adding that 12th belt in and doing a 3*2*2 split

#

bit of a contrived example there since you probably change your setup to not be so wacky, but it's an example

white bloom
#

So there need to be at least two inputs for there to both exist a direct match and that match not being unavoidable.

#

So that would be [n, k] in and [k, eleven numbers that add to n]

#

can we find a specific such example where then you need fewer mergers and splitters by merging the n and k first and then distributing to the 12 outputs rather than k to k and split the 11

outer vale
#

splitting to 11 can be done by splitting to 12 then merging one back

#

so, one more merger than just splitting straight to 12

white bloom
#

and merging the k into the n also requires 1 merger... so that's at best a tie then, not a case where merging them was strictly better :\

outer vale
#

though I guess if you're including merging those 11 lines together yeah that

#

though in your initial example it was all coming in on one belt

#

so 77 pre-merged

#

sorry, I had 7 per belt in my mind so keep thinking with that in mind

outer vale
white bloom
#

maybe a case where the prime split is harder than 11, which just requires looping one back?

outer vale
#

yeah, that was just the first one I thought of where adding an extra belt's worth brings it up to a splittable amount and removing one doesn't

runic shoal
#

Meanwhile my lazy arse just manifolds that shiz cuz my brain hurts just thinking of balancing shiz

white bloom
#

but there can be cases where merging the feedback needs more than 1 merger while the input merge would always only take 1

#

like...

outer vale
#

hmm, good question... is there? since you don't always have to take the final splits to merge back

white bloom
#

13 seems bad. The smallest number completely divisble by 2s and 3s larger than that is 16.
Hm you're right that's not bad enough since you don't have to loop back 3 belts actually, you can take one from the second-last layer which carries 2 out and then fit it into one merger in the beginning. But there are even worse ones

outer vale
#

something where you'd have to loop back 4+ layers of things

#

721 of 729 (3^6)
You'd have to loop back 2 3s and 2 1s

white bloom
#

19? next divisible number is 24, so we have to loop back a value of 5. The only way to put a total load of 5 on two belts would be 1 + 4. But that requires doing the 1:2 splits last, which has more splitters than if the 1:3 splits are last.
Meanwhile, merging the input in, is just 1 merger and then the splitters comfortably arranged all 1:2s first and all 1:3s last

white bloom
#

maybe with the 19 case it's bad enough that it works and easier to verify

outer vale
#

out of interest was there an actual use case here or just curiousity?

white bloom
white bloom
dusky dust
#

I've got a bit of a hobby of writing bruteforce solvers for puzzle games in Python, and I generally end up running 'em in PyPy for a fair bit of extra performance. :)

#

Pre-processing optimizations like the thing you mentioned can often help a lot as well, of course. (Not sure about the specific thing you asked about; haven't actually taken the time to wrap my head around the problem you're working on)

#

(Obviously C++ is the real solution, performancewise, at least for sticking with bruteforce-type solving, but PyPy is generally a drop-in replacement)

white bloom
#

Pypy always looked a bit daunting to set up but the performance is tempting. I come from a more theoretical background so all the fiddling with getting libraries and stuff like this to work feels like a big hurdle for me

outer vale
#

real devs rewrite in Rust or whatever flavour of the day

dusky dust
#

Generally requires zero code changes

rain lichen
#

okay i love trains

dusky dust
white bloom
#

Wow, thanks for the hint I will check it out!

dusky dust
#

The main drawback is that PyPy has often lagged behind Python updates for awhile, so if you use PyPy you may not always be able to take advantage of more recent Python functionality. Like I seem to think they were stuck on 3.6 for quite awhile (3.11 seems to be their current)

magic dock
wind spade
#

javascript sounds great until you start to code in it

(then you find out that there's client-side JS and server-side JS and Typescript and everything is an object but not really, and the language has poor design and object + object is empty string and ...)

dusky dust
wind spade
#

oh yeah I listen to that like every month

#

timeless

outer vale
#

is that the one about JS type coercion

wind spade
#

(but also a bit outdated, {} + {} now resolves to "[object Obejct][objectObject]" )

wind spade
outer vale
#

I think I've seen it before, definitely rings a bell

white bloom
#

OK tangential to my original Q but absolutely cursed finding: what's the smallest way to split 1:8? Three layers of 1:2? That's 7 machines. Two layers of 1:3 then looping one back is just 5. I want to un-think this 🀣

white bloom
#

After not getting any counterexample to work I just came up with a proof while pairing up directly can never be bad.
Imagine some clever network with all the ins and outs integrated and that's optimal by assumption.
You can always do the following change without having to build any additional machines:

  1. unhook the matching input and output each from the integrated network.
  2. Connect them directly.
  3. Draw a feedback belt from the previous connection of the output to the previous connection of the input.
    No change to any belt load inside the network, no additional machine.
    Therefore it is admissible to restrict to matching pairs hooked up directly as presolve without this ever causing suboptimal results!
gentle zephyr
#

what is the best way to make "fuel powered energy" i have the polymer resen to make rubber, but im now consuming any amount of rubber, so my power is lacking becaus of that, and ofc i have a awsome sink connected aswell

wind spade
gentle zephyr
#

what=

thorn trail
#

best requires criteria, ie. least fuel, least effort, most profit, etc

wind spade
#

there's no general "best", depends what you want from it

gentle zephyr
#

but how do i make it flow better then, cus my power isnt constant

wind spade
#

process all byproducts so that you have consistent fuel production

gentle zephyr
#

make fuel from polymer resin?

wind spade
#

from what you want πŸ™‚

gentle zephyr
#

tahts not possible!

#

how do i make more fuel, from byproducts from making fuel? i dont get it

dusky dust
#

You can use your codex to see all the ways to make a resource. Hit o to open the codex directly, or n for a search bar. Search for "fuel", click on it, and then it'll show you all the ways you have to make fuel

#

When you start out with oil, the easiest way to get power from it is to just feed Crude Oil into some refineries making Fuel. Then sink the polymer resin. You can use a Smart Splitter with an output set to "overflow" if you want to use some of the resin to make other products

gentle zephyr
#

Thats my current setup, but it stills bottlecap my power

#

cus i dont use enough rubber

dusky dust
gentle zephyr
#

oh damn im sorry, i need to sink the rubber aswell, haha

dusky dust
#
[R] = Refinery
[M] = Merger
[SS] = Smart Splitter

[M] -> [M] -> [M] -> [M] -> [SS] --(any)--> (process into rubber or whatever)
 ^      ^      ^      ^      |
 |      |      |      |    (overflow)
[R]    [R]    [R]    [R]     |
                             V
                           [Sink]
gentle zephyr
#

can you DM me that, i have to go sleep now

dusky dust
#

Heh, I have faith that you can copy it into a text file or something yourself. :)

gentle zephyr
#

ah hahhah

queen lintel
#

I have made a plan

#

I somerslooped everything

#

this is (obviously) only possible to do in "creative" mode but STILL

#

over 22 THOUSAND heavy modular frames PER MINUTE

dusky dust
#

Gods but I hate those graphs

#

If Modeller has some kind of feature-request system, please for the love of $whatever get them to add in labels for that stuff

wind spade
#

or just make modeller use Tools

dusky dust
#

It's just absolutely awful at conveying information, which is unfortunately the whole point of sharing graphs

vapid gorge
#

yeah, I imagine that for the people who created their plans, them knowing what it's doing gives them the core knowledge to easily read and understand it

#

but for others? awful

dusky dust
#

Tiny little assembler icons sitting right next to tiny little foundry icons; having to mentally tally up what resources are being used to have a prayer of knowing what recipes are in use, etc...

#

Yeah, I'm sure it's a useful tool for your own factory planning, and I guess you get all that info if you mouseover

wind spade
#

my personal "worst" is the lack of recipe names

wind spade
#

good luck figuring out if you used RIPs or Bolted plates

fallow siren
#

u can easily maximize hmf production if you use tools instead of manually doing things in modeller

queen lintel
#

I've managed to make it use everything

#

(btw yes this also hurts my eyes I'm just so tired that I don't care to make it look better)

vapid gorge
wind spade
#

would be relatively easy to make a dataset that just has all recipes slooped and run the query there... but I don't have time to do it now

queen lintel
#

I'd love to be insane enough to actually go ahead and built the whole factory but yea no

dusky dust
#

(Though yeah, I've thought it might be neat to be able to have it solve for where the "ideal" place to use 'em is)

vapid gorge
#

yeah depends which resources you're looking at. There's a good step at for presure cubes before PAs, only takes 2 sloops

wind spade
#

but yeah, in most cases just sloop last step and you're happy πŸ˜‰

fallow siren
#

sloops works better in constructor ig

#

as they only need one per machine

#

like ficsit trigon

civic bronze
#

Can be done with supercomputers too theres one alt in assembler somersloop somersloop

vapid gorge
vapid gorge
fallow siren
#

yeah could work too

remote flame
# dusky dust I suspect it's pretty rare that the best place to sloop material *isn't* at the ...

Within the standard vanilla limits (x2 max multipler for sloops), for simplicity you will be slooping the final production building(s).
But it pretty much breaks down to the following;

  • If there exists an alt recipe utilising a different building that has fewer somersloop slots to fully 2x, it always is better for reducing the used amount of sloops for the same doubled output. (Plutonium Fuel Rod against Alt: Plutonium Fuel Unit is a primary example, Crystal Computer another, OC Supercomputer being gigantic, etc.)

  • An alt recipe with a higher throughput to produce the same material is a self explanatory spot to target with sloops.

  • A building that is feeding a 'multiplying' recipe. I call recipes that add water to increase input to output resource effectiveness a multiplier since water it's considered practically infinite (calculated November last year as being realistically 12,021,125m^3/min). So HOR is an excellent spot as it feeds Diluted Fuel, or Alt: Quartz Purificiation as it dramatically increases the potential of each quartz ore w. Dissolved Silica. The Pure Ingot recipes are multiplier recipes in this regard, but there isn't anything before those refineries to sloop.

  • Any production chain with a feedback loop (recycled water as an example) has a lot of potential for sloops too in some cases. An example is the Alt: Sloppy Alumina, Alt: Electrode Aluminium Scrap loop. Suppose you have a 166.6666... % clocked Sloppy Alumina Refinery (set to make 400 solution/min), you can just ditch in a single sloop to 1.5x the refinery output to make 600 Solution/Min, and coincidentally make it so it overproduces water on the next stage to not only sustain itself once primed, but have enough left over to use on the Polymer Resin byproduct from the Heavy Oil Residue earlier on (petroleum coke needed in electrode scrap). This example is also more efficient of a spot to use a sloop then using it on the final building. (One insightful conversation with @crimson moat inspired that example haha). It happens to totally eradicate the need for input water to make aluminium once primed as a funky side effect.
    The Recycled Rubber/Plastic loop only has this effect if you are producing one resource or the other as your output, not both rubber and plastic. Once you have both, you are better off slooping the Heavy Oil Residue right at the start entirely.

  • Once you throw SAM ore and converters in to the mix it can alter 'maximum potential ', not necessarily max resource effectiveness. like Full-map use uranium plants. for example, we know the maximum uranium fuel rod potential is 50.4/Min with no sloops or SAM, and 4 sloops has the potential to double 1x 250% machine giving you 1.5 rods more/min. Or for 3 sloops (1x 250% converter and 1 sloop on the Reanimated SAM constructor), you can make 600 Uranium Ore/min giving the added potential of 14.4 Uranium Fuel Rods/min, but saves no cost on any other resource (and an additional 1800 copper ore). For perspective that's nearly 38 Sloops needed to double production enough to gain an extra 14.4 in the Fuel Unit stage vs. 3 utilising SAM and some copper... SAM ore is always powerful to sloop purely to expand how much production can use it due to its rarity. You need 34 sloops in total to sloop the entirety of the SAM ore on the map in the reanimated SAM stage.

  • If you play in creative mode with infinite sloops... well just sloop everything then... ._. Like 75 Oil/min with every single stage slooped can make easily 1200 Rubber and 1200 Plastic/min, and Im sure I calculated that wrong and it's even higher.

civic bronze
#

I Have drones now, so i dont think this would be neccesary now tho

opal locust
#

Now that I'm in Phase 4, I need to expand my power grid. I was thinking about a Diluted Packaged Fuel setup to get me enough power until I can get a Rocket Fuel facility going.

wind spade
#

or nuclear πŸ™‚

opal locust
#

I just started Phase 4, that's a long ways off

wind spade
#

diluted fuel can get you there easily

opal locust
#

One step at a time.

wind spade
#

yeah, just saying that you don't really need to plan for TF/RF since nuclear is there

opal locust
#

diluted fuel first.

#

I know the blender version is supposedly simpler, but you kind of need your aluminum facility running in order to make blenders.

white bloom
# dusky dust (Though yeah, I've thought it might be neat to be able to have it solve for wher...

yeah that has been done. It's pretty simple for any given objective.

When you have an optimizer for that objective without Somersloops, it can be used to extract shadow prices (i.e. value) for each resource and power w.r.t. that objective. That is, how much more of the objective can you achieve per unit of extra of each resource you were granted at the margin.

Then to determine the best place to allocate 1 sloop, you take for each eligible recipe the value of the output times the production rate increase for 1 sloop at 250% clock speed, minus the value of power times the amount of extra power consumed. Whichever recipe yields the highest result for this is the one you will want to put your next sloop into. That works until there is no more not-yet-slooped production of that recipe, in which case it becomes ineligible, then you proceed with the second best one.

This is why you see in optimal solutions wrt specific objectives always one recipe slooped to the max and only leftover sloops then allocated to a second best one etc.

Or modify the optimizer to consider the possibility to sloop from the onset. But this is how you can use even one that doesn't to achieve the same outcome.

wind spade
#

only thing is very slightly increased power cost compared to DF

opal locust
#

Well I put this together, though I'm not sure how much power it produces.

wind spade
#

why making packaged fuel? make normal fuel and loop the canisters

opal locust
#

"Input: Empty Canisters"

wind spade
#

yeah, why

opal locust
#

they're being provided and looped and not made on site

wind spade
#

the whole system recycles the canisters, you don't need to produce them

#

you only need to put them in the loop (by hand) at the start

opal locust
#

I'm...not producing them?

#

I'm using the leftover resin for fabric

wind spade
#

you could've told tools to make fuel and it would recycle the canisters for you πŸ™‚

#

didn't need to add the input

opal locust
wind spade
#

you told it to make packaged fuel

#

I'm saying you could've said "make me fuel"

opal locust
#

and I have the diluted packaged fuel alternate checked

wind spade
#

no need to input canisters this way

opal locust
#

either way, the result is the same.

wind spade
#

yeah just saying you could've done it simpler and not bother with inputting canisters πŸ™‚

opal locust
#

Now I'm not sure how much power it actually produces

#

does power sharding a generator increase the power provided on a 1:1 scale?

wind spade
#

divide amount of fuel by amount one gen needs to run, multiply by gen power production

wind spade
white bloom
#

to have to build fewer buildings

#

it doesn't improve your power efficiency in any way though

wind spade
#

eh, I'd say shards are better used elsewhere

opal locust
#

example, a fuel generator burning regular fuel at 100% is 750 MW, so a sharded generator at 250% produces 1875 MW?

white bloom
rain lichen
#

||and eventually you can just automate them||

wind spade
opal locust
#

especially if you sloop a constructor making power shards from slugs to double the shard output from the world map alone

rain lichen
#

that's fair, it really depends on how many you're building πŸ™‚

wind spade
#

I'd say "overclock them if you want to save space" (which is practically infinite)

white bloom
opal locust
wind spade
#

and 80 gens look better than 32 🀷

#

(and you also need 96 shards, so if you don't have that many, building 80 gens is faster)

opal locust
#

but, that turns out to be, 60 GW of power? Off of a single pure crude oil node?

white bloom
opal locust
#

is that math right?

wind spade
white bloom
rain lichen
opal locust
#

Ohhh, 750 burned over 3 seconds

#

so 20 GW

white bloom
#

if you like lots of buildings, underclock production buildings to improve power efficiency there and also get your lots of pretty buildings, but save on power generation buildings which are being useless once you do have the excess power shards to go around

opal locust
#

Sharding buildings so you build less also keeps your computer happy.

white bloom
fallow siren
#

fully overclocked machine is just 33% more power

white bloom
#

the last one is just matter of preference how much you value power efficiency against building count but the first two are always good, unless you inherently value extra building count for its own sake like our devil's advocate greeny here πŸ˜‰

opaque quartz
pastel obsidian
#

OC also saves on building as well which saves you time

remote flame
#

tldr to overclocking;
If you have all the shards you need or could ask for, and a big enough powergrid, then go nuts πŸ˜›
It only has a disadvantage of more power draw for production buildings over 100% Clockspeeds, that's it

rain lichen
#

i only start worrying/paying attention to my powergrid if i'm slooping a million machines (or one particle accelerator...)

remote flame
rain lichen
remote flame
#

perfection. Now add another with some power storages to buffer it 🀣

rain lichen
#

nah, too expensive (mind you, i haven't automated turbo motors NOR have i touched fused modular frames πŸ˜“)

#

i didn't even do HMF until mid-phase 4 haha

white bloom
# remote flame tldr to overclocking; If you have all the shards you need or could ask for, and ...

technically, the decreased power efficiency is a disadvantage of having a higher clockspeed vs a lower clockspeed at any point, not just over 100%.
Everyone needs to make up their mind about how much extra W they're willing to pay per saved building (of each type, if that matters to you), and that personal exchange rate then uniquely dictates your personal optimal clock speed of production buildings (of each type).

rain lichen
#

for me
my i clock buildings based on the amount of buildings look best snuttsGood

#

for example if i really only need 3, but 4 buildings are a perfect fit within my confined space, i'll underclock them to make room for 4

white bloom
remote flame
#

pretty much! In my scenario, the power grid is massive enough that I'll never even think twice about my power efficiency. I just default to telling people that If you're running out of power/very power conscience, you should probably build a bigger grid πŸ˜› even early game, it can really make a difference how you progress even without the shards involved!

rain lichen
white bloom
# remote flame pretty much! In my scenario, the power grid is massive enough that I'll never ev...

so my usual comment to this point is that unless you intrinsically like power production, whatever your personal goals otherwise are it does never not matter to waste the opportunity cost of excessive power production. So whenever you build or configure something that needs more power, you theoretically have to factor in that this means you have to divert more resources into power production, which you then do no longer have at your disposal for whatever you actually care about.

#

if you optimize for some conceivable goal, power therefore always has a low but nonzero price at the margin. If minimizing building count partially factors into your goal (it probably does, you're unlikely building everything at 1%) the weighting of goals dictates a certain clock speed at which the exchange rate is optimal for you personally. Underclocking further doesn't save enough power to justify the ramping-up increase in building count, and overclocking further doesn't save enough building count to justify the ramping-up power expense

#

in practice obviously especially as you're building up you don't budget power so tightly, as it's bothersome to reconfigure and slightly increase your power grid for every new manufacturer you've built. You build power grid in chunks whenever necessary. But you're still better off building all at clock settings that are tuned to your personal goals

alpine steeple
#

how does one build 96 fuel power generators without going mad?

remote flame
# white bloom so my usual comment to this point is that unless you intrinsically like power pr...

Absolutely! It's like the Rocket Fuel Lovers and the Nuclear Power Enthusiasts. Uranium does not get used for any purpose in Project Assembly, but under a technicality neither does Sulfur. Both have their merits and advantages, the uranium stage is a clear winner for how conscience it is of burning up more 'prized' resources, like oil and nitrogen in the R.Fuel production, and is a good challenge for people to make! R.Fuel dominates a lot of playthroughs purely because of simplicity (and absolutely the Nitro Recipe, which sucks on sulfur ofc), I remember posting in screenshots the time I made a 180,000MW R.Fuel plant in under 2 hours, generators, belts and all. #screenshots message

People make their power goals in satisfactory all scaleable to what goals they wish to achieve. As you go through the phases, I do agree that I also scale up my power as needed (From Phase 1-5 it's roughly 750MW Bio, 4800MW Coal, 20,000MW DilutedFuel, 280,000MW RocketFuel/Nuclear, 500,000MW+ (Nuclear) for me) then whatever my end of phase 5 goal hits afterwards.

In my case, Sure I make over 1,000,000MW of usable power (w. power boosting too), But I built it all on the opposite side of the map where needing the resources is incredibly unlikely, and I don't think of power anymore no matter the project πŸ™‚ , Its a complete ease of mind. Resource wise, I don't believe Im even 35% of the whole map for full game completion, and I am certain my game will crash from building count long before I ever do use it all / get close to the resources for my power generation, so if resources become a worry.. then thats a different story of overdoing it 🀣

It's a sandbox game, build what you like, burn power as hard as you like, the factory must grow
In terms of disadvantages again from overclocking.. again, yes it eats more power, but its a personal choice to benefit other areas tremendously πŸ™‚

remote flame
# alpine steeple how does one build 96 fuel power generators without going mad?

If you've already clocked them all to 250% (with powershards) to pull down the amount of them (as you get no disadvantages on power efficiency), then the next best way is making a blueprint of 4x Fuel Generators in the Mk.2 Blueprinter. Speeds up the process tremendously! In your case, 24 blueprints of 4x gens and youre finished!

alpine steeple
#

wait what thought powershards messed up how much power u made? or was that in an older update also i forgot blueprints existed (havent played much of the new updates) thanks

remote flame
#

I think way back in E.A it used to scale a bit weird, but it is completely linear in power generation buildings πŸ™‚

white bloom
outer vale
#

it used to mess up power generation too, but according to the wiki that was pre 0.7

white bloom
#

yes

alpine steeple
dusky dust
fierce ruin
vapid gorge
# fierce ruin

if you type

'snipping tool'

in your start bar you'll have a tool where you can take partial pics and paste them in chat it's easiest

vapid gorge
# fierce ruin

coal generators seem fine but I'd really build everything on foundations with fluids, makes things easier

also - don't use buffers. They'll at best do nothing, at worst mess up flow

vapid gorge
fierce ruin
#

both

#

what are foundations and fluids, and buffers

vapid gorge
#

well building everything on foundations helps keep things neater and with pipes you want them neat, cause flow can be an issue

#

these things you built here are foundations , the grey blocks.

fierce ruin
#

Ohhhh

vapid gorge
#

and 'fluid buffers' are the standing things in the middle of the pipes. If you look at your menu you'll see the name 'fluid buffer'

fierce ruin
#

the tanks i see

vapid gorge
#

so yeah, build your factories on foundations. Especially ones that need fluid

fierce ruin
#

will do but i still dont understand how many factories power for what amount

vapid gorge
#

well each coal generator makes 75mw

#

you can power 75mw of machines with it

#

that's it really

fierce ruin
#

how do i get to 300w

outer vale
#

how many 75s make 300?

vapid gorge
#

4x75 = 300

fierce ruin
#

oh i see, okey, 1 more issue, i dont want all my generators to rely same watts power on the extractors and miners, how do i prevent that

fierce ruin
# vapid gorge what do you mean?

so, i power ehm, 1 extractor and 1 miner into same power line as 1 coal genrator which is pulling 25w, how do i make it so i dont pull that 25w across all 4 coal generators when connected up

storm imp
#

Question - So I'm soon to finish shipping off the Phase 4 components on my No Alternative Recipe playthrough..

Stuff become more and more complex, thus far I have build "stand-alone" factories, meaning for example Nuclear Pasta, I'm putting in standard recipe for Nuclear Pasta into SCIM, then I look at the interactive map, where it would be best to place the factory in terms of resources required - and starts building, and produce the minimum amount for dimensional storage.

I haven't really grasped the concept of "Mega factories" where if its better to say make a factory where you produce, say 200 Modular Frames / Minute, and then use a global transport system like Trains, or Drones to then ship them around for other factories, and then upscale that production once the 200 Modular Frames has been used for production.. But I can't say if that becomes to unorganized or too much a hassle to control down the road..

vapid gorge
#

you only connect 1 of them? I guess?

vapid gorge
fierce ruin
vapid gorge
fierce ruin
vapid gorge
fierce ruin
#

does everyone have same issue then?

vapid gorge
vapid gorge
#

I don't under stand what you mean by 'then upscale production' . Make another factory.

or plan top down so you know how many HMF pm you need

fierce ruin
#

so you see each of my generators, its all consuming 25 wats each, i want only 1 of them doing 25w, and rest do 0w

outer vale
#

the generators aren't consuming anything

#

it's the other stuff they're connected to (presumably the miner and water extractor

fierce ruin
#

ye

#

how do i like idk fix that

outer vale
#

there's nothing to fix

#

if you connect them all to one grid, then you'll still only be using 25 MW for that

vapid gorge
#

in total you're using 25mw

fierce ruin
#

but im losing 25w on each genrator so in total im losing capacity of 75w

outer vale
#

no

vapid gorge
fierce ruin
#

yep

vapid gorge
#

150 -25 = 125 mw left over

fierce ruin
#

🧐

vapid gorge
# fierce ruin yep

you can even see the difference in the lines here.

the top grey line is about 6 times higher up than the blue consumption line

fierce ruin
#

oh okay

#

sorry

fierce ruin
amber umbra
#

@storm imp Those later game items get very unconstrained in how you make them, so there isn’t a right/wrong way to do things. If you want to try the style where a factory makes a given item then transports it to other factories downstream, HMF fits well with it. I like pairing with drones as they make cross map transport easy.

storm imp
# vapid gorge making 200 hmf wouldn't really be a 'megafactory', that's usually used as a term...

Deffo me misinterpretating the word "mega factory" as said, I usually just setup a "stand-alone" factory to produce a single item at regular 100% capacity, maybe slooped..

But I feel like this becomes too much of a hassle, as items become more and more complex, and setting up a Aluminum Production for the 10th time, or Steel Production for the 100th time - feels like I'm doing it wrong, and should instead have a centralized location where I setup a larger production, and then split it out from there..

fierce ruin
vapid gorge
vapid gorge
amber umbra
#

Aluminum ingots, drone fuel, HMF, computers, crystal oscillators are all pretty common β€œbuild them all in one spot” items from what I’ve seen.

fierce ruin
#

i was going to do 1 miner per genrator but i went with 4, idk if i can exceed it to like 6-8 but dpeends on my speed of miner and converyer?

#

sorry my english aint good

vapid gorge
vapid gorge
vapid gorge
fierce ruin
#

alien purple type of stuff?

vapid gorge
#

you can make power shards, and it makes machines work faster.
it's good on miners because it means you can get more coal or iron

vapid gorge
brisk shoreBOT
#
Official Satisfactory Wiki

Power Slugs are collectibles which are used to craft Power Shards, which enable overclocking of buildings. They appear as glowing immobile slugs and can found around the world. They do not respawn and there is a limited number in the world, but a small number of renewable Power Slugs can be found with...

vapid gorge
fierce ruin
#

damn, i think i saw one but there were too many spiders so i got scared XD

vapid gorge
#

there's lots around the world, don't worry

#

but I'm going to bed.

fierce ruin
#

oh goodnight!

#

you helped me a lot

vapid gorge
#

the wiki is a good source of info, there might be a version in your language too πŸ™‚ https://satisfactory.wiki.gg/wiki/Satisfactory_Wiki

The official community-driven wiki and information source for Satisfactory, the FPS open-world factory building sim from Coffee Stain Studios, the makers of Goat Simulator and Sanctum! Conquer nature, build multi-story factories, and automate to satisfaction!

fierce ruin
#

πŸ™‚

vapid gorge
fierce ruin
#

is this ok for water effiency?

#

i know the pipe is going up but still

alpine steeple
fierce ruin
limber nest
#

Are trucks that useful? I feel like having to deal with fueling them is a pain. Not even using drones for the same reason, annoying to figure out all the fuel transportation around the map seems like a pain

alpine steeple
limber nest
#

Im on tier 9 with no trucks, 1 drone for the canisters for rocket fuel, and just basic trains for messing around, litearlly just 2 trains rn

fierce ruin
#

what do you mean by power slug

alpine steeple
fierce ruin
fierce ruin
#

where get them and how do they work and is it perm or do i keep needing them constantly

alpine steeple
#

You can find them around the map

#

Then take it to the mam

alpine steeple
#

Which make machines more efficent

fierce ruin
#

im quite new maybe i should get it later

outer vale
#

yeah they're nice to have but not really required this early on. If anything, underclocking will likely be more useful and that just needs one shard to unlock, none to use

alpine steeple
fierce ruin
#

how much does it help

#

and there is slots for these each machine?

alpine steeple
fierce ruin
#

does each shard do 20% faster for example

alpine steeple
#

and for massive projects its useful as you can get more items per miner

alpine steeple
fierce ruin
#

in terms of speed?

#

is all of those shards the same thing but different colours?

alpine steeple
fierce ruin
#

holy

limber nest
#

each slug gives you a different number of shards. blue 1, yellow 2, purple 5. Use somersloops in a constructor to double that if you have output doubling unlocked, if not dont worry about it right now

alpine steeple
limber nest
#

power shouldnt be too big of an issue since you wouldnt have that machine running all the time anyway

fierce ruin
#

uhm

limber nest
#

but fair point, probably too early to have the doubling unlocked to begin with anyway

fierce ruin
#

what stage is that phase

alpine steeple
#

its unlocked in the mam right?

limber nest
#

its unlocked in the mam so you could have it pretty early

fierce ruin
#

oh i see alr ty, i think im just gonna try find some type of slug so ye

#

is there a nest for them or specific spots, caves or biomes

alpine steeple
#

trees

limber nest
#

theyre everywhere lol

#

you'll see some sort of effect around them and a specific sound too

alpine steeple
#

there is just shy of 600 lol should find them quite easily

limber nest
#

and those are just blue lol

fierce ruin
#

oh alrighty

#

xD

fierce ruin
alpine steeple
#

id put a pump if have them unlocked on the pipes but apart from that it looks great

fierce ruin
#

what does it do

alpine steeple
#

makes sures the water flow is correct so that you dont get water shortages even tho u have enough water

fierce ruin
#

ohh i see, where should i place them

alpine steeple
#

on the pipe just half way to the coal plants

fierce ruin
#

ah alr, i see some pipe has 2cm missing i see

#

alr ty

#

idk what i did but im getting less power consumption now

#

nvm im dumb at maths

alpine steeple
#

guys is this meta (someone put a big ass rock in my factory)

alpine steeple
#

i wish lol but its indestructible

fierce ruin
alpine steeple
#

its a mountain

fierce ruin
#

im on about the trees and stuff

#

the green

alpine steeple
#

not sure its near a forest swamp thingy

fierce ruin
#

ohhh right, is there snow biomes too

alpine steeple
#

no but theres a desert swamps grasslands and second desert

#

and alot of forests

opal locust
#

I'm going to need a little help organizing my thoughts as this fuel plant is the first time I've really scaled up a facility to lategame levels

civic bronze
#

Scribbe it all down on paper

harsh schooner
#

or use calc websites

outer vale
#

I assumed there was gonna be a followup message

opal locust
#

I have it mapped on Satisfactory Tools, but it comes down to visualizing it

outer vale
#

what's the actual question?

opal locust
#

I've never done Phase 4 before, so I'm not used to larger builds.

#

And my first plan is a diluted packaged fuel plant to expand my power grid, I did all the math last night, now I'm actually building it.

#

step 1, 20 refineries to turn 600 crude oil into 800 heavy oil residue

#

So, since 800 is above the mk2 pipeline cap of 600, do I split the HOR into 2 sets of 400 to go into the next refineries?

outer vale
#

would be a sensible idea, yes

#

assuming that 600 is all coming in from that bottom pipe, you also want to add a second pipe connecting from the first junction to the last.
Pushing 600 is a lil finicky, and looping like that will help keep it stable

#

if you've instead got 300 coming in each side, then you'll be fine

opal locust
#

it's a sharded pure node so 600 in 1 pipe

#

so a secondary pipe like this?

harsh schooner
#

tip: use blueprints, easy done and makes everything simpler

#

especially with refineries

opal locust
#

I could never really figure out blueprints.

harsh schooner
#

ig u have mk2 blueprint designer

#

so just put like 4 refineries in a Bp

#

and connect them with pipes and belts without those clipping and power pols

#

then save it and later on you can spam blueprint next to blueprint and only need to connect power, belts and pipe segments

outer vale
#

maybe I build too bespoke, but I never found blueprints to be a great time saver for production buildings

harsh schooner
#

yyes they are very helpful

#

lemme show u a screenshot of my factory where i used blueprints for all kind of buildings

outer vale
#

I imagine it won't look super different to mine where I don't πŸ˜›

harsh schooner
#

this without blueprints, never

#

here my blueprints were pretty bad which made me do some extra beltwork which i could have easy fixed but i never did

harsh schooner
#

and then need only 4 mins to connect everything and put input belts and pipes and output ones and ur done

dusky dust
harsh schooner
#

fr

#

all my blueprints had left to right inputs and outputs, but 70% of the time i could have used better right to left inputs and left to right outputs

#

too late now :P

#

but otherwise i would have never gotten this beautiful belt work

opal locust
#

Well I made some 2x2, 3x3, 4x4, and 5x5 foundation blueprints to make that part faster

harsh schooner
#

like building foundations?

#

i have a 5x5 as well

opal locust
#

yeah concrete foundation

#

but is that the right way to do a secondary pipe?

dusky dust
dusky dust
#

Though when I'm making blueprints for specific factories I'll generally just stick with the one that fits the factory

harsh schooner
opal locust
#

so what's getting me next is the next set of refineries, How do I split 2 sets of 400 into 27?

oblique hollow
#

ya dont

opal locust
#

do I do 2 sets of 14 and have the 14th of each go .3334?

oblique hollow
#

care for some more info / numbers?

#

just the machine count is a bit vague

opal locust
#

I posted the tools production planner

wind spade
#

have set that needs X, where X is the amount you have in pipe

oblique hollow
#

i dont see where the 400 comes from tho

#

oh 400 heavy oil

wind spade
#

if your pipe has 400, hook it to machines that need 400

opal locust
#

600 crude oil makes 800 HOR

oblique hollow
#

i though it was refineries πŸ’€

opal locust
#

I have to split that HOR into 2 sets of 400

#

and then that goes into the next set of refineries with packaged water for the diluted packaged fuel

oblique hollow
#

it'd be simpler to subdivide it more than 2 x 400

wind spade
#

make the DPF a 1:1:1 loop

#

1 refinery, 2 packagers, belt looping around them

oblique hollow
#

3 HOR refineries go into 4 DPF refineries

wind spade
#

you can make it as a blueprint and put ~20 canisters into the blueprint, save it and just repeat it X times

oblique hollow
#

120/min

opal locust
#

well, since it makes enough fuel for 80 generators(32 if I shard them), I should split the HOR into 4 sets of 200?

oblique hollow
#

how bout 120 x 6 + 80

#

(aka 240 x 3 + 80)

opal locust
#

you lost me

oblique hollow
#

you want 800 total

opal locust
#

but you can't do 3 into 4, that requires 21 HOR refineries

oblique hollow
#

hor is made in 40/min
DPF refineries need 30/min
200 is a shitty number for 30/min supplies

oblique hollow
#

that last one is that 80/min one

#

the other ones are sets of 3 to 4 or 6 to 8
6 to 8 is 240/min HOR

opal locust
#

I still don't get it.

oblique hollow
#

6 refineries making HOR (240/min HOR) to 8 making DPF
you do that 3 times
then the last extra set is 2 HOR refineries to 2.666 DPF refineries
done

#

800/min HOR made and used
26.66666 DPF refineries and 20 HOR refineries

#

that is 24 fuel generators (at 100%) per 8 DPF refineries

opal locust
#

but then how do you reintegrate that last group? or do you just live with a lopsided 4th group of generators?

opal locust
#

I don't like it.

oblique hollow
#

then you can try to spread that out over the other 3 groups if you want.
either way, some number is gonna be "ugly"

#

each group of refineries would then have 0.66666 HOR refineries and 0.888888 DPF refineries extra

opal locust
#

So, then I'm trying to picture how to connect it together

#

because I also need the packagers and water extractors for the packaged water

#

the second set of packagers to unpack the fuel is simple enough

oblique hollow
#

1 packager + unpackager directly in front and after each DPF refinery

#

that way you dont get those atrocious canister loops that take 9000 canisters

opal locust
#

so then where would I setup the water extractors?

#

behind the first packagers?

oblique hollow
#

wherever you want of course

opal locust
#

because that's a lot of piping for water otherwise

oblique hollow
#

you cant really ensure that you can always have a water extractor right next to those packagers

#

you either have long pipes or long belts
either one is gonna be annoying for a number of reasons

#

so just pick your poison

opal locust
#

I'd rather have long belts, they're easier to figure out.

#

So, since I need a 1:1:1 ratio of packager/refinery/packager, should I keep that 1:1 going by underclocking each water extractor?

oblique hollow
#

what, you want one extractor per packager?
for what

#

ultimately tho,pick whatever you feel like working with more

opal locust
#

oh wait, the packager needs 60 water/min, an extractor does 120, so, 2 extractors linked together to 4 packagers?

#

so more a 0.5:1:1:1?

oblique hollow
#

whatever you wanna do

#

the world is your oyster

opal locust
#

I know, but I got to Phase 4 twice before, looked at the looming complexity, and quit. Not this time.

#

It's why I'm asking for guidance.

oblique hollow
#

my guidance is "pick what you are comfortable with" because then you can just get to work

#

instead of being paralyzed by setups and ratios that are a pain for you

#

it literally doesnt matter how you wanna do it

#

it all does the job the same way

#

so now you just need to settle on the one you feel like is most workable for you

#

want 2 extractors per 4 packagers? then do it

#

want 1 to 1? also doable.
just needs more space

wind spade
#

want 100 extractors per 1 packager?

#

you're insane, but go for it

opal locust
#

No my math was off, I though packaged water needed 100/minute, then I saw it was 60/minute

#

which lines up with a 2:4 ratio of extractors to packagers

restive sparrow
#

2:4 sounds a lot like 1:2

opaque quartz
#

You could also overclock the water extractors to produce 300/min which would supply 5 packaged water loops each

Just depends on how much space you have to place extractors and pipes

opaque token
#

guys please tell me i got it wrong

wind spade
#

yes you have some weird numbers in there

opaque token
#

that's not per minute

fierce ruin
#

My new save vs my first save... geez what a difference. I wonder how I'll make it even better this time around

#

kinda sucks not having a jetpack though ngl

opaque token
harsh schooner
harsh schooner
wind spade
fierce ruin
#

i did get the jetpack lol

wind spade
harsh schooner
#

ooh i thought otherway around

fierce ruin
#

though it was after the aug iirc

harsh schooner
wind spade
harsh schooner
#

ooh

#

my bad

#

ig im too tired from working on my essay

opaque token
opaque token
harsh schooner
#

thanks, only 2,5 pages of text left and some more layout stuff

lapis jetty
#

@opaque quartz

harsh schooner
#

ig ur running on coal?

lapis jetty
#

Yes

harsh schooner
#

check if your coal gens are consitently filled

civic bronze
lapis jetty
#

The thing seems to have stopped saying capacity 405 so it may have just bugged out sloightly

harsh schooner
#

it looks like theres either not enough coal or water coming to some generators whcih lead to that drop down of potential power

opaque quartz
#

The difference in production and capacity is 40 MW, which is the power output of the two burners on the hub combined

opaque quartz
#

Standalone burners make 30 MW. The hub burners are 20 MW each

#

The wave pattern of your power means your coal gens are starving (either coal or water or both), so you need to troubleshoot that to get to a flat power graph

lapis jetty
#

Going to take ages to get there

civic bronze
#

The difference is 30mw tho, so theres one normal bio burner somewhere

lapis jetty
#

My grid has just shut itself down

#

That somehow fixed the dipping problem

#

also is it normal for power consumption to be so inconsistent

thorn trail
#

inconsistent power consumption in the early game usually means you have machines that are not running at full capacity, either due to lack of resources or filled output buffers

civic bronze
#

If you are not using awesome sink for overflow of your every factory, yes

harsh schooner
#

no steady supply of materials or full containers

opaque quartz
silent charm
#

this wont help me for long 🀣

restive sparrow
#

It kills me that the game doesn't write out 1,000MW as 1GW

#

Or does it switch at 10,000MW into 10GW or some such?

wind spade
#

it doesn't

#

but tons of people in this discord don't understand the concept of SI units, so I think it's to prevent confusion

#

(though it would be great addition that would actually teach people how SI system works πŸ™‚ )

restive sparrow
wind spade
#

(a bit nitpicky, but it's kW not KW πŸ˜› )

deft lichen
restive sparrow
#

Look back at Back to the Future. Doc said it "jiggawatts" just because nothing in the world used that exponent much yet. Now gigs is a pretty commonly used term.

restive sparrow
restive sparrow
wind spade
#

yeah it's like once every 3 days a person comes

#

worst part of it is that like 50% of them are dead set on kMW being valid unit

restive sparrow
#

If we made SI units more common knowledge we might convince people to swap to metric, but probably not lol

restive sparrow
#

But hey wtf is a MW anyways? You mean kkW?

deft lichen
#

GmW

restive sparrow
#

It's just k's all the way down

wind spade
restive sparrow
oblique hollow
#

inchinches

#

inchfeet

wind spade
#

shoo

restive sparrow
deft lichen
#

(the reasoning is that the point of the prefix is that there aren't multiple - I guess that allows for unit symbols to be deciphered more easily)

restive sparrow
#

Right the whole point is the prefix puts you exactly where you need to be

wind spade
#

yeah, especially if you have some compound unit, it would be hard to see what is prefix and what is the unit

restive sparrow
#

kmkmkmkmW. Now count the ks and the Ms to figure out where we are

wind spade
#

can't think of a conflict between SI prefix and SI unit now, but I'm sure there are some

#

I guess mili and meter are one

restive sparrow
#

Untrue micro is a mu

#

Oh you mean milli

wind spade
#

oh right mili

restive sparrow
#

mms is a thing for sure

wind spade
#

ffs

restive sparrow
#

I think it's just fair to assume the last letter is the unit

wind spade
#

well you have compound units

outer vale
restive sparrow
wind spade
#

e.g. watthour (Wh)

#

so the point is that only the first letter is prefix, anything else is unit

restive sparrow
#

Yeah that's more sensible

queen lintel
#

I tried fixing the factory model from yesterday

#

it's still messy but at least it should work in-game better than the previous 33k one

outer vale
#

have you considered a more readable tool what's the goal there?

queen lintel
#

also for the readability, it's not the tool's problem, it's just a skill issue on my end lol

thorn trail
#

no, the tool itself produces unreadable output

queen lintel
#

?

outer vale
#

sadly Tools wouldn't be able to handle the slooping otherwise I'd recommend that

thorn trail
#

if you don't already know what the project is doing reading modelers diagrams is extremely painful and difficult

queen lintel
#

not if it's well made, which in this case it isn't lol

#

imo when it has less random machines scattered everywhere it's more readable

wind spade
#

readability is bad even if it's "well made"
very hard to see actual building and impossible to see the recipe

queen lintel
#

I think that the only problem is the grid being hard to align

queen lintel
wind spade
#

yeah, for example bolted plates vs reinforced plates which need exactly same ingredients

queen lintel
#

oh yea I forgot about that one

wind spade
#

and not everyone has all recipes memorised

queen lintel
#

in that case it is hard

queen lintel
#

only the important ones like cast screws and diluted fuel

harsh schooner
queen lintel
wind spade
#

not really a calculator, more like "place all nodes by hand and it may do some math" kind of thing

queen lintel
#

yea

harsh schooner
#

hm alright

queen lintel
#

it's not very good at calculating xD

harsh schooner
#

ty tho, i still prefer the calc lol (calc is slang for calculator guys)

queen lintel
#

at least not with huge things like that

wind spade
queen lintel
#

the only thing I really like about SF Modeler is that it's on Steam and it's easy to figure out

wind spade
#

isn't website even more accessible than a steam thing?

queen lintel
#

I don't think so

wind spade
#

like you only need a browser, can look it on phone or different OS or anywhere, as compared to "have to have steam installed and run it as app"

queen lintel
#

I just launch it along with SF and switch between the two when I need to

wind spade
#

how does that differ from "switch between browser and SF"?

queen lintel
#

idk

#

lol

wind spade
#

(legit question, I'm interested why people think this way, you're not the only one, but I don't really see the advantage)

sturdy wyvern
#

I think modeler is nice b/c you can you can do 'meet in the middle' planning more easily and use multiple different recipes at the same time and control the quantities

queen lintel
#

I constantly misclick when trying to go on my browser and launch Epic Games instead (SF is not on there for me* so it's useless) and with an app it goes on the right of my taskbar so if I misclick I either go back to SF or nothing happens

wind spade
#

SF is on Epic lol

#

it was on Epic before it was on steam

queen lintel
#

I said I don't have it on there

#

not that it doesn't exist on there

#

it's the only reason I even said that, it's on there, I just have it on Steam

wind spade
#

well "SF is not on there" kinda sounds like it doesn't exist there, but yeah, I get you πŸ™‚

queen lintel
#

yea I edited my message

wind spade
#

and you can have browser window to be separate app afaik

queen lintel
#

I think but I'm too lazy to bother with cause I already have the modeler

vapid gorge
sturdy wyvern
# vapid gorge make part of the plan in another tab instead and it takes you 1/100th the time

Yeah I hear you, I user Tools, Calc, Modeler, Spreadsheet, and Paper for factory planning. But when I'm exploring recipe chains its nice to be able to go step by step and explore routes. Currently, I use calc/tools to get a ballpark baseline and then fine tune in modeler or sheets before I build. Personally I like hunting for synergies that work well with even resource ratio breaks or scaling in multiples--- if you just want to make some arbitrary parts per minute without thinking a lot then by all means Modeler probably isn't the best tool.

vapid gorge
sturdy wyvern
#

Ticking the recipes and recalculating is a bad user experience, and in some builds I use two recipes for the same thing production chain

vapid gorge
#

It's very easy to have full and total control with tools, swapping recipes in and out and seeing how synergy goes

wind spade
#

Ticking the recipes and recalculating is a bad user experience
what would you improve?

vapid gorge
#

everything you're describing is easily resolvable faster and more easily with tools with some basic methods

#

not even fancy tricks.

sturdy wyvern
# wind spade > Ticking the recipes and recalculating is a bad user experience what would you ...

@vapid gorge I understand what you're saying and I'm saying for me it's much easier to see the localized impact on a portion of the production chain in the modeler currently, @wind spade I think that's partially because when you're in tools and you change recipes and the whole chart regenerates, depending on the build that can be a lot of changes. On Tools specifically being able to go through the Items list and change recipes vs going to the recipes tab would be nice (local to the item, smaller list of options to go through), because UX wise going to the global recipes list which is sorted by name vs item produces is the UX taxing part for me.

If you're breaking into smaller parts on tabs like cobalt suggested, its also a bit hard to track the bigger picture impact. The part that clicks for me with modeler is being able to adjust the steps and allowing for a shortfall or discrepancy or overproduction at any given step to exist temporarily (or permanently) while I work out the plan. I could imagine a more focused recipe comparison mode on one screen vs flipping tabs (something I might do in spreadsheets currently) that I would get a lot of value out of. Where you would have your product and input settings set, and then in model A choose a set of recipes and model B choose a set of recipes and then see their graphs/items/building lists side by side to compare (can be done with two browser windows or flipping back and forth, but diff style +/- green and red highlighting on a table to table compare is the value I get out spreadsheets)

wind spade
# sturdy wyvern <@242963947349606400> I understand what you're saying and I'm saying for me it's...

the problem is that you're not choosing a recipe for given item, you're giving tools list of recipes you have available.

one way to solve this could be that if you click on an item, you can select a recipe that makes this item and it will disable all other recipes making that item - which brings tons of issues (e.g. Tools can decide to go completely different way and skip the item altogether). So while it could be added, it won't work like most people think (at least in some scenarios)

btw the global recipe list has a search box on top of it, which may be faster than finding the recipe you want by scrolling πŸ™‚

dreamy nimbus
wind spade
sturdy wyvern
#

Super valid points! I didn't think about using for 'recipes I have available' because I'll go hard drive hunting for a better recipe-- and you're right, there is a search box, idk why I just don't like to use it. I will say, if I could search by product name vs recipe name I would probably use it more

dreamy nimbus
wind spade
sturdy wyvern
#

I think Yosh is saying working out each step is part of the fun-- but yeah we're WAY off topic if that was the original question xD

wind spade
dreamy nimbus
wind spade
sturdy wyvern
#

my last two cents on the original topic -- I think website is more globally accessible for sure, but having an app is nice because I always have a million tabs open and there's a big 'digital noise cloud' in my browser that I don't want to think about and having an application dedicated to the task (which requires a lot of my brain ram anyway) feels good

vapid gorge
dreamy nimbus
wind spade
dreamy nimbus
#

also I kinda agree with bensonism as I too have always one million tabs open, I literally have like 10 pinned tabs that I always use, and generally have around 15 to 20

#

I guess it depends on the person, some people will never have more than 3 tabs open, I'll always have ALOT of them

#

so for me an app would be easier as I'd find it more easily

wind spade
#

don't ask me how many tabs across how many windows across my three screens I have open

sturdy wyvern
wind spade
#

yeah electron would be the way if I would do that

#

I'm not making a completely separate desktop app and dealing with 150 different build pipelines for every possible OS

dreamy nimbus
#

I have an idea for tools, make the colours entirely customisable, because the base colours are not very easy for me to read

wind spade
#

though if I did electron, I'd probably want it to work slightly better than just "embedded website"

probably something like offline mode and local file-saving/reading options at least. Otherwise it doesn't make much sense to me to have it as a separate app πŸ€”

wind spade
wind spade
dreamy nimbus
#

just tiny things but that can improve QoL by a lot

wind spade
#

also planned... in a way πŸ€”
don't want to say much about it, as I'm not sure if I will manage to do things I want, but there's definitely plan for more than just small QoL things πŸ™‚

opal locust
#

Back to work more on my fuel plant. What if I only did 18 refineries initially for 540 oil > 720 HOR?

#

that simplifies all of the math.

#

then I can do 2 sets of 360 HOR into 12 refineries each to make 1440 fuel, divided 3 ways is 480 fuel, that go into 10 generators each(9 at 250% + 1 at 150%)

#

only makes 18GW instead of 20GW, but it makes my head hurt less figuring out the logistics.

dreamy nimbus
alpine steeple
opal locust
#

I don't know what you mean.

#

I'm just wondering if I should go through with this, or make the aluminum plant first and just use the blender version.

wind spade
#

honestly with blueprints the difference between DPF and DF is practically zero

opal locust
#

Yeah, but then I wouldn't have to deal with two sets of packagers complicating the process

wind spade
#

eh, again, with bluepirnts you don't really deal with them

you make a blueprint with one refinery and two packagers, loop the belt, put 20 canisters in it, save the blueprint and it basically functions as a blender

opal locust
#

Also 50 HOR per blender is a lot easier to figure out than 30 HOR per refinery when you're making 800 HOR

wind spade
#

that's where clock speed comes to play πŸ™‚

opal locust
#

People were trying to explain the math to me earlier, but it just ended up with lopsided fuel generators

dreamy nimbus
outer vale
#

would require tapping 10 oil off another node

dreamy nimbus
#

810 / 30 = 81 / 3 = 9*3*3 / 3 / 9*3 = 27

opal locust
#

I can't get over 800 from a single pure oil node

dreamy nimbus
outer vale
#

in english?

#

800 HOR is fine

dreamy nimbus
#

you'll jusr have 20 HOR left with 26 blenders which make a last one at 66+2/3 %

outer vale
#

refineries*

dreamy nimbus
#

ehh buildable

outer vale
#

or just clock the DPF loop blueprint to 50/min and plonk down 16 of 'em

#

oh they're 40 by default not 60, 20 then no that's the packager it is 60

wind spade
outer vale
#

incidentally I'm also using 600 oil into 800 HOR, but mine's all for plastic

opal locust
#

overclocking the DPF refineries to 150% would be 40 HOR and 80 packaged water/minute?

#

instead of 30/60?

wind spade
#

150% is 45/min

#

30*1.5 πŸ™‚

opal locust
#

133% then

outer vale
#

yeah 133.3334 % is close enough

opal locust
#

and since water extractors produce 120, that becomes a 2:3 ratio for the water extractors?

tame obsidian
#

each pipe system has 3 sets of 58 generator, so this is just one of those systems

#

wait I think i fixed it

vapid gorge
#

let us know πŸ™‚ There's a couple steps I can think of but would want to see where the pipes are coming from and what teh whole layout is like

tame obsidian
#

the problem was i had 6 generators elevated above everything else, even though I had a pump i guess it was causing backflow

#

just removed it for now and it seems to work

vapid gorge
#

it's a common killer

tame obsidian
#

changes at all? in one of the other systems I have a drop, does that also cause problems

tame obsidian
#

it's alr i don't feel like fixing rn so ill do it another time

vapid gorge
tame obsidian
#

its been running for a bit and seems to work so i dont think it causes problems

vapid gorge
#

the yellow bit of the pipe? can do basically whatever you want and at worst, you might need a pump right before the manifold

#

once the manifold starts? keep the elevation

tame obsidian
#

i see

#

well i am definitely not doing that cuz halfway thru manifold it lwoers like 16 meters, but all of the generators have remained full for like an hour now

vapid gorge
#

there was a guy I was helping with his fuel set up that , even with a pipe loop in the manifold, we kept getting back flow
it wasn't until he sent me the file and I saw that some of hte fuel gens on one side were 0.5m higher up than the other. Worked fine after fixed that

tame obsidian
#

wow

#

well i definitely have enough power for the forseeable future

vapid gorge
tame obsidian
#

alr cool

vapid gorge
#

and it looks like it's still a bit wobbly in production, geo thermal?

tame obsidian
#

and they're still on

vapid gorge
#

ah fair. Makes it harder to see if this one is contributing to it though

tame obsidian
#

yeah ill check

#

actually nah that is a lot of work to unpower everything

vapid gorge
#

fair xD

tame obsidian
#

if its causing problems ill check

vapid gorge
#

also as a thing, frequently if you have a flow issue past crude oil or fresh water you'll want a manifold loop, like this

#

if your manifold isn't very long or it's only like half of your pipe max, you may not need it, but this solves many issues

tame obsidian
#

alr cool

opal locust
#

I tried making a blueprint of packager > refinery > packager, but there's not enough space in a mk2 blueprint designer

vapid gorge
#

you can put them next to each other?

#

like packagers on the side

opal locust
#

That sounds even more cumbersome

thorn trail
#

i missed the discussion, what is the packager > refinery > packager for?

vapid gorge
#

packaged diluted fluid

opal locust
#

diluted packaged fuel setup to expand my power grid

vapid gorge
#

and could probably put packagers under neath? maybe with mk2, I haven't tried myself

opal locust
#

this is what I could come up with.

dusky dust
#

(kind of a wide shot there showing the full fuel gen + water extractor hookups as well, but it can fit nicely in a pretty contained square

opal locust
#

the more I try to do this the more I should just wait and do it with blenders instead

#

this is the frustration that made me quit Phase 4 before, and this is still the "easy" stuff

#

I don't know what to do.

#

I see the pieces, I just can't connect them.

#

Here's my power grid right now. I don't know if that's enough to get an aluminum factory up first.

thorn trail
#

my usual 1200/m aluminum factory uses 490 MW, so i don't see why you shouldn't be able to make it on what you have

#

plus you can always throw up a regular non-diluted fuel plant or even coal/geothermal to get you along till you get blenders if you are already in phase 4

fallow siren
#

aluminum setup is not power intensive as you think, they are very cheap in that regard

livid turret
opal locust
#

you can.

#

I've put 280 hours into Satisfactory and haven't touched the blueprint designer until today.

livid turret
#

You can too, use an iterative process or YouTube or Reddit

remote flame
# opal locust I tried making a blueprint of packager > refinery > packager, but there's not en...

For my early Diluted Packaged Fuel plant, I made up this design that is the same width as the refinery for super easy placement. This design works great because by lifting the fuel unpackager above the other packager, it's not just more compact fitting in to the Mk.2 Blueprint Designer , but also raises the output pipe higher so the 'headlift' starts a higher altitude above your machines, even further so you can make it the highest point in your pipe network too, most of the time no further pumps needed πŸ™‚

The single machine is 60m^3/min, and the twin refinery/more fancy design is 200m^3/min with some sloops if I'm feeling lazy on placements πŸ™‚

It also has two pipes on the back for looping the water and Heavy Oil Residue at the end of a 'row' just in case you don't want to see Cobalt paste that example pipe loop screenshot again tired_jace

opal locust
#

Great, fantastic, excellent design. I'm not good enough to make that.

remote flame
#

It's all just inspiration for future blueprints, never would've built this myself if I didn't delve in to multiplayer and was asked to help out, just kept playing around till it all fit! Like gpedro said above I probably could jam in two generators in here as well, but I just decided to keep the BP producing fuel in multiples that work out to 600m^3/min so I can hook them all together, since Ive already made a x4 gen blueprint in the mk.2 designer πŸ™‚

vapid gorge
civic bronze
#

i dread it but gonna have to start thinking about going nuclear

vapid gorge
#

nah it's easy. Use the base recipes

vapid gorge
civic bronze
#

I dont think i wanna use all of it, just a node of uranium maybe, in case i screw something up

white bloom
vapid gorge
vapid gorge
vapid gorge
civic bronze
#

also got a question, if i wanna add a second train on the same line that one has, will both balance or do i have to time them?

#

one of my ISC gets empty so i was thinking to add second train, its somewhat longer route

#

hm what im also thinking is i could add second station at the input (and stone will be split between two) that will be for second train, but it will output in same station

civic bronze
#

ok just to test it out i kept adding a train when input platform had enough items to fill a wagon - got 4 trains on same route now, ill see how that goes - im just wondering if i will need to manually time them again when unspeakable happens - some train crashes and will stop every route - tho i dont think that's possible as im only using block signals (for now)

remote flame
# civic bronze one of my ISC gets empty so i was thinking to add second train, its somewhat lon...

So if you just want more throughput, you could get away with it by just using the same train currently going to the factory and add another carriage to it (hence another train platform), carrying the same resource to merge in to this container. It'll take longer to empty, hence you may not need any additional trains. That way you are keeping your rail network really clear and potentially doubling the amount of resources it transports each trip πŸ™‚

With too many trains too frequently, because the platforms 'lock up' when loading/unloading a carriage, It could undermine your throughput on the station if visited before the station fully empties

vapid kernel
#

If i have multiple trains I set them to full load/unload

civic bronze
civic bronze
civic bronze
vapid kernel
fierce ruin
#

i can already build this

#

i was like halfway through phase 3 when i did last time, and now i havent gotten past phase 2

#

crazy

opaque quartz
#

You need some for early milestone unlocks and 200 to build an awesome shop. No other buildables use them

harsh schooner
#

yeah

#

ive did one as well and never rlly used it

#

used some iron rods in mid game and now ton of plates for power storages blueprints

fierce ruin
#

oh thats interesting

outer vale
#

swap them out for some rods and plates maybe

fierce ruin
outer vale
#

216 limestone, should've made your concrete there πŸ˜›

fierce ruin
#

where should i place a buildable that's underclocked in a manifold? the first or last input?

magic dock
#

Doesn't really matter, just make sure to give the last machine a bit of buffer material as you won't have any overflow for that one

magic dock
#

Although I do always place it last

#

Because if it gets a shortage somehow in the input, it will have the least amount of impact

#

Compared to one of 100% being idle

fierce ruin
#

if its first then it overflows quicker meaning it takes less time to have the manifold running

magic dock
#

Well for the first machine yeah

wind spade
viral sparrow
#

theyre only used as intermediates for other parts

magic dock
fierce ruin
viral sparrow
#

they dont

fierce ruin
#

.

#

oh well, i'll leave it

outer vale
#

they used to be used for power storage

viral sparrow
#

you can always take those to another factory later on

#

like you could maybe use them for automated wiring idk

fierce ruin
#

well i do need to make automated wiring for the phase

#

so i might as well

dusky dust
#

I think there's a few crash sites which require Stators, which could maybe qualify

#

Though I think you technically find enough Stators at crash sites that you could just use those

wind spade
magic dock
thorn trail
#

how much you missed is based on the amount of input material you are missing, not the order of the machines

magic dock
#

Yeah thats true, my example would mean different deficits of input for the same situation to occur

thorn trail
#

the only thing that changes is the shape of the power curve

wind spade
magic dock
#

Yeah got it, was disregarding that

#

But anyways, best case is to just not have any deficits at all :)

rain lichen
wind spade
#

why would you be crazy for automating them? they are great sink point source

dusky dust
#

I have yet to do a playthrough where I didn't fully automate SE parts. Though I can make no defense as to my level of craziness or not. :D

restive sparrow
sharp trellis
harsh schooner
#

not constant supply of cual / fuel to your gens

#

making the last to get cual / fuel to shut off and dont work anymore until theres enough cual / fuel again

daring surge
#

Do I need the packaged diluted fuel recipe to unlock diluted fuel (the blender one)

opaque quartz
#

No, the recipes are independent of each other

#

You do need the blender unlocked, obvs

fierce ruin
#

what can i do with this rock, how do i get rid of these type of things

outer vale
#

build over it

polar thorn
#

I’m so confused πŸ€”
2 belts mk4 input
1 mk4 output and a mk3

Yet the storage doesn’t fill up

outer vale
#

are those two belts actually saturated?

polar thorn
#

Yes it’s overclocked miner

outer vale
#

doesn't matter if they're mk4 if you're only sending say 60/min

#

either they're not producing 480 each, or something earlier is bottlenecking them

polar thorn
fierce ruin
#

what does this mean

wind spade
fierce ruin
nimble haven
#

How does one go about making this look neater?

dreamy nimbus
nimble haven
#

the conveyors

high pier
nimble haven
#

im tearing down my new build for a better looking on

fierce ruin
#

ehm, what are these 2 last items mean in cost and what is this last upgrade about

fierce ruin
#

im early game begineer noob so idk

wind spade
nimble haven
#

Ahhh

#

its later down the line

high pier
#

if ur new dw about it rn

dreamy nimbus
fierce ruin
thorn trail
nimble haven
# fierce ruin oh

Like greeny said, if you dont have the item dont worry about it now.,

dreamy nimbus
thorn trail
#

Even if you unlock the synthetic power shards early by somehow finding the mystery item you wouldn't be able to build any due to lacking the machines necessary to do so IIRC

dreamy nimbus
#

maybe the quantum processor

nimble haven
#

Is anyone in the phase of this game where you get on for like 5 minutes, do something smal then get off then do the same thing later

dreamy nimbus
#

no

#

I have around 200 hours and what I do is play and when want to do smth else a few hours later I do then come back etc...
I hated smth so I made a mod, other than that when I'll have every item automated I'll prob just quit (I was in the end game and started a new profile)

#

thus said, you're prob burnt out, lack of motiv to do anything, not captivating enough

vapid gorge
#

@wintry yoke ignore the jerks. what's your actual issue? trouble shooting in gen chat is usually not a great option

wintry yoke
vapid gorge
#

sure ok , what tier have you gotten to?

wintry yoke
#

6

#

i think

#

either that or 5

vapid gorge
#

ah so fairly up there.
another quick question
do you see yourself being finished with the game after all the phases or will you treat it liek a sand box and do your own projects?

wintry yoke
vapid gorge
#

ok then! Cause the answer was teh same for both options πŸ™‚

Treat this like a long tutorial. The milestones are guide points to get experience

#

Don't stress too hard about efficiency because whatever you build now won't fit your factories needs later anyway

#

Some people restart with fresh maps, get more practice at layouts and logistics, some just delete everythign on the map because they don't want to go up tech tiers again... mostly up to you

#

just plug along, learn from 'mistakes', and get that practice in πŸ™‚

#

that's my advice anyway. It's general, but you have a 'general' issue.

#

and yeah satisfactory tools is just generally better like they were saying in other chat. https://www.satisfactorytools.com/1.0/

#

the map in SCIM is great though

#

if you have a specific issue or hurdle you're trying to solve happy to give some advice too πŸ™‚

vapid gorge
#

cool πŸ™‚ you might find that a fresh map after the first run through might work for you. Maybe not. Everyone is dif

frosty whale
#

Hi, I'm gonna have a headhache because of my math problem πŸ˜‚, I really need help about how I have to parameter my Iron Rod's Constructors in game.
I'm in "early game", I unlock recently the 2nd phase of my orbital elevator, and want to automate Smart Plating and Reinforced Plates (for Mk.2 Conveyors) at the same time.

Is there any simpler method to do that?

https://www.satisfactorytools.com/1.0/production?share=XCPaoZNhMylCn56da7XM

vapid gorge
#

like... this is a single resource chain which is pretty simple.
you coudl have cast screws? skip the rod step

#

or iron wire + stitched plate?

#

personally I don't bother with dedicated builds for going up the tiers though

frosty whale
vapid gorge
#

then this sounds like the 'simplest' way given your options πŸ™‚

#

personally I just funnel over flow to new production materials.
like, if you're already making rotors and RIPs I'd just branch the belts and have an extra feed, let items build up over time

frosty whale
#

I don't actually know how to separate my over production to make new materials.

And my friends want to store even Ingots '-' like what?

wind spade
#

figure out what you want to produce and how much
calculate how much ore you need
find a place that has the ore you need
build factory
ship product to storage or depot
repeat

frosty whale
#

Easy to say but hard to do, as I always say 😭

wind spade
#

what's hard about it?