#math-and-meta
1 messages Ā· Page 279 of 1
Lay some rail is a good option
better turbo blend fuel rocketfuel layout
I don't want to lay more rail, I want to progress
Ye, just pick some parts and automate them
big ones are RCU's, turbo motors and fused modular frames
if you dont want to mess with train and want progress, just belt/pipe everything
even if its 2-4km away
I don't have factories yet to send those rails to
I would just be making rails that go nowhere
This all came up because I need aluminum casings for my RCU factory, but I don't know how to get it to said factory and figured I could use drones instead, so now I'm on this whole side track to get a drone network started because I even work on my RCU factory and it's now just a big mess.
I handcrafted a bunch of RCU's to play in phase 4 before automating them
I don't even know where I'm going to build this RCU factory
wherever you like
If I knew what I was doing, I wouldn't be asking for help.
Have you made a plan for them in tools?
tools aint the way to go, you gotta do it the right way by writing it down and hand solving the flow, and then forget how to do it 5 times and re calculate it over and over
then tear the factory down once you build it after urealise u forgot 1 smelter
I didn't forget a smelter, I built the entire thing on the impure copper node I needed to tap to make the wire to make this whole thing work.
š¤
š„ thats when u decide to just work on another project for 3 hours
all I'm doing is making plans in tools, but I don't know if they're any good
Tools doesn't take into account logistics
That why you use SCIM at the same time, look at locations, swap recipes out to change base resources
I am using both Tools and the Interactive Map at the same time
I'm just used to builds having to factor 2-3 things at most, not a dozen.
Good. Find a spot that has most of what you need and compromise on what youāre willing to move
Maybe break it down into two or three hubs
That dozen can themselves be broken down into their own constituent parts
Try looking at Satisfactory modeler, you can make factories and connect them with logistics
I don't even know what I'm building anymore
Computers are always a good start
Modeler is very manual, which may or may not be a bad thing
Something like this
You can have one node represent all machines using that recipe
or you can do something like this
(it's just 15 separate nuclear power plants)
Modeller is good factory "notepad" , for ?initial? planning sftools is better imo
I do like and use both
I would use it more if it didn't bork so much when handling resource loops
Well I had the initial goal of "RCU's without oil" which is doable with the default and radio connection units
but that alt also adds caterium
modeler is so poor at handling loop system
Is there a way to make Tools use an alt recipe for some of a plan?
Make another tab to make that item then use it as an input for the main tab. Like I showed you
i think i learned to use it for loops, like i can do rubber/plastic recycling like in tools, aluminium is no problem as well, with overclocks/sloops
Sometimes it manages to resolve the loop, but then even though it's contained in its own outpost it borks when I try to use that outpost's output
Got solution for that
The priority merger is a quick fix for me
Priority merger coming out of the outpost?
So then I get this for oil-less RCUs
Whatever the loop gets stuck on
The question then becomes, which started the whole drone sub-tangent, is how do I get the casings to this factory?
hmm
You get issues when you limit multiple inputs into complex production chains, I normally limit how much I'm making or scale it down
I suppose I was overdoing it when making something like this
I'll try to make it work, for a different factory
so then I guess a good spot for the RCU factory I had in mind would be here? The only trouble being getting that Quartz out of the cave.
That cave is also where I grab my quartz for oscillators (though at the east side)
yeah quartz always in stupid places :/ but hey its good chance for a cool short rail track
That's the only place I use long belts, actually
because it's so cramped and I'm not going to see it anyway
Ada sees everything 
But I feel like 2.5 RCU/minute isn't enough, since they're used for Pressure Conversion Cubes, Turbo Motors, and Supercomputers. In addition to Drones/Drone Ports, Converters, and Resource Well Pressurizers
sure, as long as it's out of my sight 
and that's where my Aluminum Casings/Sheets factory is
RCU for SuCu is only as an alt
either way, 2.5 > 0
If you really wanted to accomodate for PCC and turbotors, you could try 6/min
(2 for PCC, 3.75 for turbomotor, 0.25 for storage)
actually I gave myself an idea with those numbers
I could scale it up 3 times to 7.5 RCU for an even 3 manufacturers
is there a new planner/calc? screenshots like a bit above, never seen anything looking like that
I dont think its new, its called Satisfactory Modeller - free on steam
I just might regret this
Modeler is like drawing your factory out on paper , but slower
I'm doing 50, but don't do that, i was dumb
P4 is indeed an enormous scale up in complexity and time
my fastest was 15hrs completion for phase 4
See I'm doing more math. I keep the 3.75 RCU output for Turbo Motor, but I use Turbo Electric Motor instead to remove oil. I downscale the alt to 3.75 and I get 1.25 Turbo Motor/min. And Turbo Motors are only used for a project part and some endgame buildings. Would that work?
you can blitz, especially with low numbers and/or handcrafting, but if you want to automate more of everything than you can ever need and you also haven't done it before then it's a looooong journey
Seeking confirmation on Experimental content:
||the belt item counter doesn't work or has terrible accuracy for throughputs close to or lower than 1/min, right? 
If I observed things correctly, it might just show "0/min" for throughputs equal to or lower than 1/min||
It said that it counts items for 60sec to calibrate, so yeah probably
I had the same thought process, but wanted to confirm with others who tried it in the field ^^
why the fuck am I trying to make 20/min RCUs to start
maybe use these nodes for an Electromagnetic Control Rod factory and have drones come grab them as needed?
i think its better to do everything in small numbers at first, and later when its needed for other recipes, then scale up, also by that time u have better belts etc
ECRs are only used for a project part, a few alt recipes, and nuclear power.
yeah I know, it's just that I'm making more croscillators than I know what to do with
(11.5/min, good for 23/min RCU)
But again, these ideas are great in my head, but I need to get drones operational to do them.
Looks like drones + your choice of fuel is the better thing to do first
and despite what ADA says, buy from the AWESOME shop all you want
It's how I got my nuclear started
Then again I have sinks everywhere
I've realistically got 4 options for a Drone fuel bay, Packaged Fuel, Packaged Turbofuel, Packaged Rocket Fuel, and Batteries.
My first drone setup was also to supply my nuclear site
Really simple (except that I have a few alts to make things nicer)
2 impure oil nodes, 1 impure iron node, good enough
Packaged Fuel seems woefully inefficient for the long run despite how simple it is to make by now.
yeah, it helps that those drones only have to travel 1 kilometre or so, that's why I felt safe using standard fuel
But even then the consumption isn't that bad, it's just slow
And I'm making 80/min packaged fuel
If you're making more batteries p/min it's already better
molded steel pipe alt recipe or rescan?
Yeah, that's one of the uses for turbofuel - "i just got to p4 and dont want to build rocket fuel yet"
they can feed drones before you have rocketfuel or batteries
but generally it's really easy to turn turbofuel into more rocketfuel
regular packaged fuel is simply bad
Keep it for when you need it
It also helps you scanning for the same recipe
Are drones radioactive hazard if I use nuclear fuel for them
If you give them more than one fuel rod yes
is there any reason to have more than one main pipeline for a power plant?
Will they store the remaining energy if the drone flies less than the maximum range for one fuel
yeah - you cant supply 16 coal generators with 2 mk 1 pipes
you need 3 minimum
ah, okay. thnaks!
can I power four generators with these pipes? I'd like to try to evenly split the generators and the water extractors
I haven't used it but it outside of messing around but it should
how much water does a gen need, vs how much water can a pipe support?
check the numbers for pipes then coal gens, easy math, the game will only get harder fi you dont figure it out now
is it just the max flow rate here that matters when trying to calculate this?
I see different pipes hold different amounts like a longer pipe holds 30m3 as opposed to a smaller segment like in the screenshot that only holds 9
it's the flow rate that matters
alright, cool. I appreciate the help
The amount a pipe holds is only needed to determine how much you have to wait before they fill
As pipes have to fill before fluid can pass through them at full speed
is it better to bottle up nitrogen and deliver and sink the tanks or deliver it by fluid
i feel like setting up recycling tanks could be pain in ass
You wouldn't need to sink the tanks, if you bring them back to package again, thus making a loop
Yeah its pretty good, its compresses x4 so 1200/min in pipes turns into 300/min on belt, its seems scary but is fairly simple
Also its a gas (dont confuse with fluid, ik game doesnt really explain it) it doesnt need headlift - doesnt need pumps
yeah ik on no headlift on that
just wanted to see whats meta to deliver nitrogen by trains
"meta" is what you make it
thinking to do this, i already have 1600 fuel set up
I like drones tbh, one drone can input and output at the same time
packaging does make sense, though does also mean more buildings to do that
i guess i should set tank loop between nitrogen pump and power plant
so i just make bunch and recycle tanks, but no idea how do i achieve the 1200pm exactly, i assume two cars with 4 mk5 belts feeding into two stations with two 600pm packager line and drop spot as well
Keep in mind platforms stop inputing/outputing when train is docking - this can be easliy accounted for with an industrial storage container - at both train stations
yeah i know you cant exactly 2x belt output out of single car, in my case around 1,100 per station with two mk5 belt drawing out so will have to cut to 600pm per station with two car train
im just asking about nitrogen tank cycle logistics, never worked with this before
Gotta be first time for everything - you got this š
also, where the heck i gonna get 1600 sulfur
i got coals covered no problem but 1600 sulfur jeeeeeez
several Nodes 
930 / 2200
Coordiantes
Needs MK3 miners tho
got mk3 but no mk6 belts ooof
i found nice spot for it but i would need mk6 belt for it, one pure and normal in close proximity and near power plant, but with mk5 belt i can only do 780 and 600 out of both not getting 1600 needed
will need third node
also how do i start setting up empty tank loop, i got 300pm tank production up, how do i set up priority system where they use the recycled tank over fresh tanks and have fresh tanks fed into recycled loop until its fully self sustainable, i hope the question is clear
While setting up loops, IMO just prime it by hand. Make sure you're sending Empty Packages to the depot and then pull out as many as you need
You'll need at least 3x the packages needed to keep the system running for the round-trip time -- one batch packaging on the remote end, one batch unpackaging at the production end, and then one batch at any point in transit
Yeah, tbh just put it in container by hand, see how much is good
i already set up train system feeding empty tanks to nitrogen plant
And basically just keep putting in packages until you're good
but i will need to make second plant to exclusively feed my power plant 1200 nitrogen pm
Closed packaging loops don't need any "fresh" packages; you'd only want to use the ones that went through the unpackaging step
(I mean, you could alternatively just sink the empty packages at the production site, and feed in new packages over at the source, but that's kind of wasteful)
thats what im been doing, just scratched nitrogen surface
for my turbo engine, cooling unit and fused frame factory for personal use, you can see screenshots in #design-and-architecture recently i posted last night
umm... maybe someone can help me. So, my powerline tool (2) was replaced by coal generator on my hotbar... how do I a) locate it and b) re-apply it to my hotbar?
nvm, i figured it out.
can someone help me with priority mergers? i am trying to make a setup with a sushi belt and i want both belts to make 600 throughput. idealy i would want the top belt to be a speed of 1 item per minute, but since that is not possible does someone have an idea on how to set a setup like this up?
i want a sushi belt that doesnt clog up if an item is missing (it sinks the rest if an ingredient is mising)
what is the best way to connect all of these up, they have to be organised
You might need to elaborate on what you're asking for - I'm guessing you're trying to merge the lower belt into the upper one?
yep
Mmm
Trying to merge three lines cleanly is Not Nice^tm
My best advice is "Conveyor lift into a sealed box with mergers, clip a bunch of shit together until it works, and then conveyor lift back up to the top"
I think for sushi the best option is still to not make loopbacks.
Sink unused material.
There is no good way for the 3 inputs to the merger to ensure a stead input of 600.. iron and copper?
Its mathetmatically not possible to have the 2 lines input 600/min while also running unused material in a loop, all on the same belt line
Is there a good reference somewhere for, with distributed factories sharing a rail network, what materials should be made locally and what is considered complex enough to be transported between factories for further production use? I'm having a damn hard time deciding where to draw that line :/
Yeahhh if your machine rates have a break that results in ANY items not getting used, then it's distinctly possible your belt will eventually overfill itself and clog
I just realized hmf ask for ridiculous number of modular frames
Im afraid there is no such reference. Its all up to your taste
Depends on what your priorities are
I'd figure it somewhere between "What is versatile to be transporting around" and "How many of them can I stuff into one train car"
Excellent examples including: Do you ship Caterium ingots or do you ship the Quickwire
I guess I could just use Satisfactory Modeler with the assumption that everything will be imported from somewhere else, and then work off of what production numbers are too obscene for reliable transportation...
Personally, I don't use trains for that
I just do most things locally and then drone the rest
Sometimes you'll just have an obscene number anyways, like my project to make full 60 belts of every space elevator component
coper and iron is jsut for experimentation. obviously i wouldnt run this setup on a forge. id run it on manufacturers with 20 diferent items
That's what I'm struggling with. I know that I don't want to be moving raw materials or their most basic processed form, unless I absolutely need to. In your example, Quickwire would be the lowest "tier" item I'd consider importing into a factory.
but i dont know how i would utilise the priority merger, what cna i do with it that saves time/space ?
Even then, assuming full throughput, loopbacks are still not very wanted.
It has the chance of trapping materials on the belt that thr machines simply dont wantx wasting space
Honestly, stuff like Cement and Plates/Rods/Wire are exactly what I want to train around, because that tends to be the things I need an obscene amount of and might not have conveniently around
So sushi, from my understanding, is not the right application for priority mergers
One place where i heard people really want them is packager canister loops
personally I wouldn't move around things that are needed in large quantities, instead make those onside and move products that are needed in smaller quantities
But that is a niche use. because the priority merger is very niche
though those are mostly people that don't know of the nice 1:1:1 packager blueprint š
Hmm, I guess it's a difference in approach. I get easily overwhelmed by this game, so I keep my factories small. The more manageable they are, the more I'm able to actually play. If I had to make the entire production line for a super computer in a single building, for example, I'd likely never touch the game again.
Then dont make them in a single building
You can make it 2 buildings that neighbor each other
in what way? for transportign liquids with drones?
But at that point why not just import the parts by rail so that you only need one factory for each part?
I mean yeah, ideally I'd like to make all components onsite, but sometimes there just isn't enough nodes nearby to use the recipes I want, or I don't feel like routing water to where it has to be and just want it delivered
90% of my train usage is just shipping packaged water around I'm gonna be real
Normal packaging loops with long belts where you would need to fill the line with empty canisters
in that case I'd suggest building near water and shipping the few missing raw resources to the factory
why would you need those for example?
Dunno, you tell me. I can decide if i want to make computers somewhere alone and then move them over to the supercomputer factory.
I can make AI limiters on the spot or make them elsewhere ans import them
For when you decide that you want them. you dont ever NEED them
Consider: Building near water is miserable (Swimming) and if I do need water I end up needing a cartoonish amount
I also really don't like having to make belt highways if I can help it, so I'd rather build closer to nodes or open space
Falling in water can be avoided by paving over it first and removing unneeded foundations later
Hi guys, I need some advice. I am struggling with on what recipe I should base my next project (xD) - what's more efficient and cheaper in total. Since I'm already producing Aluminum Ingot and Alclad Aluminum Sheet, my next step is the Heat Sink and the aforementioned Aluminum Casing, but I'd like to know what recipe to choose? Let me hear you comments. thx in advance.
Depends on how much extra copper you have laying around really
If you can afford the copper and need tons of casing, you can use alclad casing
Other option is to just make more aluminum.
Which does remind me that I need to get back to plotting out my full-scale nuclear plant
Although I'm not sure if I care about making the uranium nobelisks or not yet, so I'm debating if I use all of it on power or not
Whats cheaper is a matter of perspective. If you think aluminum is cheap, then pick default. If copper seems cheap and expendable, its likely alclad casing
my factory is close to a dedicated pure copper deposit for manufacturing items that require aluminum, and it already produces a lot of water as a byproduct, so I use the copper production as a means of getting rid of the water I can't recycle.
I will reiterate though: fluid transport is always abysmal compares to solid transport, so moving near the source of fluid is recommended. Use foundations or walkways to keep yourself out of the water. Or the hoverpack if you are that far already.
Belt highways can be minimized by processing the ore into other parts first sometimes. depends on need of course.
Ot by using trains / trucks
I was thinking about using an alternative recipe but decided to ask. Maybe you know something I don't, or have your own experiences with the topic that I don't know about either.
That's why I package the water Sorry fluid cars but youo're just so so soo garbage
To me that sounds like you already kinda know what you might benefit from.
Alclad Casing uses less aluminum but costs copper.
Look through your factory plan and see if you need copper somewhere up ahead. If not, you probably have a pretty generous budget to spend on Alclad Casings
Still sounds horrid for large amounts
Btw, fluid cars are on par with regular cars if you consider the cars that transport back the empty canisters
Eeeeh
I haven't hit a problem with it yet and I don't expect to anytime soon so
And no, I just sink empty cans if I can't do anything on-site with them lmao
Fair enough
Something about my plans tending to involve making cartoonish amounts of plastic and also fuel, so I have just about infinite canisters forever
you need to tell us what do you mean by "efficient" š
ah neverminded that's word, i think that i know what i will do for now, thx for opinions.
Is 10 per min a good amount of hmf to have for the whole game?
@cerulean stratus Yes
Makes sense
Would you say it's worth to make them all in the same place?
The way you design your factories gets very unconstrained at that part of the game so thereās no right or wrong way. I did HMF in one scalable factory with drone export.
yeah it's how I ended up doing too
I mean, it makes sense for it to be in one spot. The chain is kinda complicated
You don't want to do it multiple times
Well with alts you can make HMF from just iron, limestone. And if youāre building it in a modular way (like 10 repeated units for one factory) then building it in multiple places isnāt different from all in one place.
I was doing heavy flexible frame and then realized I needed FIFTY MODULAR FRAMES
PER MINUTE
i got bored and didnt want to work on a large project so now im remaking my basic iron production is this excessive (i still need reinforced plates and modular frames)
why you make so little
Dam

i thought i was making too much
it depends
it depends what the purpose of what you're making is
dedicate 1-2 machines for storage, and the rest goes for other machines
also, you could be making way more with the alloy recipes
out of bordom mostly i was already making more than i needed
nah it is fine
Question: Is there any distinct throughput difference between track roundabouts and full intersections?
you'll be needing a lot of rips and modular frames, so it's ok to make more than you need
and it's a great feeling when you can say "I'll just use the ones I made extra"
@gloomy shoal Different intersection types have significant throughput differences (scaling of like 3x throughput maybe). The real question is if scaling the intersection throughput is worth the effort compared to just using multiple separate rail lines or compressing the items by processing them first. 3D nature of Satisfactory lets you always add parallel tracks.
The high throughput intersections tend to be significantly larger and require a lot of stations to make use of the throughput.
True enough I suppose
Mostly I ask since I want to redesign my usual rail layout, and I figure I should try to use better intersections if I can help it.
Is there a good, comprehensive Satisfactory rail guide I can consult somewhere?
Thereās some info on Reddit, YouTube but no definitive one. Satisfactory has a few different ways to set up trains making it bit harder to have good guides.
Youāll want to test your setup at small scale to make sure it works first.
Hmmm
I'd appreciate links if possible, since the absolute best I was able to find were either bare-beginner-basics, or factorio guides that seemed vaguely applicable
i have made spaghetti
I do enjoy feeding several pipes clipped inside eachother, saves a lot of space
I'm starting to see a pattern with parts that you want to distribute and parts you want other parts to come to
- Things with complex chains, you just want to do in one spot and then distribute
- High throughput things like screws, liquids and gases, you don't want to distribute, with some exceptions like drone fuel
Another interesting variable is about the machines. If it's something like modular frames that requires a lot of machines, you might want to to do it all in one place because otherwise it will occupy a lot of your factory.
Meanwhile screws can be made easily on the spot.
And then there's polymer resin, where instead of making a refinery at .5% you might want to just make it once and then distribute throughout the factory
@gloomy shoal I used ātoaster gaming youtube satisfactory trainsā set of videos for how to build track, train basics. Thereās different styles for the train schedules from there.
I like having trains, stations only carry a single item type and only move when full/empty using ātrain full/empty OR 10,000 sā leave condition.
I do a basic two lane rails with single headed trains ala irl roads.
not the way i have done it
Ahhh
Tbh a substantial factor in my logistics network boils down to the autism instinct to have several trains circling the map at all times
And I use just t-junctions for intersections.
i need to make the modular frame part of my factory but i also need sleep
Some people just have a smaller circle of track with all trains doing the full loop for each route with the stations as āsidingsā off the loop. Doesnāt scale in throughput as well but has smaller track, station throughout.
I can see the appeal in that method, and I sort of do that?
In my case though, it's more of putting a giant ring around the entire map and cutting rail lines inward to reach points of interest
Is the ring a single track or double track?
But a lot of people that enjoy trains have a bunch of experience from other games like Factorio, etc. Makes it hard to explain well almost. You really just have to try stuff a while to understand concepts. Just words donāt transfer the info well.
I built my rail network pretty organically. starting with where I needed point-to-point connections and then expanding out from there. but I always did two rails (right-hand drive since i'm an uncultured american), and I always built the stations on a bypass connecting to the "main line" so that the network could be easily extended
Single-track per direction, at least for the first save I employed that idea on
Part of the thinking was that as more routes form, they'd naturally connect onto eachother as I go, so important routes would get faster over time but anywhere can get to anywhere else if it has to
Roundabouts are the worst, turbine are the best
But either way you are incredibly unlikely to have so many trains in your world that it impacts traffic enough to matter
Best in throughput metric. Space metric people often care about.
They were only asking about traffic I believe
You underestimate my insistence upon needlessly long trains (8-12 car trains) running not nearly enough items to justify that much train
Just being pedantic about indicating the metric. Carry on š
Youād need many MANY trains on the line
So many that either youāre the worst at planning logistics ahead in the entire world, or your actual goal is to just fill your works with empty trains for looks
Technically if people are using inefficient schedule styles the throughput could matter relatively easily, but no matter the intersection you use you have to scale properly for your rail throughput.
Can also have inefficient placement of factories routing trains through the same intersection repeatedly also leading to an intersection bottleneck.
Eh, as long as the trains arenāt sitting in the intersection waiting to get into a factory youāre probably fine.
And if thatās the case unlikely any junction will save you
Yea. Generally by the time you need to worry about intersection throughput youāll be experienced enough to realize the issue.
Much more a thing in Factorio where scaling up factories is so much faster with bots, etc.
Junctions are one of those things that, in almost all situations, it doesnāt matter which you use, unless youāre also doing something so criminal that no junctions type will save you
Eh, but repeating above for me
Itās like an experienced person saying screw throughput is trivial. It is trivial, if you do the things that make it trivial.
Thats kind of ass tbh since more wagons mean you need more pulling power to scale any height. Would just use 2-3 trains with 4 cargo and one locomotive, and set up proper signals. Btw, loop or bi directional setup?
Loop, I feel like if I had to wrestle bidirectional trains into functionality I would genuinely keel over and perish on the spot
And yeah, I know my giant trains are bad for logistics, it's an intentional aesthetic choice I am making because I want to see long-ass trains going around and I don't think anyone else does more than 2-3 cars normally
fellow long train enthusiast
Thoughts on sushi trains?
If your goal is getting a working, robust train system, nah. If you want a for fun challenge, sure.
Just have buffer , sorter, buffer+ sink after
Theyāre fine for logistics, donāt listen to them.
Fewer trains on a line is better overall traffic
Definitely get good at just belt sushi before doing train sushi is my thought. Sushi is fun. Just not the way I recommend for people asking questions on how they should do something.
In fact for long trips you often need multiple cars just to move a single belt of items
Having a lot of single rail bi-directional at multiple heights sounds cool.
Oh yeah, if the train is sushi it can't be load balanced because the stations can only either take or give
So if you want to use the filter the cart must be mixed
second station, with a B-line to avoid obstructing the primary rail
Can confirm sushi is indeed fun, but yeah it is very easy to fuck it up so make sure you Know What You're Doing With It first
I only tend to do mixed car contents if it's either a train I expect not to fill or it's a return train going into storage
Although honestly, "Return train going into storage" has caused me severe grief in the part where I need to unload all that crap
I'm kinda sad depot made the storage obsolete
yeahhhhh
I was so hyped for making a 1.0 save with a massive involved storage room, but the dimensional depot kinda kaiboshed the whole operation
Granted it's still nice to have a storage room to an extent (Looks at concrete and steel beam in particular) or if you keep the depot low-level but it just isn't the same sort of experience
Coming from DSP, we had to work very hard to emulate some kind of "depot" mechanic... with intersteallar logistics.
Im glad satisfactory offered a "less tedium" option.
Kinstruction made a great video about using drones to get stuff from storage delivered to you, using priority switches and drones and packaged water to make only the right belts flow
It was the coolest thing I've found in this game, and it was ruined
It's not like it's entirely useless (refer to commeent about steel beam and concrete) but it's definitely become a niche trick
Having a storage room can be a sort of flex
I feel like there's better projects to flex with though, like my previously-mentioned intent to make 60/min of every space elevator part
For me satisfactory is more about trying to build the most efficient factory.
One that's easy to expand, and doing so doesn't put in jeopardy previous things that were working well.
Thatās probably physically impossible
Bonus points of it's walkable
Either through resource limitations or your computer literally catching fire
Oh it's extremely stupid and not even marginally worth it but I fully believe it's possible if you manage it right
The only reason I haven't doublechecked the maths myself yet is because I still haven't played up to tier 9 yet because I keep getting distracted and want to do all that semi-blind
No I mean it literally. No consumer grade hardware can manage all the resources on the map being processed like that. And if you arenāt limited by resources, youāre going to be stopped by your cpu before you reach it
Ah
Yeah I suppose that would be a problem huh
Unless you got access to corporate level computer systems that costs tens of thousands or running games on a universityās super computer, yes š
Still working on tuning the alt recipe choices.
How would you balance 7 outputs onto 2 belts?
I wouldn't, I would merge it in a way that next step has as much as you need
I decided to make it simpler by increasing the size
What i do for something like this is have it all go into one input. Then use priority splitter and set the one that needs the most items to highest priority
If you make the same amount of input as is needed for the total of the 2 belts this works well just takes a bit to fill
Sorry about the proper slow response, assuming all seven are equal, feed six into two mergers, have the seventh split into two, and merge them into the merged lines to leave you with the two desired outputs.
treat it like an 8 to 2 balancer
peep the extremely shit artwork but i think this is an acceptable way
that is an overly complex merge
yeah theres definitely a way to do it simpler
this also assumes you can fit everything onto that one middle belt
or just
yeah
their initial diagram suggests they can
i prefer this output anyway when dealing with crafters
makes life easy
I don't see how , but you do you š
indeed, but not the original asker's question. So this'd apply to all of these drawings
oh, this was about the thing hours ago?
My fault, I was both scrolled up and answered like 8 hours late.
How dare you fall into Discord's oldest trap? 
Hah š
@restive mantle @vapid gorge unless you want to manage behavior in the event the output belt stalls, the structure of a merger tree is completely irrelevant. That's because as long as the output belt at the root flows freely, all a merger in the tree does is add the flows of its leaves - and addition is associative and commutative. (a+b)+(c+d) = ((a+b)+c)+d = b+((a+d)+c) etc. etc.
All you have to do to minimize the number of mergers used in such a tree is ensure that at most one merger in the tree has two rather than three inputs. The total number of mergers used is then simply floor[numinputs/2].
For stalling outputs it's a whole different story, so if that was the context of the discussion sorry for interjecting, but if the belts are supposed to flow freely then the above is all there is to it and layout and structure of the tree is a purely cosmetic affair.
introducing a splitter even though all its outputs are just merged again downstream is a complete waste that does nothing to the behavior of the merger tree under free flowing conditions except artificially inflate the splitter/merger count.
how bad are signs nowadays with/without lumen?
still a hit if you have a lot of them and not a great rig
naw, sad. guess ill stick with darkness then
damn
global illumination dark?
Just fog turned off, at night in cliff biome
Not sure if fog off did something tho, i was looking at space elevator
i like this perspective on it, it was informative!
you don't have a train station, just platforms
No i do u just cant see it
it should look like this
Platformssss ahhhhh
overhead shot then
wait what
from above
oh how
foundations, ladders, ramps
yeah it's facing the wrong way,. As I've said. Five times
you can only put platforms behind a station
what
But then how does my train go backwards
wait no im bugging
But the problem is my converry belt isnt going inside
Build two engines on your train
Yes because your platforms are not connected behind the station
what
bruh nono i mean my convery
my belt is shooting items into the station and the items wont go inside
Your conveyors aren't workign because your station is laid out wrong
this is what I'm trying to fix
my bad
did you think I was just saying random crap to you?
your station should be connected like this
your train will have 2 engines, 1 on each end, each facing a different direction
<------> like this. The > are engines, the - are cars
ok so ive done the trains and i got one station facing one way and the other faces the opposite way is that right
the station front has to be facing the direction the train in coming into it
it sounds right, I can't confirm w/o pictures though. Try it out
bruh
how is it unreachable what the heck
lots of over head shots of both stations and your train
properly overhead. Don't be lazy
bro thinks hes the materials im trynna transport
howwww
Do i want it like this for both sides?
yes
ah....
because stations are broken the way you had them before
I Mafde a basic iron production through the use of spaghetti
it also has copper stuff
now im adding concrete
What kind of oil power plant setup are ya'll usually going for when you first unlock them oil power plants?
I'd love to go heavy oil residue with diluted fuel but thats off the table till blenders š¢
diluted packaged fuel is available not much longer after default oil
Coal Gens - 12 * 15m = 180m / 2 = 90m (6 on either side using a manifold on each side to distribute the coal)
Mk1 Miners - 3 * 60m = 180m (I split one 60m into two 30m, then merge each of those with a 60m from the other two miners to make two 90m lines on mk2 belts)
I've manually filled up the remaining coal gens to 100, so now the belts should be able to keep up even on a manifold system?
Does it sound like there are any issues here?
what about the water
I'm using 6 water pumps (3 for each side) at 75% each to pump water
thats 6, so works out.
i see no issues here
Uh...damn i didnt know that! Its quite a bit less efficient due to packing and unpacking but it should still be quite a bit better than just oil to fuel, right?
a LOT better than oil to fuel
and the small efficiency "loss" due to packaging is just a bit of power
but its close enough to regular diluted fuel
(6*45)/(3*120)*100 = 75%
My math for the water pumps
Is that the go to way when going ito oil power production or is there something else im missing?
heavy oil residue is king/queen of oil
if you have the alt for it, good.
else, use the default rubber recipe
default rubber + diluted (or diluted packaged) fuel is already twice as efficient as the oil to fuel recipe
So basically:
Heavy oil residue -> (packed) diluted fuel -> turbofuel?
if you also want turbo, sure
though the extra work for turbo when starting into oil is, imo, not worth it
Alright!
Thanks for the help š
Last playthrough i just completely missed the diluted fuel and made all of it via turbofuel which was okay but not really that efficient lol
In Satisfactory Tools, Is there a way to tell the planner to not recycle waste water?
Simply leave it as an additional output?
Hmm, a good question. I suspect even if you have the water as an output it'll probably still recycle
The solver there likes to be optimal with respect to resources
Because I'm still working on my drone fuel depot and decided to go with batteries
(Though maybe there's a way that I haven't thought of)
and someone gave me the idea that with sloppy alumina + pure aluminum ingots, and the default battery recipe, you create the exact amount of waste water needed for the sulphuric acid.
Yeah, the "sloppy" loop is a lot of fun like that
So I guess the better question is, can I tell Satisfactory Tools where I want recycled water to go?
What's the problem with letting it recycle, then? You get a nice closed system once you prime it
I generally recommend having it cycle in a nice little closed loop, btw, rather than manifolding it all
This is what I'm getting
the battery and aluminum scrap steps are producing exactly the 150 water/min the blenders need for sulphuric acid
but the planner is telling it to recycle the water elsewhere
Hol on do they still show refineries as the old model? With the hexagonal thing
On scim
you can even see it on the full chart, the blenders need 150 water, I'm producing 150 waste water, why doesn't the planner send the waste water to the blenders?
because they're all equally valid as far as it's concerned. Sometimes you just have to do those adjustments mentally
you might be able to break it down, add an explicit Water output to one subplan
How do I connect plans together?
there's nothing built-in for that
you can just make two plans, carve it out manually
eg
So yeah, in situations like that, it's honestly sort of just an "implementation detail" kind of thing. The solver will show you where it decided to do the recycling, but you'd probably just have to switch it around instead while you build
Agree the synergy in that particular case is very tasty and I'd probably want to do it as you're proposing too. :D
Possibly a point in favor of the grapher-what-won't-be-named since I assume that lets you build all the connections manually instead of "solving" it
sftools is definitely more of a "solve this linear programming problem for me" as opposed to the nuts+bolts of building a factory
(see also: not suggesting any specific methods of resource extraction, etc)
even when I intentionally add the amount of water the aluminum casing step is producing, the planner can't figure out to put it all in the sulphuric acid refineries
as an aside, if you do loop 'em like that, you'll probably have to manually inject some water into that part to get it up and running, since that looks like a circular dependency
did u set the alternate recipe or whatever is needed for?
It's basically just that the solver isn't designed to find those kinds of synergies. It's presumably just putting the water into whatever machine comes "first" via the internal solving routines
it's specifically sloppy alumina, pure ingots, default battery
So it's a case of "my math is right, the planner is just being dumb"?
whats web use you?
As another "see also:" not telling you what belts to use, how many banks of machines you might need, suggesting 1:1 loops, and all that. It's just got a pool of "Resource X" and it'll apply it to whatever comes "first" in its internal structures
and you whats pag use you
for this
Satisfactory Tools
Satisfactory tools
If you want to consider "the solver was never designed to do the specific thing you want in this case" to be "dumb," then I guess so
Keep in mind that exact 1:1 relationships like that are overall extraordinarily rare
okay to put it more positively, I outsmarted the planner
In nearly all cases you're gonna have systems where it's a mix of recycled + "fresh," and what would be the recommended thing to do in that situation?
In order for it to do what you want, it'd have to have an extra step where it specifically looks at the aggregate rate of production versus the individual rate of consumption and then attach things that way if it finds them
I had to figure out the hard way that mixing fresh and waste water is not easy.
Which, y'know, would presumably be possible, but whether it's worth the development time is another story. :)
this setup ignores that and uses the waste water in a seperate cyclical loop
If you combine 'em in the same pipes, yeah. Using a separate bank of machines and keeping the two technically totally separate is pretty trivial, at least, once you're used to that
the planner doesnt try to be very smart about "oh the numbers exactly match up here"
if it has multiple choices, it picks the first one it has in its list
yeah that makes sense, I noticed it was defaulting to the earliest in the chain where water is needed
"recycle the water here so less water extractors are needed"
But in general, yeah: one potentially valid criticism of sftools is that it doesn't have a mechanism to tweak that kind of stuff to suit the specifics of how you want to implement it
Well, no matter how you handle the "waste" water, you will need to input the same amount of fresh water
Changing where you recycle the water doesn't have an impact on how much the total system needs
you can always change the routing of items and the exact way you set up machines
all tools does is give you numbers
Yeah, as I say, it sort of intentionally leaves all implementation details up to the player
pardon the 5 minutes in MSPaint but this was the plan
as long as all the numbers add up, go for it
I did spend some time trying to get a plan routing the nice way, but it was having none of it
im gonna try to do a deep dive on ore alchemy soon probably
and find out all neat combos
also, kinda wild that it only takes 34 max oc constructors and thus 34 sloops to fully process all SAM in the world into RSAM
this may be because I was confused over the actual goal... just added Alumina Solution as a direct input and I think this is what we were looking for?
battery and scrap water being used for sulphuric acid
What are yall using to make those?
I'm using GIMP lol
oh i see, I thought yall were drawing them out
click on the fuel icon in the console of the generator itself to see what fuel it can take
this is what I came up with for my battery factory
looks neater than mine
initial water and bauxite to make sloppy alumina, that solution gets fed into a second refinery and the blenders. the second refinery makes scrap which is smelted into pure ingots and turned into casings to go into the blenders. the set of 3 refineries are making the sulphuric acid to go into the blenders. lastly the water byproduct from the scrap refinery and blenders is being recycled into the sulphuric acid refineries keeping the fresh water and waste water entirely seperate.
Now I just need to belt the bauxite/coal/sulfur here, and figure out space for battery storage/sinking/drone ports.
I figure since I'll need to slowly bring it online 1 acid refinery+blender at a time. Once I'm making enough water byproduct from a blender to fuel the second acid refinery I'll boot it up and so on.
you could also chuck some sloops in temporarily
or if I really wanted to, temporarily hook those water extractors into the waste water loop to give it an initial push of water.
I've got 2 down there underclocked to 200, 100% is 240, that's an extra 40 water I could give it at the start for a boost.
as much as I want to finish this right now, it'll have to wait for later in the day.
I have 3 foundries
Underclocked to take in 40 iron/coal a min
I have 2 iron miners producing 60/m each for a total of 120
I have 1 coal miner producing 120/m
I have two manifold systems to feed in the iron/coal respectively
The two iron belts merge into a mk2 lift (120/m) and then immediately split onto 2 mk1 (60/m) belts and use mk1 (60/m) belts and lifts the rest of the way
the coal is on a mk2 belt, and then splits into 2 mk1 belts and is mk1 belts the whole way
I can't figure out why the foundries are only working at 75% even though I have them underclocked to take in the matching amount of ore I am producing
I've just upgraded the rest to mk2 and now its at 100%
but I can't understand why the mk1 belts werent getting it 100% even though the belt speed was above the intake amount
ok i think i understand why now
I need the throughput to match the whole way through
the belts can be downgraded going into the foundry if needed
but the whole way through the manifold needs to match the the input of them all combined
because if I go down to 60m belt the second one will only ever get 30m max
if one of the belts needs to carry 80/min for 2 foundries, and you only used a mk1, then yes
yeah i overlooked that part
just talking it out here by myself helped me understand lol
SCIM was never good in making layouts
It's better if you flip it to "logical" mode (or whatever they call it) where it's not trying to show you every single splitter + belt
(Though yeah, I've never been fond of its layouts regardless)
but then i can't see the amount of miners i need and stuff
like set it to Mk2
The amount of miners you need depend on what nodes you have available anyway
Bit of personal preference, but I'd personally rather just be told "you need to find 1000/min Iron" and then it's up to me to find a spot on the map that's got that
Which could end up coming from a collection of pure/normal/impure nodes depending on what's around and convenient
Also IMO the "physical" view does stuff with splitters/mergers which would be super weird/awkward when building in-game; you're gonna spend ages trying to apply those graphs to the "real world" anyway; figuring out what nodes to tap would be simpler in comparison
fair
What have I done wrong? Why is the final output have lots of gaps? My miner is producing 60 so 30 for each smelter, must be therefore coming back into 60. So if I split that three ways it should be 20? But then the final product is not a full belt like the miner and smelter output belts
looks like you are making iron plates, which are 30 ingots -> 20 plates, not 20 ingots -> 20 plates
Oh of course I was looking at this all wrong
So basically I'll never have a full belt and I should have two constructures, not three
(Never with a starting input of 60 at least)
Thank you
that would be a good solution, yes.
This is my first time playing and I missed that bit of logic in my head
I'm looking to automate rotors with this iron and copper node, I have two alternate recipes to craft steel pipes from iron and to craft rotors from steel pipes and wiring but I'm wondering if I should just smelt the resources here and bring them to another location or if I should try to do it all here. I have another factory right next to it crafting reinforced plates so I was hoping to do it around here and transport the final result altogether but I'm not too sure how I should go about smelting both resources and getting them close enough together to funnel into assemblers
either works. The more you process a thing in one spot though the fewer parts per min you need to move
I suppose, I'll mess around building it here then. thanks!
Nice work!
Congratulations
side quest completed
once the dimensional storage fills up, I'll be able to fuel my drones for probably the rest of the game
Depends on how many drones you have....
You just need a stash of batteries in the depot to do the initial fuel load for your remote stations to make one trip to fetch from the battery factory
Probably half a stack of batteries, depending on distance? Maybe less?
I normally name drone ports that have access to fuel with a letter at the end to make sure the drone has access to fuel when setting the schedule
Single drone port on the supply side that doesnāt have a drone homed on it. All remote stations act as āfetchersā
Pull, rather than push
Allows you to just supply and buffer a single fueling station for any number of remote drone networks
Where I set it up, and how far I had to go to get it powered
Crater lakes are one of the cooler spots on the map IMHO
I love the design of this world so much. So many great little touches
Going to need FAR more than 60pm...
Look that's all I could do with that sulfur node
id rather use satisfactory tools instead for layouts
Let me have this W please
Id suggest using rocket fuel for drones anyway...
This is just to make sure I have enough fuel for drones to get me to that point
Batteries are fine for drones. Same top speed as rocket fuel, in fact
It honestly wasn't that hard once I realized the math lined up perfectly
You have unlocked drones it's a big step in opening up logistics for everyone
@modest basalt pick any that you want, you can get all alts anyway and there's no bad choice.
If you don't know, just flip a coin or keep it for later
Can someone explain how the recycled rubber/plastic loop works please? And/or show me a setup of the loop? Thank you š
sure
Step 1 is to make rubber step 2 is to use that rubber to make plastic
step 3 is to split some of that plastic back to make rubber
In that image it looks like I'm only making plastic and no rubber to save?
I thought the loop increased the rubber and plastic outputs each loop?
Its best to keep it seperate
it essentially converts fuel to plastic/rubber
So in this system the limiting factor is fuel produced right?
Gotcha. Thank you frens š
What if I want to add polymer resin to this because of the Heavy Oil Residue recipe?
yeah convert it with residual rubber
Its kinda weird the way they made residual rubber superior to residual plastic
well "superior" only in terms of conversion to plubber
but not in e.g. usage of water
is there other alt recipies for crystal occilators?
its hard to automate radio control unit because of quartz
as with all alts, it's about the tradeoffs, there is no "better"
if you are using lot of silica also it is worth to try implement quartz purification. Very good resource efficiency, but hard to implement.
depends how you define "better" š
We can evaluate recipes based on three main factors.
-
Total number of resources used.
-
Amount of energy needed
-
Amount of space needed and complexity in implementation
An additional factor that influences the choice of recipe is the availability of resources where you are building.
and lastly, (for many the most important), the fun from using particular recipe š
the problem with this is that you can't evaluate recipe in vacuum (well you can, but you would get poinltess results)
you need to evaluate recipe paths (from ore to finished product)
yes but if you set your priorities you can evaluate the whole chain of production that way, The tool I'm using for planning is doing that
I know you can (in fact I made one of the tools that does that)
I'm just saying that recipe on itself doesn't "save" anything or isn't "more resource efficient", you always need to look at the whole chain
OMGOMGOMG i got the thing, the best thing
here is the sample of what I'm talking about
it is taking into account whole production chain
I doubt it has taken all options into considerations
even if you exclude SAM conversion
wtf ive been gettign every other alt recipe except pure aluminum ingot
It is taking, I wrote the code myself. However I'm not fully satisfy how it calculate backup product value
I don't see all the different paths for iron plates
It is caluclating the best recipe base on your settings, and use that one for plates to calculate the value for nitric acid
I don't think you can assign a value to a recipe š¤ or to an item
You need to calculate the whole thing at the same time
here, i change the importance of required space and now it is using oil to make coated plates for acid
I'm going to add user lock for recipes, but for now i use my time to just play the game
this misses the most important factors in values of recipes
I'd argue these are tertiary in value
or at least very subjective
What factor it missing?
What the local resources are
what other items you're making
what volumes all of the items youre using
all your other availabe recipes that affect synergy and/or value in simplifying processes
this is why ranking recipes is balls at best, and counter productive to people at worst because they'll just go 'this recipe is rated high, I'll use this without thinking'
All this is taken into consideration, you can set the amount of resources you got available
so you have a variable recipe ranking system?
ooo you are speaking about just this one message, then you are right all this what you wrote metters
however for volume you can adjust it somekind with overclocking
volume as in affecting how intense a damance you'll have on the resources
and yes i got something like variable recipe ranking system, as well as actual factory planner
for example a lot of people use caterium computer and cat circuit boards together, but if you have high volume computer output you might want to do silica cb and caterium comps
to spread the resource demand
is this just to have an automatic value setting on recipes?
Yes, you are right, I for example use a lot of high speed connectors, even they are not very effective in case of resources, but i have a lot of silica that i want to utilize
that "I want" is the rub
tools won't tell you what you want, you tell it what you want
That is pretty obvious statement
Model your Satisfactory builds. Set up your machines however you like, adding optional limits to the number of any of those machines and the tool will calculate how the parts will flow and how many of each machine type are getting used.
This does advanced calculations that no other Satisfactory planning tool can do, including figuring out how spā¦
different tools approach the same problem differently
I have my own tool,
my computer parts factory plan
that looks sick
have you found out which resource is a bottle neck just out of sheer curiosity
I chose a placement for my factory, checked what i can gather there and then tried to build as much as i can from it.
I plan to build 9 ballistic warp drives, 24 AI servers and 60 bio sculptors
this are resources i use
Energy is not written there, I produce around 500GW
Why do I get a message every time I load the map that the power is out, but everything works fine?
maybe you have another grid that is busted
Know if there are any tools that allow you to enter max belt capacity and it shows you how to split up your machines to match belt speeds? I can do this manually but it can be tedious as I constantly forget the input and output rates and have to keep checking in the middle of planning
Ok, so just to check my sanity on my fluid usage/production rates.... When I look at teh Fuel Power Plant, it says (normally clocked) 1 cubic meter of gas usage, 20 per minute....so 20 cubic meters of fuel per miunte, correct so far? And if I have a refinery that is producing 4 cubic meters 40 per minute, that would be 160 cubic meters per minute, still correct? So in theory, if I allow all pipeline to completely fill before start generators, I could run 8 fuel generators off that one refinery???? This is assuming I have ample supply to the refinery so its never waiting for materials to refine. I am calculating all this correctly, am I not?
correct
if I have a refinery that is producing 4 cubic meters 40 per minute, that would be 160 cubic meters per minute, still correct?
no. if it's making 40 per minute it's 40 per minute
no different from things like screws that you did waaaay earlier, that say 4 out and 40/min
4 cubic meters 40 per minute, that would be 160 cubic meters per minute nah, as Meindratheal said, it's just 40/min. You don't multiply those numbers together. They relate to each other, but in 99.9% of cases, you just want to look at the per-minute value and use that.
(The other number is sometimes more useful for getting a feel for resource ratios, since the numbers are generally smaller and don't have decimals)
How it works is that the "individual" chunk value -- like where it's producing "4 m³", happens once per cycle. The machine's cycle would be 6 seconds in this case. So every 6 seconds it produces 4 of the item. If you do the math for those two values, that's what works out to 40/min
Wow thats so super confusing
The first number is just telling you how much comes out at a time in a slug, the second number is already doing all of the math for units/minute
If you find it confusing, just take the easy route: only ever look at the "per min" numbers and use those. :)
Exactly, the first number is not terribly useful
So the per minute number is a cubic meter? 40 per minute is 40 cubic meters, 60 per minute is 60 cubic meters per min??
That helps
Devs need consistency in their work, some areas show the per minute value as cubic meters, others just show as units. Thats what confused me
where in game has that inconsistency, out of interest?
I don't even notice that
If you look t the Fuel Powered Generator, it show it consomes 1 cubic meter fuel canisters at rate of 20 cubic meters per minute instead of just 20 per minutes. That where I have seen so far
doesn't the refinery also show m^3 per minute?
It dosent consume 1 cubic meter canisters at a rate of 20 cubic meters per second. Tha5 dosent make sense
can't look at the game right now
Ignore the 1 m³
And I need to amend my statement....i feel the devs are doing a FANTASTIC job, I didnt mean to come across as digging
but yeah, that's just showing the same as a normal recipe - uses 1 m^3 per cycle, and 20 m^3 per minute
Ok now I'm confused. Is it the pipes that show arbitrary units or smth?
It tells you that to start burning the fuel it needs to have 1 m^3 fuel inside, and the burn rate is 20m^3 per minute
I was told that fluid calculations were going to be the hardest in this game and they are right, but, by going ONLY by the NUMBER listed in the per minute rating, it makes things much simpler. Just have to remeber to use pipes that will support the rate as well
Yeah, the hardest mechanic has to be IMO Headlift, fluid rate
only looking at the per-minute number is how you deal with all production, really
the per-cycle numbers aren't particularly important (or even useful) 90% of the time
Amend that 90 to a 100 and im on board. I dobt really see any use for the ratios
Like im really trying to think hard rn but I dont actually see any use case in those
handcrafting, and edge cases with sloops
Yes
If you want to calculate using lower numbers your better of just scaling your numbers so they produce 1 product/min and go from there
Ah ok I only used sloops for power enhancement so far, so I cant comment on that
But isnt it just a percentual increase you apply at the end of your production line?
So basically the refineries and the normal ionised fuel recipe produce more than 25 (half of 50 which is full capacity for the output fluid buffer in the refinery) so every time it makes a batch. It has to wait for the fuel to drain out and can't run at 100%
if it did it in smaller, faster cycles then it'd be fine
Ok thats stupid ngl
Yes
Yeah but luckily I could still bost it by 50% 3ith 1 loop as it needs 2 sloops for the full 2x. So at least you can do smth with your sloops
That's correct. It needs 1m3 to start working and uses 20/min, same as every other machine shiws number per cycle and per minute
Still nor seeing how ratios would be necessary though. Its just that the machiene actually has a different production rate then shown
So youd need more refineries to compensate
Can one Drone Port be used to both fill and empty a drone?
Yep, a drone will do both load + unload if there are materials to do so
No
It's convenient for fluid packaging loops 'cause you can use the same drone to send back the empties
Wdym?
Adding more refineries for the ionised fuel with 2 sloops each won't fix the issue
Oh wait mb I confused what you meant
Dw
thx
My point was that the number for how big each batch is isn't completely useless
True. Though I am confused why devs let that size happen
To show you "ionized fuel sucks"
I still use it tho
Yeah
I upvoted the existing posts on the qa site about that
Just out of curiosity: what is the percentage increase to power per sloop and what is the increase to production per sloop?
The dark ion fuel recipe you can push the convertor to 200% clock and 1.5x boost with 1 sloop, making 600/min from one building without a problem
In terms of somersloop effectiveness, it is the best choice for ionized, where 1 sloop translates to an additional ~16,667MW of power generation. By the time you multiply this 10x (10 sloops), you've made ~166,666MW more power, but in total you're making 6000ionized fuel/min, which is 500GW of power. So yes, it's better to sloop the convertors in this case rather than make power augmentors š
Oops made a mistake lemme fix
Full sloop means 4x the power consumption and double the production (nothing changes to the input)
Oh powergeneration. I never even thought of doing that bcs it seemed ridiculous having so many quantum encoders and shit and I thought it would mostly cancel any power gains
Ionized for power is just.. it really is not worth it when compared to other options (rocket, uranium, plutonium), and even I have my limits on how many fuel generators I'm prepared to place haha
both ionized and ficsonium arent worth if youre going for net positive
tho ficsonium has nice trade off which is no waste byproduct
So I checked. A Ć4 modifier for 2 and a 10% increase for 10 (so imma calculate it as 2% per 2)
So that 2% essentially is equivalent to increasing the output of all your fuels by 2%. So let n be the number of machienes you have producing fuel of any kind (lets just assume your only producing one kind for simplicity). On 200 machienes youd need 400 sommersloops to quadrouple your output. And 400 summersloops increase all power production by 400%, so also quadroupeled. So as long as you have 200 fuel peoducing machienes its more efficient to boost them directly. Am I missing something there?
afaik ficsonium is net positive
Even if its net negative I need to do this and stop procrastinating before its too late bcs I need to explore all parts of the game
Does that include the boost you would get on your predecessor fuels?
what boost?
You get a boost?
Oh i thought that was a response, mb
Getting to use plutonium without waste is not a boost, its a choice
The main problem with ionized is that they cant fix it easily because you cant make more fuel from less than 1 power shard
And you also cant fully boost the recipe with somersloops otherwise
Yep, ficsonium is on average 18% Net positive on power generation (it takes 84% of its generated power just to drive itself)
It is the worst power generation method, but it does get rid of waste.. that's bout it haha
#math-and-meta message
Can't they lower the numbers on the recipe?
No lower the inputs as well
So you just need ton of refineries
Cant have less than 1 power shard
Huh?
You want the cost of the power shard to be worth it, so you need to make a lot of fuel from it
The recipe uses 1 power shard per production cycle
I forgot the recipe since I haven't touched it since I had it running for my jetpack
they would need to increase ionized's energy, but that would change fuel gen usage
Yes I see what you mean
Buuuttt
What if. Hear me out. They increased the buffer for the refinery
That would be a universal increase in their buffer size to fix one flawed item
And would mess with every factory
You know, what if they just added a second fluid output to refineries? Problem solved
what does output buffer size have to do with anything?
Ionised fuel and sloops
It would allow the recipe to run uninterrupted
Ik this ridiculous but maybe the refinery just gets a little extra fluid capacity when you select that recipe?
Keep it hidden
You know what? I have an even better solution. How about this: we no longer make the ionised fuel in a refinery. We do it in a blender and half comes out as packaged?
That way you have twice the buffer
Ok idk how the programming works so I thought they can just add some code to change it but ig no
Better idea: you ONLY make it packaged
Yes
Even better idea: you dont do ionized fuel and just spam more dilluted loops
And have a stack size that double batch size
even better idea - do another big rebalance pass and break everyone's saves again
For my rebalance mod i made ionized's recipe not use power shards. its made with shit tons of photonic matter instead
What machine? Quantum encoder?
Wait no that dosent make sense
Blender equivalent
2 fluids so blender?
Ye
I think it was 240 or 225/min photonic matter
for like 90/min ionized
The main trouble is that you have to live with the fluctuating power demand AND overclocking directly decreases the power output as photonic matter is basically gasseous power
But isn't photonic matter and dark residue supposed to be only used in quantum things
Just random thing bcs it feels like the blender shouldn't be able to handle the wha5ever quantum shit happens
Yeah but "ionized fuel" felt justified that it can be rocket fuel + the funny photon gas in a blender
The photonic matter ionizes and energizes the rocket fuel
and rocket fuel is the same kind of matter as those 3 anyway
the pipe shows that it flickers weirdly and whatnot
yet originally its made in a refinery
Yeah but it has crazy visuals and lore that it feels like it could melt the blender walls and shit
Meanwhile the pipe carrying it:
Quantum buildings make sense for "quantum parts" to be made
ionized fuel borders between high tech and quantum
So it gets a pass in my books, same for photonic matter in this one case
Ok
Probably depends on specific recipes, of course, but I'm pretty sure my own Ficsonium buildout was 34% efficient (120GW gross - 79GW for production => 41GW net)
Though even at 18% it's still net-power-positive. So long as you don't mind the time to build it (and can afford the SAM) it's worth it
Though obvs. it's pretty incremental compared to Uranium + Plutonium
Stupid Question but does this means i need max 150 Oil or 300 ?
300
You can check the ingame Codex (o to open the codex, or n for a search bar) to check the recipes for Plastic + Rubber, btw, and check the math yourself. I'm not familiar with SCIM's planner very much, but I'd assume 300.
(It also says 2.5 oilextractor)
And yeah, don't trust graphs when it comes to resource extraction anyway; it'll always depend on what purity node you're pulling from, etc.
Yeah idk why it assumes normal purity for that
Well, if a graph decides to try and show you extractions, then it's gotta assume something. IMO it's silly for any online solver to try and guess at extraction specifics, but c'est la vie. :)
Okay Thanks
is 60 battery a min enough to feed drone logistics?
how much battery do i want to produce
Most questions on sf have the same answer. It depends
enough to feed drones that need 60/min in total
How far are your drone ports, it will say
60 should be enough idk what kind of drone system your using but it should be enough
If I put several items into one drone port.
Is there a way to control what will be taken where?
Or will every time a drone lands it empty itself and fill up with what is in the port?
havent started using drones
You can't send a drone on a port to multiple drone ports
i plan to have drones deliver complex items between factories such as fused frames, oscillators, computers
what?
You have to place a drone for a drone port and that drone will have that port as a "home" port, and it can only go back and forth between the home port and another port on the map
Ideally between those three spots see drone icons
Basically what AntiJar said. Drones are A->B only. If you need a site that sends material to different places, you need a drone for each one
(Keep in mind that drones only have an internal buffer of 9 stacks anyway; you can do sushi deliveries with them, but you'd have to keep throughputs pretty low in general for a single drone)
how do i calculate how much batteries would i need
Yeah also don't try to send a train load of items through drones (drones are low throughput but less infrastructure to set up type things)
and whats best fuel for drones
You don't. It calculates for you
There's no easy way to know that really, but on my own 1.0 save, my drone routes were averaging something like 2.5 batteries/min for battery-fuelled drones
Obviously a lot will depend on the actual length of the routes, but I wouldn't expect the per-min battery cost to be too far out in either direction
Depends on what you can make but usually the best one is the lowest Burn time that you can still easily produce
"best" is subjective. You can look at the wiki page for Drones to see the various characteristics
!wikisearch drone
I could use rocket fuel instead
Yeah it has the fuel types in order of "good" ness
Sure; you could use any of the available fuels. :)
Uses aluminum tho
Turbo fuel good. If that's too annoying then shit ton of diluted fuel also an option
Nah, I'd disagree that it's in order of "good"ness, since that implies that your only metric for "good" is Fuel Value
i have 2400pM rocket fuel plant
Like personally I'm never gonna use fuel rods for drones 'cause I refuse to irradiate areas of my map that I don't have to. For me those fuels are actually bad. :)
Ah mb
Different metrics for different folks, etc. :)
will need to produce empty sinks to use up, im recycling nitrogen tanks not wasting it now
Ok but finding aluminum for packaging is a whole deal
meaning i need to upgrade my aluminum factory and make silica to increase output as well, fun
But also I think you might run out of space for fuel gens depending on where your building
For example, can you load a Fluid Tank onto the drone at port A?
And then unload the Fluid Tank at port B, load plastic, and return it to port A?
could cut some to feed drones with rocket fuel
Yes (I think I read that correctly)
with one drone?
Yes
But you can place 2
One on port A and one on port B
Heres what they look like btw if you are still interested
(modded, obviously)
Ok cool
@wind spade you mentioned your maths solver in your satisfactory tools, what branch of maths is that called? I thought it'd be something like optimisation but after asking a maths professor they didn't seem to understand what I was talking about. I'm interested in making my own, but not for the purpose of maths, but I know you're the person whi'd probably know about that.
linear programming / simplex solver
when I sleep
...Fair played
i had simplex solver in my second optimisation class, so he should know it?
its definitely not introduction stuff though, its like gauss elimination but harder
they'll probably know it if you use those particular words
They're not a university or college professor, and I didn't really describe it well. Like what Meindratheal said.
I like the nickname btw
the nickname is fake news btw
this is still ongoing..?
"this" is what?
yep, until coffestain fixes it
#1352834325305098240 message
#satisfactory message
any1 have a not so complex motor automation for phase 3?
i cant tell if its what people are curently talking about but what is the current meta for best fuel power plants?
meta? pick your fuel type, pick your recipes/material usage, decide if you want to shard the fuel gens
rocket fuel is insane
the main thing would be that all fuel-based power benefits from the Heavy Oil Residue and Diluted [Packaged] Fuel alts
and that ionised fuel is not worth using
between that, there isn't really a "meta" since everyone builds differently
is blended turbo fuel good
if you're happy with its resource usage, sure
yes
that depends how you define "good"
im mainly just asking what is the best way to get the most out of the oil within reason
IIRC turbo heavy isn't as good if you're really trying to maximise because it can't use Diluted Packaged Fuel, but aside from that, all alts are fine, just different tradeoffs
diluted fuel->turbo blend->rocket fuel
imo, depending on how far along you are
what does rocket fuel do in fuel generators
power
i dont think i saw anything on the wiki
might be using the wrong wiki
is it just more duration
whatever you put in fuel gen, you get same power output per fuel gen
more output (the fuel not the gens), slower burn rate
the only thing that is different is the fuel energy value, which in turn translates to "how long does it burn"
its lategame, needs aluminium and nitrogen
but ye same as turbofuel it just uses less per minute
600 oil could get you 2400 rocket fuel, which would be... 144 GW?
and comes with some compacted coal to boot
im currently building a 75gw nuclear plant but im getting really bored of making the waste disposal cuz i didnt plan properly and have to automate a bunch of stuff again
so i might do a small rocket fuel plant aswell
hope you enjoy placing fuel gens
just keep in mind that you can blueprint them
wait do pipes auto connect now as well? i havent tried
that would make it even easier
only in 1.1
i mean in 1.1
or is it only belt
yoooo
honestly huge buff to fuel gens xD
are 600 pipes still broken tho?
yep
no, but still awkward
If by "broken" you mean "technically working as intended," then yes. :)
whats different to 300 pipes
(I acknowledge that the user experience with 600/min mk2 pipes is not great, but they can be made to work entirely reliably once you know how to work with 'em)
getting 600/min isn't always straightforward, but it is doable
no
Just some aspects of the fluid simulation start becoming more feisty, combined with running pipes at their max capacity. (The same problems people commonly run into at 600/min can actually show up at 300/min on mk1 pipes as well, it's just less common)
mk2 pipes in long manifolds at 600/min have less throughput than 600
(they never were broken, if not counting a few temporary bugs, that were usually fixed in a few days/weeks)
Sloshing, water hammer, other kind of byproducts of the simulation that's being run under the hood
oh ok thanks
as long as you treat them like pipes and not like bidirectional belts you'll be fine
or rather, they still have 600 throughput, just backflow reduces it (since the backflow counts towards the 600)
ok that makes lots of sende
This advice will nearly always get you to working 600/min, and is IMO good advice no matter what you're building. Note of course that people have gotten working systems while ignoring large swaths of this, and occasionally due to build styles or other vagaries you might still have problems even with all this. But IME it's nearly always "the pipes Just Work":
- Keep the system as simple and short as possible.
- Loop your manifolds (so: the input goes into both sides of the machines you're feeding)
- Feed fluid from above, so gravity does part of the work for you
4a. Avoid valves entirely (they've been improved for 1.0, so this one might not be as important, but you still don't actually need valves)
4b. Avoid fluid buffers entirely (except as buffers for train lines, where they are rather necessary) - Prefill your pipes! Full pipes are happy pipes. Wait until the system's thoroughly saturated before turning machines on.
- Place junctions before pipes. If you do snap junctions onto pipes, dismantle and rebuild the pipes afterwards.
See #screenshots message for an example of 2+3 specifically.
but if you have e.g. gravity-fed setup that relies on moving 600/min through one pipe (not manifold), it works just fine
well the screenshot you posted also doesnt work for long manifolds like turbofuel
I have yet to see a setup where a person followed all the above rules and the setup didn't work
99% of times where someone comes and says it's broken, we then ask for images and it's because the person in fact didn't follow all those rules
(and I know they are not "rules", but just "recommendations")
turbofuel gens placed like this at 600/min
#math-and-meta message
that doesn't follow the "loop your manifolds" recommendation
it doesnt work even if you loop it
do i do the big e or the s
no
E
to break it down to 150 instead of 300
for low throughput like turbofuel
then it's one of the other rules that isn't applied. Hard to say from a 2 second paint image
its not really a complicated setup
600/min turbofuel going into generators in a manifold (7.5/min)
connecting it in a loop doesnt work since it sloshes too hard
you need to connect it in 4 places for it to work
is the loop vertical?
yes
make a #1038092680493801533 thread with images of it or something then. I'm sure people will find the cause
the 600 crude oil to rocket fuel system you mentioned above is 600 fuel power plants š¢
^ š
the true cost of rocket fuel
you can at least OC your gens to cut that down, but obviously that's then a lotta shards
This is a nice demonstration but why wouldn't stage 2 simply be fed 1:1 from the output of stage 1?
It was part of a test on wether pipes can be "load balanced" or not, so merging and then splitting was necessary.
More at: #math-and-meta message
So to answer the question: purely for testing/demonstration purposes. That picture is NOT meant to be a suggested way to do things, just to understand things better ^^
30 versatile frameworks/min = 15 modular frames/min & 180 steel beams/min
15 modular frames/min = 11.25 reinforced plates/min & 210 screws/min 2x
22.5 reinforced plates/min = 135 iron plates/min & 375 screws/min
180 steel beams/min = 30 steel beams/in = 120 steel ingots/min 6x
there's no way this is feasible with one pure iron node, right?
Depends on your recipes, tier of miners, and belts
https://www.satisfactorytools.com/1.0/production?share=yfnteBewylvaMfHmP133
With all default recipes it requires 1080 iron ore which you can get from one pure node with an overclocked mk3 miner and mk6 belts
Solid steel ingot alt recipe alone cuts the iron down to 840/min
I have the solid steel ingot recipe, bolted plate recipe and bolted frame recipe. I have a mk 2 miner with mk3 belts
Click on the production plan link I shared above and edit the recipes and see what it does to the plan
Max you can get from a pure node with mk2 miner is 600/min (full overclock) but you are limited by belt speed with mk3 belts at 480/min
You can update the planner to set the iron limit to 480 ore and then set it to maximize to see how many you can get
I'll just have to lower the amount, the calculator won't calculate if I have less than 840 ore
try maximise
I can just cut my losses and craft the automated wiring here instead
that can make the tools go a bit wonky but it can tell you what your limit is
I can get 17.143/min with 480 ore
Why the heck am I blowing fuses when I flip a switch to bring online one battery and 10 hypertube entrances when I have over 7GW of headroom?
You might be able to get there w additional alt recipes for iron ingots ie pure, alloy, or leached
1.1?
I'll see if I can find more hard drives, I've found a lot of crash pods but I'm either limited by the resources they require to fix or uranium being in the way
uranium's not too bad around hard drives, just evade as best you can and take food to munch on
automated wiring seems much more feasible here, I think I'll just go with that
Is there a good route to get bauxite from the two nodes near the gold coast via trains? My first game I did the default spawn and put a spiral near the waterfall. I'm on my second game, starting in the dunes, and tried to spiral the railroad down from (-213, 3.8) but it's a lot of spirals. It works but seems inefficient.
I was thinking that there's either a) a better path, or b) a better way to move the bauxite (lifts). There seems to be a good path at (-197, 13).
Maybe I can have lifts cover the vertical distance and then have a train pick it up at the bottom? Or a train that just runs the spiral and the tracks aren't connected. Essentially it's just a lift at that point.
I'm pre-aluminum
would somewhat depend where you're taking it, but yes, lifts down to ground then stations from there would be my suggestion
why not process it where it is (give or take)?
I could do that at the bottom since I need silica, but I was mostly interested in getting it there. I was going dispose of the extra water with Wet Concrete so doing it to the NW of there is convenient for space/limestone.
