#math-and-meta
1 messages ยท Page 285 of 1
well no one in design and architecture gives a crap about the stuff I'm working on. Not pretty enough, too much math.
Thanks for helping double check me. I guess I've got a scavenger hunt to do
red = no wires connected/no fuel
yellow = backed up on something
green = connected to power and running well
nice stuff, it never overflow on u?
not so far as ive seen
its been running for a couple hours now and the only problems ive had are these 2 trains running into each other (pretty sure its because the track gets too close so ive fixed it but still waiting to see if anything bad happens)
im going for a more normal seperate fresh and waste water i think , ill post a pic in a minute when ive plumbed it up
Check the lights on top make sure none of them are going yellow
So... be patient with me while I update you folks on what... the hell this is. I call it the stackager. It's 16 rings of 32 packagers being fed by 128 pipes & 256 extractors. I actually ran out of river in the direction I was planning and had to place the final 8 coming in from another direction. This water will mostly be used for the oil and aluminum processing, nitric, sulfuric acid, and some other manufacturing needs. Not for nuclear. That'll be another deal.
"Holy lord of Satisfactory that is a lot of pipe" - She, 2025
What would cause a coal plant to operate at 50% eff if it is full of coal and water? It was off for a minute while I reset connections
probably manifold warming up
good lord I had 18 of them sort of connected to part of the system
thank you greatly again for double checking me
After fixing all the bad connections, I am back up to a whopping 5,000 MW. Phase 4, here I come (slowly)
oh boy, phase 4 will eat up that like candy before dessert
I went with fuel gens route at end of phase 3, with the diluted fuel packaged recipe, wouldnt recommend doing this unless you want challenge lol
but for now you should want to tap into geothermal plants and put down one or two alien augmenter power
5000MW is enough for like one space elevator part
Batteries... batteries and geothermal.... You have so much downtime while planning factories that the trickle charge on a massive battery array will last you all the way to end game. The only caveat: You cannot get into the habit of leaving machines running at full flow into a sink.
I did small scale stuff at t8 and t9. like 1-2 machines doing the thing, into storage > Dimensional Depot. I haven't tripped a fuse since phase 3.
or try learning fuel production
fuel gens is op
and you can scale it up with rocket fuel post production with nitro rocket fuel recipe
Fuel gens are great. But you have to decide how to do the oil and then leave it that way, and you can't mess with it until nuclear. You become dependant on 'the way it is'
*power storages
are batteries
no
techincally there is battery item
Yep. And this is just technically a lot of them in series-parallel configuration with some voltage regulation hardware.
They do look much more like mega caps than batteries.
Why you wanna fight me on this tho.
because it's often source of confusion here, when people talk about batteries and mean power storage
(or talk about pump and they mean water extractors, etc.)
so it's good to learn to call things how they are named
Buddy I'm going to make your eye twitch for the rest of forever.
I do those things. I'm not confused. I don't care who I confuse.
power storage is pretty good term for it tho
and more accurate than "battery"
It has the far read of a Duracell C "copper top" battery. Okay?
sure, but that doesn't make it function like a battery
It stores... and releases electricity. It is rechargable.
ah yes the 10 meter tall duracell batteries
which is called "accumulator" or "capacitor"
ill clean up the foundations and walls in a bit, but thought the stacking was fun
real terms is just grid energy storage, we dont really store energy likke satisfactory does
A tower of IFBs with turbo fuel is technically energy storage.
batteries get more inefficient the bigger it is
wdym we don't? ๐ค
That's why they make banks of 'em.
im still used to just keeping my biofuel area in case of emergencies lol
yeah but not like satisfactory a 10 meter tall batteries
turn everything off turn on the coal turn on the and so on
That's just the cabinet XD
you should probably try and get some kind of fuel generation going and/or think about nuclear
yeah getting my diluted fuel factory ups my next step, i just want to get this aluminium looking a bit neater and build up my rail network
if you make a big enough power plant that actually runs you dont need to worry about blowing fuses unless you accidentally disconnect a wire
TBH i more meant it in the sense that i play like batteries dont exist lol
i dont think ive ever placed 1 battery
the item?
i have like one i placed down for some reason early on and that has saved my butt when just touching the edge of the power consumption
sorry i mean the building
that's "power storage" ๐
i havent ever gotten to the point in satisfactory wo restarting a save where ive got to actually using drones properly
You'll be fighting this battle forever.
and I have no problem with it
aint no way
last save i got to some point in phase 3 then stopped playing...
i might use them if i ever make a nuclear plant but outside of that i dont see a reason for drones when i can just belt or train
outside of like
but 1.1's autoconnect is making my life a breeze
transporting a small amount of resources produced on the other side of the map
naw its a battery
it's called "power storage"
it functions like an accumulator or capacitor
it has nothing to do with "battery" apart from its looks
looks like a battery, stores power over time that can then be discharged in larger quantites
i would disagree because capacitors arent that big and are subject to its own stuff yk
batteries are made out of alumina solution (for some reason)
"battery" is non-rechargable and chemically-based tho ๐
we don't have that
in what world are batterys not rechargable
in our world?
difference between battery and accumulator
those that people call "rechargable batteries" are actually accumulators
we have a lot of battery chemistries that can be recharged
-> accumulator
not sure why this is even a discussion, the game itself distinguishes between the machine ( "Power Storage" ) and the item ( "Battery" ) so for the sake of accurate and non-confusion conversations we should do the same.
i know your teacher will say 'dont trust everything wikipedia says' but...
formally a type of energy accumulator
oh yeah no thats fair enough but. i will hold that saying a battery means it shouldnt be rechargable is a bunch of malarky
it literally says it right there
Designing a 2-rail network section, not certain about whether to build this section as left or right handed drive. based upon my sketch, what would you recommend? (Image: Drive rail in red, return rail in purple, the box is a station)
yes, it does
therefore, a battery can be a rechargable battery, it CAN be called an accumulator, but that also doesnt make it a battery
Rechargeable batteries are a subset of electrical batteries. Not all electrical batteries are rechargeable batteries.
the point here is that "battery" is what we call the non-rechargable things
so saying "rechargable battery" is fine-ish, but not official term
yup
rechargable batterys are so prelevant though that youll probably call all of them batterys
i would call most things a battery and if isnt a rechargable one replace battery with the name. this is more linguistics semantics though TBH
doesn't change my point about the game terms ๐คท
yeah it doesnt really change your point no
i dont think calling it a capacitor is correct though
at this point does it really matter
I'm not calling it anything but "power storage"
because that's what it is called ingame
I merely said "it functions like a capacitor"
capacitors charge and discharge quickly and have a smaller capacity :) anyway yea idk
one on the left is not ๐คท
so if i build a circular building with orange at the top and black the rest of the way down it is a battery?
interesting that you posted a picture of an alkaline battery vs a rechargeable one
your username seems really really familliar btw lol
he developed satisfactorytools or is one of the devs
practically a solo dev
this ones a rechargable one if it sates you
your battery does this?
must be different duracell
i just had to poke the bear one more time. ๐
ficsit batterys just built different ๐ฅ (fire is literal. FICSIT does not provide any warranty or support and does not take any responsibility for crispy lizard doggos)
maybe its from that then shrug
Considering "temporary solutions to permanent problems" is said... this hits hard
with 1.0, were there any changes to how much plastic/rubber you need mid/late game? im currently planning a 1800 rubber / 3600 plastic factory as i did in U8 but i am wondering if i should change that ratio
(specifically if the 1:2 is still good, or if i should change it to 1:1 or something like that)
commonly shared station design pattern (including signaling) - in this example it's right-hand drive. P = path signal B = block signal. important to note that the stations are on bypass and do not impede the "main line"
there's never been any ratio
it heavily depends on what recipes you use, what materials do you produce, etc.
in general, don't make things that you don't yet need
nothing really changed
still depends mostly on the alts you use
as greeny said, it all depends on the recipes you use. For example, I always end up using 3-4 times as much rubber as plastic
i usually would use this method, but plastic/rubber is really annoying in my experience to build modularly
i think i will stick with it, as it worked for me in the past, but whatever ๐คท
my setup
766 plastic
2343 rubber
so 1:3
wow thats a lot of rubber alts
i am only planning on using the crystal oscillator and caterium computer recipes (for rubber use)
maybe heat exchanger if it works out
"best" way to do it then would be to plan your production for later, so you know how much of each you need to build in advance (or at least for the forseeable future you've planned for)
true, i am bad at sticking to plans though, so i just build a bit overkill and see what needs changing
plus building "big" factories is fun :)
i think i will go 2100/ 3300, has cleaner numbers too
dieser Discord Server ist nun Eigentum der BRD.
im building a factory and im wondering if creating more rubber would be worth it, I have this sorted out with a 50/50 with oil and im wondering if thats enough plastic/rubber for late game and what i should do with the bi-product of 600 fuel
worlds largest steel factory
That heavily depends on your used recipes.
In a vaccum its pure speculation.
And yeah, recycled rubber / plastic is the best.
literally scroll up for this exact discussion just had
2343 rubber is a crazy high number tho
yeah i think ill just transport the extra fuel to the blue crater in which i plan on making rocket fuel
ye you dont wanna do that with default recipes
honestly 300 oil -> rubber 300 -> plastic works fine for the start
Just in case. 300 Crude Oil -> 900 Rubber or Plastic per min or 450 of each. 900 total anyways.
You can also click flowchart if naked numbers scare you.
down to just turbo motors to automate then I have everything from t7 and t8 being made so I can start work on my nuclear power plant
Whats the speed on mk6 belts? Im thinking about getting t9 unlocked first now
what website is that lowkey looks fire
satisfactory modeler. its free on steam and its actually so nice to use. I prefer it over satisfactory calc
ya i didnt really like satisfactory calc ill check it out ty
there's also other tools listed in #welcome
SCIM is good for the map, the planner is lacking IMHO
I agree
I prefer https://www.satisfactorytools.com/1.0/production and Iโm not just saying that cuz greeny is here lol
I havent done a lot in satisfactory modeler, but from what ive seen it looks great. Ive mostly used satisfactory tools but am trying to learn satisfactory modeler for my huge project coming up
Tools and modeller are both different kinds of tools
Tools shine for calculations, modeller is more for logistical planning
Ah, well then modeler is definitely going to be very helpful to me once I learn it
satisfactory tools has also been great, made my life pretty simple for the space elevator experience I went through the other day
1200/min
in kph, faster than some trains ๐
ty, I had a guess it was that after figuring out the max output on mk3 miners
I guess I will offend people with this sentiment but im not a huge fan of this calculator for a variety of reasons.
For example: Where can you add sloops? And why is the recipe site not culled to the machines / products available by default?
Also lacking power consumption display for each step. I gonna stick with factoriolab.
I respect the effort to build and maintain such a site regardless.
which one is "this calculator"?
The SCIM one I believe
Satisfactory tools
- sloops - you can just produce 1/2 of what you need, no need to add sloops in the tool directly
- culled to the machines/products available by default - what do you mean by this?
- power consumption display for each step - it's there, hover over the node (or open power view)
got fucked by 1 recently because i didnt factor in the DRM byproduct getting doubled
For ease of use it would be best if players could select the recipe of each step by interacting with the corresponding tab instead of a whole block of recipes, which to be fair, can be narrowed down manually by typing the required stuff, but nontheless.
Yes you can do a workaround.
but sloops do change the power consumption
An option for it would be welcomed by many
I never even thought about that
it's not that I'm not adding it for reasons, it's just not technically possible in current version
I see.
yeah that's not what the tool is designed to do, you don't "select recipe for step", you select available recipes. If you want to force a recipe, just disable its alternatives
Okay yes you can have the power display expand, didn't notice.
do you have a specific reason why it isn't just listed next to the overviews tabs individual steps?
wdym overview tabs?
Yeah, sloops aren't a simple "you just get 2x what the calculator says" on recipies which involve significant byproducts or loops. For example there is a rocket fuel chain where slooping 2 stages actually gives you 10x more rocket fuel, rather than 4x (2x, 2x) and this of course impacts the choice of which recipe that you want to use.
They can change the ratios of ingredients that you need.
Putting 1 sloop in an electrode scrap refinery makes it produce water instead of consuming it, and so on.
But they are also not super simple to calculate with for all of the same reasons
The fact we have so many calculators and competition means us as a community get the benefits of more options
(maybe a screenshot would help)?
Sry, item tab.
Im generally just stating things in hopes of general improvement, never to challenge or to put down.
because power listing goes into power overview ๐
(honestly most people use the visualisation anyway - and that one has per-step power requirements as well)
Having different calculators you can use is like having unlocked alt recipes it lets you be more flexible
in the same way of thinking - I'm not trying to force you to use my tool, simply asking what the problem with it is (as a feedback, or maybe you've missed an option or something)
One last thing, is the mining cost anywhere visible?
mining cost depends on node purity and count
the tool simply assumes it gets input of X/min ore
otherwise I'd have to deal with tons of stuff like "how many nodes of what purities do you have, which miners and what clock speeds?"
(and tbh you're like the first person caring so much about power in the tool, the power display is there mostly to get general estimate about power usage of the setup, but usually you just build extra power and don't care about few MW here and there)
Modeler is really nice for localized production since you can set the input limits and you can overlock and sloop to see how many buildings you need to get a nice ratio
factoriolab allows you to specify miner, node purity, and overclock for each individual set of machines (besides sloops) and will also display the required power in the same column. I like this degree of control tbh.
Where can I select overclock in your calculator?
for same reason as sloops, you can't (and don't really need, as it tells you total % needed and how you divide it is up to you)
I guess the "problem" here is that you want a "planner" not a "calculator". You want to plan things to every single detail, rather than get just calculations of ore->products optimised for resource efficiency
I mean calculation, planner, idk what the difference is.
Semantically. For me its all just calculation in some way.
However, I said everything i wanted to, thanks for staying respectful.
well clock speed doesn't change how much ore you need for given product
Power is a resource to me (or is it for me? Still not C2 english I guess)
so for the "calculator" there, it's not relevant
it tells you total clock % you need, but how you reach it is up to you
(and in general I don't like planners that spit out a complete layout with splitters and mergers and everything, because at that point you're hardly playing the game anymore, you're just one step from having a tool that generates the build ingame so that you don't have to build it)
I mean fair, but the general view is that power is practically infinite and if you do any reasonable-sized power plant, you will have enough power for practically anything
I never used anything that would solve layouts or suggest anything like that.
well if you wanna calculate max sink points then it nice to let the calculator tell you which power source is the best
I didn't say you do, I just explained reasoning behind trying to not hold player's hand and suggesting them a build, I'm trying to really be just a calculator
not like that build is viable
but that's anyway solvable by adding power production to the tool, which will be a thing in new tools ๐คท
You will be the new pipe god soon
well what i did in u5 or so was make the max build but just scaled down to 10% so its viable with my pc
its still nice to build the "best" build
Gods have responsibilities. I answer to no one.
You may need to answer to head lift
well as I said, new Tools will have that ๐
have you considered bringing the solid to the liquid and not the liquid to the solid?
Or I could convince it to answer to me.
(Yes I will need a lot of these)
I'm bringing everything to the middle. Probably except for nuclear.
That's impressive
im saying build the nuclear over the ocean and directly connect power plant to water generator
wait is this for nuclear?
no. no. no.
oh lol
This is for refineries and blenders mostly.
oil, aluminum, fuel, acids, etc
plastic, rubber
I wasn't quite sure where you were going with that. To me every tool that allows for calculation is just that, a calculator.
A calculator allows to arrive at solutions, with the players making the final judgement of how it should be done.
well f.e. in modeller, you place the nodes yourself and connect them. It keeps track of ratios, sure, but you make all the decisions
in Tools, you set your limits and available things, and let the Tool optimise the build and generate the result, with which you can do whatever you want
limit of mk6 belt is 1.2k/min?
y
awesome xD
Well I have heard there are quite a few places where they don't reach their max capacity reliably
Idk, ask a veteran about it.
works on my machine
I intend to rebuild the curved bits using the curve tool as soon as 1.1 becomes the live version.
It will be rather quick. The snap points are exactly where they ought to be. Just delete and replace.
damn thats lot of redoing
No. Very very quick.
Inside 10 minutes for the bits that ought to look like circles.
Everything else is straight runs or clean angles.
They're 45, 90, 135, and straight. that's it.
Now this snakey bullshit up the side was a design choice given some constraints... I wanted straight line sections that I could consistently snap (height wise) pumps along the same height.
But I needed ofc to do a lot of 'lane swapping' while onloading more pipes to the rack.
the result... was actually not half bad.
what is your grand scheme in all of this
so yeah not gonna redo that.
All the oil and all the aluminum + all the sulfuric and nitric acid being processed and produced in the same location.
Aluminum to ingots, oil thru to all its finals including fuel but NOT turbo fuel.
That'll be up a layer
The All In One Oiluminum factory?
The... Allfinery?
hm
The oil refinery is half done... I got to the "just add water" step and adding water became a week long side project.
It'll basically be 3 layers of refineries. OIl at the bottom, outputting plastic, rubber, packaged diluted fuel, and petroleum coke. Above that: Aluminum. Above that: Turbofuel, and other liquid processings.
These layers are 40m tall and currently growing like a freshly poured pancake... about 1200m across atm.
well i hope you have fun at least lol thats lot of work
Yeah. It'll be a fun switch to flip.
Building it and planning it have been going very smoothly. I've managed to pull out a solution to every problem encountered so far
With a few more in my pocket for emergencies.
how do you transport all of trains doing alright? the 10 intersection junction i recall
ATM trains aren't even a part of this. Water comes in via stackager. Oil is piped in. Sulfur will be belted in locally, as will the quartz. The limestone and coal will get trained in.
But the commodities outputs: Train. Train to destination.
When I finish the factory layers, I'll plop my train yard on top, route all the finals up vertically, buffer 'em, and train 'em out.
wait you are piping in all oil nodes?
kudos
Oil collection was just before this. It's all manifolded and waiting.
8 more will be brought in from the 'top side' in this image, and 16 feeding the 'bottom side' are not yet connected, but uh... 24 to go? Then the pumps.
there's another tool i like using (sp.runesun.com) that doesn't do a whole lot incredibly well, but i find very useful to actually plan out factories once i math out what i wish to build
if you fuss with it a bit, it can give pretty exact power use
I will look into it
Okay I might be missing something, but isn't that just a plain text editor?
Im not even mad if thats the case, the OG calculator
idk, it is kind of wonky - sort of someone's one night coding project hosted on azure - it can be kind of special at times, but it does stuff like this for me:
that's why copper alloy is so good
in retrospect I could have gone copper alloy, but the math lines up perfectly with pure copper
it does as well with copper alloy the 2x vs 2.5x is easy to deal with
iirc, it takes 6 or 12 foundries & 2 constructors to feed an accelerator
that power grid is starting to look a little dicey though.
yeah, pure copper eats power like popcorn
seems fine?
How
you probably saw a bunch of curved foundations that make an empty circle
yeah but is it enough to carry me through the last 2 project parts?
easily
just don't sloop PAs
No no I just circled it for u to know there was a gap in the middle
The entire foundation gone
all of my sloops are on power augmenters, I'm doubling my power supply with them
do you have an actual image of what you're trying to replicate? is this something you've seen?
make a new powerplant, then sloop the parts instead
Yes I saw this on a server it was like the bottom of foundations had a snap which was nudged perfectly to fit conveyor belts which had no support from the ground
then they probably just cliped some foundatiosn so only a small opening showed
there's certain materials that don't show clipping much at all
but without an image that's my best guess
unless you're talking about a floor hole for a belt doing up and down
which I mentioned but you dismissed
!wikisearch floor_hole
?
Yes there was something like this
ok that's a floor hole
yes they go in and out of floor holes
But what type of conveyor makes it so that it snaps to the underside of a foundation
? you put the hole on the bottom or top and it makes a path for a conveyor lift
When i start with nuclear power do the machines create fuel rods quick enough on there own or do I need to over clock them?
?? it makes them as fast as you set them to, and you can burn them at that rate
like every other machine
overclocking doesn't make more from nothing. You can accomplish the same thing by adding another machine
Ihhh okay thanks
I meant with the speed of the constructors, assemblers, smelters etc if it creates the fuel rods at a fast enough speed to constantly keep the power plant going without overclocking, I didn't however think of underclocking the plant if need be
it's literally like every other factory you make.
make enough parts per min to feed the Uranium Rod machine from other machines
make those machines the right speed to process the steps before them
and so on
https://www.satisfactorytools.com/1.0/production?share=Ym4GzcuIV8vkeFptzSoy here. A plan for basic uranium rods
ah, alright. thanks
Trucks definitely suck more to set up. But for the same footprint, after some testing, Are trucks better if all routes and trucks dont stop or deadlock? I'll send some screenshots, but I essentially double up on truck stations for the recieving allowing 4 belts in about the same foot print as a freight platform which of course has 2. If I daisy chain my Blueprints like in the following screenshots, it seems like I can get twice the logistics in. So multiple of my Truck station BP's could be 16 belts in about the same area as a train station that delivers 8. Do other people do this?
outside daisy chained BP's
Wall/ceiling mounts
unlocked in the awesome shop
inside each single BP
If a truck cant unload its full capacity in the first station, it moves on to the next and fills that one. System seems to work after some testing
No drawback of having to pause throughput when loading and unloading, But like trains, probably best not to mix resouces for each pair of truck stations, and of course you have to fuel the Trucks.
yep, you can get two full belts out of a truck station
i find them rather useful for wrangling up concrete from a bunch of small factories
I've finished the Biochemical Sculptors, have Nuclear Pasta automated, that just leaves the last 2 parts and I'm done.
god, the nuclear power plant takes so much water, How do you give it so much to keep it running?
build the generators over water and the extractors
ah, alright, I did not realize when i started this generation that I would need multiple water extractors
I highly recommend you plan out the whole chain with where you're going to build it and a rough layout
I built it before I realized it needed multiple water extractors, but im pretty close to a large area of water so ill just have to use some higher level conveyors to move the fuel rods to the water and nuclear plant
I like to OC 2 of them to 300 and pipe them to each reactor to make things easier
whats a good way to get rid of the waste? my first though was to sink it but I learnt quickly that that doesent work
You have to make plutonium fuel rods
You can sink them or burn them and keep going
make plutonium rods, you can either sink them, or burn them and then make ficsonium rods from plutonium waste (which you can burn for no waste)
it'll probably be easier to just quickly rebuild the power plants over water honestly.
much less piping
thats the plan, I can move the power plant to the water and just use higher tier conveyors to make the fuel to the power plant
You can use the satisfactory calculator tool to move the whole build over water as well
you don't even need high tiers, just a mk1 will do it
You could use drones to deliver the rods to your reactors
Perfect use case for them
And now we start laying the pipes into the main rack, prioritizing the outermost and then the lowest available slot, and moving from the destination back towards the source.
I am doing it this way and from this direction, since, if I have any imbalances on the inputs (left vs right rack having +2, 4, etc extra) then I will swap them over to the other side at the end by either wrapping around the back end of this whole thing, or going over the top in the last available slots.
This keeps it 100% clean and no clippy the whole way down.
How did you line up the extractors so cleanly
I snapped them to 2 things. 1: they readily snap to both the sides and fronts of 4 way pipe connectors. You just hold ctrl to get it into alignment mode. 2: Each other. They snap to each other while holding ctrl. The 4 ways were aligned with foundation grids, so it's able to stay consistent this way. They are 2 foundations deep and 2.5 foundations wide.
I tile them so they're basically bricks of 5x5
So you put the foundation where you want them, laying out your pattern. You put the 4 way down, which snaps to your foundations. You put the extractor snapping to the 4 way. Delete the 4 way because you have to place it off center to get the extractor's outputs to line up with the receiving 4 way.
These 2 4 ways are where you would place them (distance from center) to get the extractor to snap to it.
THE GUIDE: You place 2 4 ways 10 meters (half the width of the extractor) from the end of your starting point of your row, each 1m off center of your starting foundation. This is the number to fudge when altering your face-to-face and back-to-back tiling distance. I use 40 meter repeatable tiling. Use what suits you. This lines you up perfectly with the outlet of the water extractor, which you then snap directly to the 4 way by holding ctrl, spinning it in the proper direction, and then SLOWLY sliding the water extractor towards the pipe (still while holding ctrl) until it jumps that last little bit, snapping into place. There will be no audible confirmation of the snapping, this is visual only. It is also not an auto connect type snapping. It's just an alignment. But it is PERFECT alignment.
You then repeat a 5 foundation long and wide pattern until you run out of water.
When you swap sides with the extractors, making a new row, you will have to set another 4 way to guide your initial placement.
But after that, they continously snap to each other for as long as you want to run the row.
I might have to mess with that a little bit, I have always been a little disappointed in my placements
Follow these steps as exactly as you can, and you will see what simple, elegant, repeatable method this is.
If you do not like where the extractors are, just adjust the pattern by adjusting the 4 way placement. Make your own grid, if you must.
The foundations are just for lining up the 4 ways, and can be deleted after, eliminating the clipping you see here.
A circle pattern can be formed by first arranging the foundations, then placing the 4 ways which are rotated and angled based on the foundations, ensuring you have 20m between water extractors...
The extractors don't care about the foundations. Only the 4 ways and each other.
Now depending on whether you want your final 4 ways aligned to the normal snapping height for supports or to the water extractors... you have a choice... connect the two water extractors directly to each other with a pipe, and then snap a 4 way to that and you have a lower than standard 4 way. Holding CTRL to align it to a nearby 4 way will get it perfectly centered.
Otherwise, place you 4 ways first to have them at standard height.
But if they're as close as I have mine placed, the only way to connect them at this point is to use auto 2d mode.
I do not recommend this approach, as it's actually hard to see whether you've forgotten to connect the 4 way to the water extractors... Draw the pipe. Snap the 4 way in. Go from there. Doesn't matter if it's off standard z height if you then attach it directly to a normal support.
Any easy way to get smooth belt inclines on ramps?
wondering if i can make a BP for it using the Auto connect feature
Hey, my name is Meza and this is Super Quick Satisfactory Tutorial about another new, GAME CHANGER method of building conveyor belts that are straight on ramps.
If you have any suggestions on what I should make a tutorial of, drop a comment on youtube or here: https://meza773141.typeform.com/to/B0Xiq37t
โช๏ธ GAME CHANGER FUNCTIONAL FOUNDATIO...
These last 2 project parts seem way more complex
I wonder what the hourly rate is for a pipe fitter these days...
bio sculptor is the tutorial to it
One row left per side... and it looks like I got the per-side balance extremely close for having eyeballed this foundation shot from the entire river away.
Thats going to me so much easier once 1.1 drops
not really. those aren't repeating segments
what is grass?
good design for saving space?
saving space is kinda pointless given how big the map is
Yes and no it really depends on your goal
If you have the iron ingots on the outside and the plates on the inside you can compress the plate and rod lines a little more
Blueprint designer is not that big
you don't need everything in blueprints and you can make things out of multiple blueprints ๐
made 1200 pm aluminum with basic recipes for ficsite production
what the hell is that monstrosity
nice set up, one is feeding 240 directly into refinery then other 4 is 200, 200, 280 280 so im feeding 40 overfill to the 200s
An Octosmelter
You can also stack them on top of each other
Its also loadbalanced
then im using the 500 silicas to foundry making 600 aluminum then 1200 scraps into pure aluminum making 1200 aluminum per min
So just one belt to feed them, and one output. Connect two belts and a single line of power, done.
how long did it take you to design that thing
I think I spent around two hours with it, now I have the ability to just spam smelters however I like.
The main "highway" can be.
Thats at least 50% of the work
Its worth saying I spent the majpority of those two hours figuring out advanced techniques to attach lifts to splitters and mergers
the actual design part probably took 20 minutes
and the 900pm ficsite production on top of it
ive slooped it up to make 1800 lol probably overkill ill take off sloop
was watching my power use and saw this blip in constant, what could cause it to happen
Any variable power user that was overclocked
Right but it would be steady as I didnโt overclock anything while watching it? It would just keep changing as I have 10 over clocked converters
It went down then up
How am i suppose to Split that so uneaven?
two groups of smelters, each making the needed amount
Or just single group smelter and manifolds into 6 constructors
Just one line of belt needed between them
you don't need to split if you never merge
But thatโs just more logistics to do, just manifold the output then line to manifold the inputs
how is it more logistics? I'd argue it's less logistics
Itโs literally just single belt line compared to 4 smelters to 10constructors which need spiltters and mergers
Like just do line of smelters and constructors and just single straight belt between them and mergers from smelters and splitters into constructors
Itโs so brain dead method and so effective and space efficient
saves so much time if you have to re-appropriate those ingots later too if you do it that way
Yep, manifold enables expansion so easy
Like too easy
As long rate of flow doesnโt exceed belt limitation
left - manifold - needs 3 mergers, 5 splitters
right - my approach - needs 2 mergers, 4 splitters
But then you got new mk belt and need to expand it, bam logistics nightmare redoing everything
Overkill is underrated :>
you never expand, you build new
Instead of just putting new smelters and constructors on right of it
But you got pure node with mk3 belts, you get new mk belts you just upgrade miner and belts
Add more machine
why though? the factory makes what you need
And waste pure nodes in that area?
by the same logic you're wasting any untapped node anywhere on the map
if you really need more ore to new factory that's gonna be near, upgrade the miner, sure, but just put a splitter after the miner and route the belt to your new factory - no thinking needed
He got few constructors that takes different rates of irons, manifold just handles it easily
separated approach handles it just as easy, and is much more scaleable
I argue that manifold is more scalable
manifold is limited by a single belt
if you have total flow that exceeds single belt, it's not working anymore
You can alway add more belts and stack them
and injection manifolds are PITA
i like manifolds because im lazy
There is verticality, use it
yep manifold, put buffer right after those 4x smelter and connect with manifold
verticality has nothing to do with the fact that you need multiple belts, at which point you're doing separated approach anyway
which is two separated manifolds, which is exactly what is on the right side
Itโs just throughout limited manifold, Iโm manifolding 3600 screws a min with stacked belt and they go into manifolds in steps
yeah, which is injection manifold, which is pain to use
Easier than load balancing
I'm not saying you should load balance though?
Your drawing is literally injection manifold
Wouldn't injection be easier now with the prio merger?
my drawing is two separate manifolds
no
and for screws especially you want to make them in front of machines that need them, in 1:1 ratio
Separates the flow to limitation of belts then manifold groups of machine each
injection manifold is based on having single feed belt which is injected over time with more resources... which as you can see my drawing doesn't do
Well thatโs not what Iโm doing, sometimes I do that tho
I set groups of manifolds based on limitation of belts
But if I can connect them all up I do that, just easier
and my argument wasn't "don't use manifolds", I'm obviously using them in the separated approach as well
my argument was about logistical separation of groups of machines, which is very useful skill that will scale nicely into the rest of the game, and is good to learn to use it as early as possible
In this case, the throughput can fit into single belt so no reason to split up
but also no reason to not split up ๐คท it's up to them what they choose
Priority mergers can help in that regard, yes.
Hmm soo I've been wanting to make a factory with a stupid amount of sushi ๐
Depending on the number of machines (and personal preferences ofc), there can be a few reasons to. A very common one is splitting machines in "chunks" that can fit into blueprints.
Go on... 
But I want to make it actually themed like a restaurant...
With the prio merger meaning I never need an exit sink..
I'm going to throw random food items on the belt just like an actual sushi restaurant
Not all sushi restaurant is like that lol
Mostly mall ones
High quality have actual sushi chef in front of ya
a cosmetic sushi belt full of dead spiders >>>>
Well imma do it like that otherwise it willl be just like every other sushi belt
So you'd want a system that makes sure you always have a very low amount of items/min of each kind of item on one belt (or at least a part of it), right...? 
I will have a sushi chef pioneer standing there....
I have some idea in my head.. but alas I am on a phone
This is space sushi we are going to have slugs on it.
Priority mergers should make things easier and more compact for all the belting shenanigans needed
Sushi belt only works if you are feeding exactly amount needed into machine so it donโt overfills
This idea is like 50/50 between this channel and #design-and-architecture
Unless one manages overflows (aka overflow management)
But then it will get clogged
The fine balance between efficency and aesthetics
Cuz belt after overflow management is still overfill itself and clogs and preventing more going in
If overflow is present and not disposed of (eg: vehicles, other factories, sinks), that will happen.
But there will alway be belt between that and machine, if you didnโt properly calculated production one of them will overfill and clogs it
I will be carefully inserting the perfect amount of items to make it balanced.
ADA would likely say you're producing far too little efficiency 
I need a very rounded recipe. No decimals allowed.
Like if it need 10 iron, 5 copper, 5 caterium you need to make sure only feeding those amounts into sushi belt
Just copy paste the build 16 times.
Decimals is fine
That one oscillator recipe
That's the issue.
I either want the buildings to be sushi or trained in.
If all belts leading to a machine are single-item (from smart/programmable splitter to machine) there is no way for them to clog. They may lack items, but all excess can be dealt with using the aforementioned splitters
Sushi train.
Because I hate myself.
But to deal with excess there have to be a overfilled belt
Overflow belt that feeds back in at the start
Right but the belt into sushi will be overfilled to deal with the excess
Sushi belt never should be excess
If there is excess I will be rebuilding the entire thing.
Priority mergers solve the problem
But as of right now itโs just better to match the production and consumption
-# yeah I will be using exp
However by the time I get to actually making this it will be on stable.
That is likely to actually overfill the system (unless very special care is given). Overflow should normally exit the system, keeping the sushi belt always flowing without looping back into itself
You canโt excess manage with sushi belt as the excess will go in sushi first to overfill the smart splitters
Oh, sorry @quick gorge, I thought you were commenting on Ferro's message
But if ur on experimental and using priority mergers then it can work
Also just call me mgbm
I do have a boring sushi build (2 items)
Iron and copper going into alternating iron and copper alloys
I cannot make sense of what you're writing here 
Ok so sushi belt is into machine taking 10/10/5 items then you are excess making one of it like 15, the 15 will go into sushi belt before you can manage the overfill of 5 then clogging it up
waaaaaaaaaaaaaaait
priority merger sushi lets goooooo
thats actually a huge buff
Too many idea and not enough computer to try them ๐
Someone make a calculator, I'll wait.
we could already do that before
Oh, what method
AND = assembler
OR = merger
NOT = slightly more complicated construction involving a sink and a few priority splitters
from those three gates you can do anything you want
I bet priority mergers make it easier, donโt get me wrong, we can basically do everything that it will offer but it just makes it easier
What about xor
Else, elif
that's possible to build from AND/OR/NOT gates
True
-# I'm confused where do I find redstone?
How are you doing that lol
If my team mate isn't ready to play the game we planned to play at some point today ill be making some sushi prototype.
is it bad when you spent like 20+ hours to make coal power stable and still no luck everytime fuse blows when im over consumption usage
waves hands
-# magic
- #
priority power switches unlocked yet?
20 hours is lot, how much coal generators
Whatever goes in one way (left in example) can go out another (right in example) and so long as all the belts going into the machines carry just one kind of item each there is no chance for the system to clog unless the overflow is not dealt with (I'm example, going to other productions + storage + sink)
Example: https://cdn.discordapp.com/attachments/558721941410807812/769959940960944179/Screenshot20201025-17005500000.png?ex=67ff3153&is=67fddfd3&hm=52f9e97ce48f8bc0ed39915f8ff3ea61d762c4f62186e355dfc84585747897dd&
it sounds like the problem is the consumption and not the power. you need more coal brother
When I get to making it I might @ you in exp sushi lord.
everytime fuse blows when im over consumption usage
what are you expecting to happen
Use power storage
The last merger just adds the output from the machines to the belt going to storage
or better - build more power
Of course, one can avoid overflow management entirely if the inputs are precise and reliable, but that often ends up in quite fragile systems
I want my factory to reflect my mental health
Is this the best Posible (lowest cost) Rubber / Plastic Production you can do ?
if it's making 3 plubber from 1 oil then yes
hard to say as modeller is crap at sharing images
Start slow... Things can get convoluted fast ๐
Signs help a lot 
I think I see a sink in there, so no, you're wasting something somewhere
and if i not only want rubber but also Plastic ?
the sink sinks 0.01 poly resin
here's the "best" setup (in terms of oil->product) https://www.satisfactorytools.com/1.0/production?share=SWYOwdXVUfOaYxoYpxSJ
can make any combination of plastic/rubber (summing to 900 per 300 oil)
it's 1 oil for 3 in any combination of rubber, plastic, fuel in the best case
places mk6 going the aesthetic mk1 belt
What I can't hear you over the streams
Understandable.
(fuel is not part of the 1:3, most you can make is 800 fuel out of 300 oil)
I'm legit just on the bus home me doing the belts in my head arggh
recycled x goes brrrrr
Love me the recycle loop
Silica recycle with nitric acid is amazing ngl
interesting, it is when you're making a bit of everything (eg 300 oil into 700 fuel, 100 rubber, 100 plastic). Wonder where the cutoff is
100 of plubber comes from resin->rubber
which can't be converted into oil
Fluid silica recipe with nitric acid
You recycle water into nitric acid into silica fluid which goes back to water
you can make 800 fuel + 100 rubber, or 800-X fuel with X plubber and 100 rubber, or 700-X fuel with X+100 plubber
how do you even split 725 3600 without doing a manifold
Injection
valve
two separate groups, one making 725 and one making 3600
no, never use valves
One take any then overfill into injection
why
Where did 725 and 3600 come from?
Or fluids, well imo itโs best to do groups with fluids
the image
Injection with fluid is recipe for trouble and clog unless you know what doing
they don't work like you think, break most systems and are pointless in all other cases
Because they do terrible things to fluid dynamics in this game. Sloshing etc.
well sloshing happens even without valves
i use them often they break nothing
the image seems to infer that you have to split it via some sort of splitter / merger setup
then your system would work without them as well
which image?
no it wouldn't
that's just some person's plan, doesn't mean you have to build it this way
The image is showing a group of 72.08 machines. You can break those machines up however you want.
yeah im just curious how they split 725 and 3600
two groups of machines, one making 725 and one making 3600
The 72 1/12 refineries just to the left of that split, you break it up into groups that make 725 and 3600
valves:
- don't prevent backflow (fluids in nearby pipes can still flow backwards)
- don't handle set numbers properly (if you set it to limit X/min, you most likely have the limit a bit higher or lower)
- don't guarantee flow (if you have 50/min limit but only 150/min flow before, you actually get 25/min in mk1 pipe), you also want your pipes to be full anyway, so the valve loses purpose there
hey, how do u make visual boards like thiss
no clue, i do my calcs by hand
original poster is marcel
That image is from satisfactory modeler (on steam)
I do wonder why the devs haven't really touched them in the years they've been km the game to give them an actual use out of like the one with train stations
they do prevent backflow don't know which version you play but mine prevent backflow when i use them ;D
they don't prevent backflow in pipes around them
They prevent any one particular unit of fluid from going backwards, but they can generate sloshing through the water hammer effect which creates flow going backwards on the ass end of it
so you mean in the pipes after the valve ?
after and before, yeah
and for the sake of a challenge what other way could you do it without using a manifold and without doin 2 groups
Valve so prevent backflow, you can test it yourself by making T pipes and valve one arm then pour water in it, you can see valve blocking it clearly
direct input
can u elaborate idk what you mean
match production of one machine with consumption of other machine, connect 1:1
but that's not important if you only want to block the backflow in one pipe (upwards for about 10m) than this pipe doesn't get backflow
which pump does easily
(and gives you the headlift for the 10m as well)
also, why do you want to "prevent backflow" in the first place?
you want your pipes to be filled up anyway
in powerplants for example mine uses valves so there is no backflow from the powerplants(fuel comes from under the generators) of course pipe it from ontop but it looks ugly
A full pipe is a happy pipe.
-# Note pipes do not feel emotions.
I'm sure that your setup is flawed somewhere then, because if valve "fixes" your issue, that just means it moved it elsewhere
There isn't any reason there would be backflow from generator burning product into a refinery generating product. Some minor sloshing can occur when the machine slurps in fuel then turns off rapidly when it's full, but it won't backflow the entire pipeline if it's full and fuel is pushing out of those refineries.
If I make aluminum scrap, I get water as an output in addition to the aluminum scrap, I could use the water for the โpre-productionโ sloppy alumina. Because that also needs water and I therefore have to get less water via the Water Extractor.
yeah (though it's usually recommended to run separate set of refineries on fresh water and separate on the byproduct water)
Why doesn't it work when I add it together or mix it? Like Fresh Input and Output of the Aluminium Scrap.
Or would it work.
it can work, but it can also break if production stops or something. The setup I've mentioned shouldn't deadlock
you can do whatever, obviously ๐
If you like danger go for it
Okay so it could work if i set an Fluid Buffer in between.
fluid buffer doesn't help (and is also not recommended, similar to valves)
hey is it common for people to build a strcuture to their factories ๐ ? cuz i never did
please note that the first point deserves a big asterisk.
They prevent fluid from moving back, but they dont prevent fluid from turning around right before going through the valve
anything thats gone through is through
recycling the water back into the same system is more trouble than it's worth to get it to work
A valve before and after an increase of elevation will effectively eliminate any gravitational backflow.
So will a pump
Which you need anyway for headlift
I use that to my advantage myself. The "knockback" greeny and cobalt often talk about is misleadingly phrased,
since there is nothing knocking back. Its just fluid returning to a state of minimum potential, flowing back into the pipe if no space is available down-stream
I will use valves for one thing:
||aesthetics||
pumps need power
And you need them anyway to go up
And yes if you need a pump, a pump will make any valve at that point irrelevant
but there are cases where you dont need more headlift, but still want to eliminate backflow.
In those cases backflow doesn't hurt you
Except when it does, that is the thing. The most harm such valves produce is a delay in pipes that are not filled completely.
when it does, it's better to build pipes properly than to try to "eliminate backflow"
because you can't eliminate it
if backflow hurts you, moving the place where backflow happens isn't helpful
I think most of the unstable pipe behavior stems from desynchronization of demand and supply, where bursts of demand can drain a pipe into a state of being "less than full", and depending where that depletion occurs, it can lead to bi-directional flow, aka, sloshing. Forcing a pipe to remain full at curcial points is very beneficial to get around that, especially when you have gravity work in your favor in other segments. One way or another, a pipe system should always be pre-filled and even buffered (internal storage of machines) a bit to just eliminate the issue completely. Needless to say one shouldn't take more from a pipe than supply can produce.
You can compleztely eliminate the place where it happens when gravity works in your favor in other segments
Thats what Im talking about.
Eliminate uphill segments
taken out of the equation, thanks to valves
you can't, as it can happen in any pipe segment
Fluid does not flow uphill if it has no reason to.
I'm aware
Well then it doesnt make sense that you claim otherwise
but the problem of "backflow" is reduced pipe throughput - the only problem
so as long as it can happen anywhere, it's a problem
I feel like im talking in circles
Whatever
My pipes are nice and stable
Time to make 80 GW from turbofuel
good for you, I've never said valves can't work. But we have insane amount of data of people that had valves which broke their system, hence why we're not recommending them
I guess most issues come from people who use them to actually limit throughput
Idk what use that could ever have
Like "i make my pipes smaller, surely that will help things flow nicely"
people use them in many cases, and we even had equal setups work in only some cases (most likely affected by things like build order or PC performance)
so even though setups with valves can work in some scenarios, we've been not recommending them because it's basically a lottery
and especially for newer players it's better to learn stable systems first and go use valves when they know what they are getting into
the valve limit is actually decently usable now
just.. you still gotta have the pipe in the input be full
This here Proves that i am a compleat Dingus. I guese i did Something wrom because some of the Konstruckers dont get enough and Idle from time to time. I have a Imput of 120 Iron and the end Goal is 5 Modular frames per minute. I did everything exactly the way Satisfactory tools told me and it dosnt work Properly.
what do those 3 constructors at the bottom left make
the first 3 make Iron Plates lte last 4 makr Iron rods
the first 3 need 90/min iron (if they are at 100% at least)
the right 4 need 60/min (same deal)
did you use mk 2 belts for the left side
at least at 100% clock rate, all these machines would use 150/min iron
so i assume something was underclocked
The first 2 are at 100% and the last at 25% for the plates. for the Rods the first 3 are 100% and the last is at 50%. this should Give me 45 Iron plates per minute and 52,5 Iron rods per Minute. Then the Rods split into 22,5 Line that gose to make screws and a 30 Line going for the assembler for the Modular frames. At the screws they have 2 100% and one 25% construktors. That should make 90 screws per minute. the 90 Screws and the 45 Iron plates then go to the Assemblers that makes Reinforced Iron plates. one at 100% and one at 50% that makes 7.5 Reinforced Iron plates. those then go together withe the 30 Remaining Iron Rods into 3 Assemblers. 2 at 100%, One at 50%. Atleast this is what it is supose to do.
I used this as reference
this is probably what you stumbled over then:
4 smelters, but the amount they give to the machines is uneven
you cant just use 2 smelters per side
its 2.25 smelters for the iron plates and 1.75 for the rods
which, when rounded up to avoid overclocking, is 5 smelters
3 at 100%, one at 25% and one at 75%
the 25% and 75% add up to 100%, giving you "4 smelters"
but the amount given to each side is NOT symmetrical
Yeah. i did that. 120 input int 4 Smelters. To Smelters fused together and one side gose to the plates. The other to the rods.
Oh so i need to redo the Smelting part?
yes
i corrected my message:
you cant just use 2 smelters per side
if you use 2 smelters per side, you give each side 60/min
the constructors for iron plates want 67.5/min tho
and the rods want 52.5/min
But then way didnt Satisfactory tools tell me that and just showd 4 smelters at 100%. I was so confused how i should split them so uneaven
Tools don't tell you to merge them either
Tools tells you "you need 4 smelters"
the belting part is your task
they tell you "you need smelters that will in total have 400% clock speed (equal to 4 smelters at 100%, but can be 8 smelters at 50% or 1 smelter at 200% + 2 smelters at 100% or any other combination you like)", and they will in total produce 120 ingots, out of which plates need 67.5/min and rods 52.5/min
one way I recommend is to make two groups of smelters, one making 67.5 and one making 52.5, then you don't have to split anything ๐
4 smelters make 120/min** in total**
that 120/min is the same as 67.5/min + 52.5/min
or 80/min + 40/min
it tells you the total, not how to split your machines up
if you have 5 smelters, 3 at 100%, one at 75% and one at 25%, thats still just "4 smelters worth of iron ingots"
because the percentage adds up to 400%
So i still, even with Those tools, have to do some thinking of my selfe. Man i realy love the game but i guese im to stupid for it.๐
I realy need to look into this more
just be careful with reading
it was all right there all along:
if you see these numbers come out, you must make sure that you actually deliver this
and not just focus on the machine numbers
Yeah, Thanks for your help
just manifold 4 smelters into one line that goes to iron rods and smart split the line before the iron rods, set that to overflow to iron plates
easy
sure, but the importance is still there: deliver whats asked
Manifolded or not, thats always important
don't need smart splitter
true but I'd still put them
why tho
In prep for the last 2 project parts, I need to setup a Superposition Oscillator factory, but I'm having trouble finding where to put it.
I prefer when lines of work get setup one by one instead of having everything barely working
I put mine above the void north east of grassfields
it's not that big of a factory tbf
yeah but it's more it needs both Quartz and SAM
depends on resources you need ๐
well look on SCIM where there's quartz and SAM nearby, I recall a place in a cave in rocky desert
this was the plan.
looks fine, I just don't understand why such much final results ppm
I guess you might have wanted to do a simple 100% running quantum encoder and didn't bother more
2 for AI Expansion Servers, 2 for Ballistic Warp Drives, 1 for myself.
fair enough
It's more a matter of getting that quartz and sam out of the cave, and I already did that once for my RCU plant.
that was a lot of foundation laying
I'm not opposed to doing that, I already have power lines down there.
another option would be to fly in the SAM from somewhere else and convert that coal into quartz, but that would be a lot more SAM needed and a lot more power.
Well, I could make a case for converting materials with the AI Expansion Server overall.
I need a tiny amount of caterium, and quartz can be converted into caterium
I splited them Corectly now to Both theyre sides but mnow im more confused then befor.
I had planned on using that coal field area for my superposition oscillator area, but it looks like I can simply make all of the AI Expansion Server there.
Does anyone have any tips for turbo motors?
Iโm actually automating them for the first time because I just used the awesome shop to buy them last playthrough.
tip: automate them
How many uranium waste produce 0.2 uranium fuel rods (i can t fins the info)
wiki is your friend ๐
Yeah i just searched via the ingame "wiki" but didn t find
1 uranium rod produces 50 waste, so in your case, 10 per minute for 0.2 rods
yeah i saw in the wiki thx
I dread uranium waste so much, not gonna touch nuclear energy till I can recycle everything lol
oh yeah i drew out all 4 (technically) phase 5 space elevators parts on paper (not including numbers, would take up waaaaay too much room, and i am lazy) it was unironically really fun. phase 5s parts are interesting
turbo pressure motor is really good since you can then pour all your rcu production into pressure conversion cubes and therefore pasta, but it all comes down to preference
I have screwed up in the most peculiar way. I miscounted the amount of water extractors that I had room for 3 times, numbered them all wrong twice, built 8 extra coming in from the direction where I could bring more in, and after going back and re-counting to label a 4th time, I have come up with exactly how many I needed in the direction that initially ran out. I will end up re-doing a lot of the line connections now to disregard the other 8 extractor pairs and bring all 128 pipes in from this direction.
This is what I was looking at last night when I said "I'm tired". I knew I had messed up somewhere, and wasn't interested in finding where last night. XD
50 Uranium Fuel Rods per minute = 100 Nuclear Power Plants at 250% burning 0.5 rods per minute and consuming 600 water per minute each, generating 100x25 = 2500 Uranium Waste per minute = 750 Plutonium Pellet per minute = 375 Encased Plutonium Cell = 18.75 Plutonium Fuel Rod
It is recommended to stop there buuuuuuut... 18.75 Plutonium Fuel Rod = 187.5 Plutonium Waste per minute = (and this is where my notes stop)
This is using the most efficient alt recipes
(depending on how you define "efficient")
Maximizing fuel.
well uranium/plutonium fuel is capped by uranium ore, so that still leaves tons of other choices on what other intermediates to use
Yes. But it's uranium ore that puts the hard limit on the available fuel unless we throw in sam. Which we don't. Because then we wouldn't have enough sam to turn what uranium we do have into the final stage.
Hello all, in tier 5/6 atm and just made this up to make 44,444 MW of Power from a single Pure Crude Oil node, it would be the first big project I'll make, does this look ok or is there a more efficient way? 
put a sink with a smart splitter set to overflow at the polymer resin chain, else it will stop producing if overflow
how do i use the production calculator properly? i wanna just input everything im producing and get a visualization of bottlenecks and potential to maximize output but dont rly see a way
what exactly is the problem here?
i want those things in the screenshot to be taken into consideration as being produced for use in other things instead of the tool telling me i need to produce them all over again when i add in frames and rips
well you're asking the tool to produce these
if you want to add them as input, do so in the Input section ๐
because i set the limit of my iron ore to 730 it cant produce it properly
ohhh i see
does your calculator tool allow you to automatically treat a production plan as an input for another production plan? Or do you have to manually tell it that I want to use x y z in a b c quantities
it doesn't, you have to do that manually
it's something I kinda want to consider for new tools though
I like the dragable interface for moving around nodes but if those nodes were... not machines and products, but 'factory groups'... you could keep the existing calculator and just add a different UI for the 'meta' factory planner.
eh, that's not really how it works ๐
Route the products by connecting lines.
It's code. It works how you tell it to work.
(and I want to make a calculator, not floor planner)
since I stand by the opinion that best floor planner is satisfactory
It is. Indeed.
Not trying to make a floor planner, but an interface with moveable nodes and deleteble / addable connections would make a more capable planner.
I don't want to rewrite half of the application just to add such feature, and then have it obsolete again because I'm working on new tools
shrug Fair enough. I don't know what you're working on atm.
can i get the production tool to tell me what bottlenecks my production of what?
that will be the thing that it's using 100% of, and trying to convert sam into.
it tells you a plan to produce something ๐คท you can then compare the plan with your build
I wish so much that sam conversion were disabled by default until absolutely necessary.
Just because it's available does not give you the right to use it, calclator.
they are "base" recipes ๐คท
They are bad ideas.
yeah i turn off sam in tools, i save them for actually sam uses
-option to disble the recipes
-option to select tier so you can disable tier 9 recipes
-option to disable specific buildings so you can disable converters
-option to save preset alt recipes so you can save a page of all alts except converter
pls bro just 1
Like... You police the use of the word battery to avoid confusion but you don't think it's problematic that your calculator is suggesting that people use SAM to make iron wire?
-option to disable specific buildings so you can disable converters
already implemented ๐
lmaoooo
waaaaaaaaaait it is
lol
it was like a week after 1.0 got out
well i usually edit recipes like sometimes i turn off steel so recipe focuses on iron tubes so i can do iron only factories with the recipes
yeah, because it's working based on a mathematical model, and if it deems that using SAM for that is cheaper, it's technically the right answer
(and it doesn't really suggest SAM to iron conversions afaik, unless you've run out of iron)
or editing out screws whatever, make it work for you, all recipes in tools is not final
It does. I'm telling you it goes and tries to put sam in there everywhere it can before running out of anything else becuase it thinks its doing a good job by using less total % resources. this is a logical fallacy
and practically that's user error, user has said that they have the recipe for it and want to use it ๐คท
yeah there is barely sam in map to feed all of parts
AFAIK it mostly just does it for caterium and bauxite, maybe quartz
if it does it for iron wire, it's probably due to some limits running out
And AFAIK I have to uncheck sam as an available resource for literally every new factory plan because it screws up the calculations.
(and feel free to share a plan if you want to talk about examples)
or just clone the one tab where you have it unchecked ๐คท
yeah that's the approach you need to do, there's default settings and if you're not happy with them, you have to change them (new tools will have a way to change default settings)
Yeah okay. I'm gonna go build some more power storage batteries.
I love the calculator. It's handy. It just has quirks that I don't know how it got. And I get you're not going to change this one because there's a new one coming out. Just some food for thought. Appreciate your tools man. Really do.
practically all of that feedback I've already heard many times ๐คท and it's kinda known around here that I'm not working on current Tools anymore, so mostly I just list options to work around the current quirks, and keep the feedback in mind for new Tools
Didn't know. Do now. Thanks for the explanation.
new tools when
last 4 months have been harsh on my life, so I kinda focused on that. Planning to get back to coding soon. Hoping for 2025 release
also did you really not know about this? ๐
(caught you red-handed, you didn't use my tool ๐ )
No alternative recipes challenge?
ah ye i finished my 1.0 playthrough befofre that and just returned for a second one
wat.
I have... a lot of unfinished projects to not show for this.
how many drones does it take to transport 1800pm
depends on how far they have to flu
try it it with drone, if thats not enough add more until it is
1770km, i think few will do
probably once you go above 3 add another drone port
why is it saying it uses 100% of production if my production is set way higher?
it means "100% of copper ore comes from production via miners"
heya i have an interesting question currently trying to optimise aluminium production what would be the most optimal setup in this case if i want maximum aluminium output
seeing as one could go the instant scrap route but lose out on the extra silica output you get from the regular recipe to put back into producing more aluminium ingots with additional (but less) silica additives
instant scrap has the same bauxite->alu ratio as sloppy alu solution + electrode scrap
yes but would it be better to go with regular alumina seeing one could repurpose the silica to save some there (im aware this trades in soime aluminium production)
as in overall rsource efficiency
hmmm so the trade in the end will be slightly more bauxite in return for saving on quartz
Look at it like this tho, within a factory you will probably already be working with quartz
Factor in quartz purification and dissolved silica, and cheep silica
if you are going to bring is silica you might as well go with sloppy
exactly plus the water supply is severaly reduced
eh
free silica is nice especially at this rate
goes nice with silicon circuit boards
With quartz pure and cheep silica itโs not a lot of extra quartz
like 50/min is actually a lot
default is 37.5 and cheap is 52.5
that's a different question
using bauxite for silica is quite clever particularly when you need to bring in copper
i did it before but know i prefer quartz purification i think
I personally like to do Sloppy -> Electrode -> Smelt
actually my favorite recipe
everything about it is just perfecgt
yes i have a quartz purifaction set up giving me 2 full belts of 1200 plus 300 excess
going for max 1200 quartzP/M input
but in regard to the bauxite for quartz matter in alumina solution you guys seem to recommend against it?
should i try doing ficsonium plant or just do another rocket fuel hmm
depends if you want to trade oil for other complex processes
there is enough oil nodes in world, 600pm makes 2400 rocket fuel and giving 140 gw
i hear its complex to do fiscisum
it is im cuurently working on it
youre main challenge would be the singularity c3ells assuming you already have plutonium
oh
i havent touched nuclear
lol, my first rocket fuel plant is still carrying me until i entered phase 5 and it just ate up like 2/3 of my power, i was sitting 1/4 used lmao
im now around 4/5 used energy
yeah 160 gw with 230 overclocked fuel gens and one alien power augmenter
this was me using quantum encoder and came really close lol
ah
that is max constant from quantum encoder
took around 15 percent of my total power jeez
overclocked and slooped lol
so to convert this power to nuclear you would be looking at 26 reactors
160gw?
ye
but what is hte cost?
machines? power to feed the producction
comapred to rocket fuel, its so much simplar
but i feel like i should do simple 4/2/1 ratio to learn about it
experience everything in game
bro why are default rocketfuel numbers so aweful
im getting 800 RF out of 330 oil and 320 nitrogen
why is it just slightly above 300???
does anyone have nice looking numbers?
using default rf and recycling compacted
default recipe not nitro
bro why default
hm
but turbo fuel?
and i should use my compacted coal byproduct from my rf plant hmm
the energy diff is not worth it
all it is is a massive ton of piping and endless fields of generators. There's really nothing 'new' about it.
Every step of 'fuel' you do essentially just converts other resources to oil. Because it stretches out what you start off with right? So realistically it's no different from any diluted fuel set up.
at least nuclear saves you from imense piping and tons of generators
i felt piping wasnt too bad in my set up, i used packager route so its more of loop logistics hassle but once stablized it was all good
but yeah i should do nuclear power to see the might of it
for diluted packaged fuel?
yeah that's just for a bit of it. It's the endless piping to and fro the generators. The basic recipes for nuclear are very simple honestly and pump out a ton of power. But anywho, you do you. gl.
i already said i plan to do it lol, and its just bp spam anyway
hardest part in this was waiting for my motors get produced
may i ask how much quantum encoders you're running
6 ircc
hm
resource wise*
not really?
might need to build a lot of them
its just diamond to time crystal and fiscite production needed
with phase 4 stuff automated its good to go
how come u didnt unlock it already then
dont have turbomotors automated
ah yeah gotta do phase 4 stuff
im working on it i just dont have 200 turbo motors
set up a massive aluminum plant so im working through it now
how did u entered phase 5 without automated turbo motors???
buying them from awesome shop whenever i need them
now i think those were pseudo automated
only things i think i didnt automate for that were nuclear pasta and fused frames
tore down the whole factory because i needed the nodes and im probably gonna build something better there anyways
wym you hand chunked from hmf to fused and radio control uni then hand chunked in copper powder?
i bought radio control units and fused frames
oh
i bet your promotion is so much delayed
due to ada dialog every time you buy parts lol
maybe a little delayed
I hate Aluminum.
Why
It is only a mid game thing and my factories and biomes are so neat and tidy because they onle require a few resources and then I come to aluminum and i need so many inputs that it makes me question my playstyle of aesthetics and trucks and trains and makes me just want to do a bus smack in the middle of the crimson forest.
I can only imagine the frustration ill feel with late game stuff
not to mention having to sink the extra water
but priority mergers make the silica part much easier!
why sink?
using alts makes it a lot cleaner
Some people deal with the excess water by turning it into concrete
sloppy alumina and then the petroleum coke for scrap
I just pipe it back into itself
Been considering this. gonna hard drive hunt ASAP
best tip for this is just feed all recycled water to section that uses recycled, clock accordingly then rest use fresh water
You can just pipe it back into itself if you know how to do it
if you overclock you can basically 1 to 1 normal aluminum recipe refinery, pipe just straight
I am having a "i am really stupid moment" after reading this. Been trying to loop it back into itself but a separate section just seems a much more simple and elegant solution with less fuss.
its not that bad
i drew diagram for my friend lol, here use it for you, you probably can cut it in half due to belt limitations
you can either just
A: put all the waste water into its own section of refineries, and have a separate one for fresh water
B: take some waste water, top the pipe off with fresh water, and send back to the alumina solution refineries
B is recipe for clogging imo, that method i kept getting everything clogged until i do A method everything works just beautifully, like my diagram its 5 ref to 5 ref with clocks accordingly from 1200 bauxite in 1200 aluminum out
blue is fresh water, red is waste
ratio examples of the various recipes
