#math-and-meta
1 messages · Page 286 of 1
as long as you have something like a valve or pump to prevent backflow into the waste refineries you'll be fine
Not even that
I'm going to need some assistance picturing how stuff will add up
Quantum Encoders are silly machines and I'm trying to figure out how I want to place them for my Superposition Oscillator/AI Expansion Server factory
I'm making 5 Oscillators, but I'm only using 2 of them for my AI Expansion Servers
and I don't know how to math all that dark matter residue/dark matter crystals
do I manually input the dark matter residue from the AI Expansion Server planner into the SO planner?
Or the other way around?
Greeny would know
bro satisfactory modeler was a mistake
ive been looking at this fo the last 4 hours trying to find good looking numbers
pretty happy with this but its just so hard, default rocket fuel really fucks with numbers and its all fluids so you cant balance it
what am i even looking at
this
oh wait, I'm overthinking it
the AI part doesn't need dark matter crystals, so I can simply add that residue into the SO planner
I think I think it's a stroke
okay so I only need 75 residue from converting reanimated SAM?
I think you are just overcomplicating things that don't need to be
well yeah but you cant have a 1381 pipe
split it up into 3 pipes
but like how do you split the HOR
also you get way nicer numbers if you limit nitrogen to 1200 instead of oil
blue crater has 2400+150 oil anyway so you have space for the extra oil
like the problem im having is that if you actually do these weird HOR pipes then it becomes impossible to connect it to 600/min oil
that isn't accurate. Direct feeding is very unreliable.
and if there's ever a disruption you generally need to flush the whole system and do a manual reset
Break it down into smaller modules of pipes of 300 or / 400 pm
each blender and need one refinery of hor
You can group 4 turbo fuel blenders to 3 rocket fuel unless you want to pipe it long distance
alright got those extra 6 ficsonium NPPs online to use the sloop'd rod production. now up to 315 GW
Finally making all the space elevator parts for phase 4, should be done in roughly 9 hours
Time to plan nuclear ig
The trunk is finished. I had to re-do a side because I forgot to rack on 4 pipes. I'm super happy with how it turned out. 256 water extractors, 128 pipes, 512 packagers. 100% of the surface area available on the river. By accident. There for a while I was almost certain I'd run out of space to put them all. To do: Pumps going up the side of the tower, re-piping the base because I want to do it differently.
If im doing wasteless nuclear, whats the maximum amount of uranium I can use for uranium fuel rods before I cant turn all the waste into plutonium cells
You can process uranium waste into plutonium cells without adding any uranium ore.
You make 100% of the fuel from uranium into uranium fuel. You spend it all. 2500 and some odd change uranium waste per minute.
50 rods in, 2500 waste out
I only looked at the alt for fissile uranium lol
https://www.satisfactorytools.com/1.0/production?share=40da8PY0zwx2S3tgtTmy Do note that this chain requires slooped sam.
thats a lot
You can play with the alt recipe usage for the non high energy parts of the chain but I recommend leaving the rest alone. Or scaling it down.
No, it's not a lot. It's all of it.
Minus 0.2 rods per minute. I'm not turning those into fuel.
That's my nuclear deterrant allocation.
This makes it nice even numbers on the reactors.
625,000 Power from 100 Nuclear Power Plants @ 250% burning 0.5 Uranium Fuel Rods. 100 Mk2 pipes, 200 water extractors.
468,750 Power from 75 Nuclear Power Plants @ 250% burning 0.25 Plutonium Fuel Rods. 75 Mk2 pipes, 150 water extractors.
234,375 Power from 37 Nuclear Power Plants @ 250% & 1 @ 125% burning 2.5 & 1.25 Ficsonium Fuel Rods. 37 Mk2 pipes 1 Mk1 Pipe, 75 water extractors.
1,328,125 total power from 213 total nuclear power plants, 127,500 water (Jesus christ)
Again, if you want less, just scale those exact ratios down.
And input the scaled down amount of uranium.
So thats the max you can get out of nuclear power?
No. Max max is that extra 0.2 rods per minute I pointed out.
This is the max number of whole reactors at 250%
Still. It's max enough for me.
You want nuke grenades right?
yes
Save that last bit of uranium for those.
Keep your reactor numbers even.
Be happy with having 50000% more power than you're using.
Have fun.
Yeah I was probably going to the northern coast
Those are going to be the most amount of bullshit and the least amount of fun.
If you survive that, you're good.
I cant wait to place 425 water extractors (1063 if i dont overclock)
Like... build the water extractors after ... oh nevermind.
I'll let you plan your plan and stop telling you mine XD
Tbh i probably will follow your plan since its basically max. Im gonna just be detangling and organizing this for myself
Yeah mind you this plan wasn't final but it's functional so it's a good starting point.
You might want to check the alt recipes, the final products on the output because a lot of those high energy outputs are heavily influcing the sam usage, machine count, raws requirements.
I also have no idea how much portal fuel I'm making or how much I need. I just left the dial at that number because I liked that it resulted in some nice round number or clockspeed or usage criteria or something.
Should be fun to figure it all out.
Yeah. This is a half figured out plan. I don't know if it's going to help you any by dropping you right in the middle of a confusiong situation with a bunch of knobs or letting you create your own from scratch but you're in it now.
Yeah I should probably just start my own plan rather than try to go my own way from the middle of yours
gonna keep track of this though
Like... I am including things like... The portal fuel. Enough reaction mass or whatever it is for 1 alien power amp.
And 1200 ficsite trigons and 1200 time crystals on top of the 172.5 per minute singularity cells (portal fuel).
Actually you should totally keep this plan and just make minor tweaks to the alt recipes used on the non high energy stuff.
this plan is solid af.
just minor tweaks
It's going to be a learning curve if you start chainging the outputs because it's tuned very carefully. But you're free to do that.
Just make a backup.
stress testing fluid train buffer, seems to work fine for now, might add another train on the line since its 1800/min
yeah, definitely will be
as it is this is a learning curve because Ive never done anything in t9 before
The portal fuel output is the thing I was tuning last... after setting a baseline requirement of 1200 trigons and 1200 time crystals (t6 build mats) per minute to not bottleneck my blueprint spamming...
But I have like 8 hours of waiting until I get phase 4 done so figured I could start planning my endless power
And the portal fuel is not finally tuned or maybe it is idk I just remember leaving it that number because... Man I don't remember. Have fun.
lol. I will
Im looking at the maxes for all the ores and stuff though and am a little concerned about how much Im going to end up using on power alone
... can we send trains through portals...
I unchecked the pure recipes mostly just to see how bad it got. Obviously you can use those to reduce raw requirement at the cost of increased machine count and more water wrangling.
Ah, yeah Im probably gonna use the pures to reduce the raw resources needed, Idm the extra machines/water needed
Well... the cpu hit in build mode is real.
The bigger you go the more pain and the longer it takes.
Also.... semi frequent crashes.
whats this mean?
You'll know when you get there. Have fun. 🙂
is it like the game freezing when you place stuff cause if thats what it is that happens for me some already
What CPU do you have
5800x3d
is this the time to mention the game crashing bug that happens with too many pipes in one spot?
How many is too many
I'm guess thing thing you've been doing qualifies at this point
it's the sound from them running that does it
Well this thing might as well be radioactive then.
In that I won't be able to go anywhere near it when it's running.
It's been crashing me with a fraction of them running. And yes while building pipe. And it makes sense now.
It should be fine
I wonder if it's an object limit or all of the fluid calculation
I reckon its more to do with the number of sound channels.
but I didn't read the crash. I just assumed I was going too fast.
slowing down did help but only because it caused less simultaneous pump starts.
which had nothing to do with why I thought it was crashing
Just hook it up to a switch so you can start them in phases far far away
It's literally the sound crashing it
I am slowly approaching the end of this AI Expansion Server factory, about a dozen buildings left to place, but they're all drone bays, particle accelerators, and quantum encoders so I still need a lot of space
multiple floors 🙂
I am not a vertically inclined person, thus behold my largest factory yet, all for 2 AI Expansion Servers/Minute(+3 spare Superposition Oscillators/Minute)
a double smart splitter setup for the SOs so they go to the AIES first, then overflow to the Drone Bay for export, and if that is somehow full, they get sunk. and when I have enough AIES, they'll get sunk as well
Woah that's really impressive i am New to the Game and i don't know what half of those things do lol
i used my oscillators from ballistic warp drives for these
I wanted to tackle this first since you need more AIES than BWDs
basically this half makes the Magnetic Field Generators and Crystal Oscillators for the second half
either way you'll likely be done with the other by the time your finished with one
both of them require lots of machines and such
anyways i still hate crystal oscillators with a burning passion
while the drones bring in off site materials for the Quantum Encoders to do their work.
What recipes you using for crystal oscillators?
just the standard CO recipe
alternate is a pain in the ass
Can someone help me? I want to build COAL POWER and I need to build one that will give me 2700mv. Does anyone have one to offer me?
That's a lot of coal gens someone can link the diagram but it's 3 water extractors for 8 coal gens
And 120 coal
You need like 36 coal gens round it up to 40 to power all of the water extractors
I redid my main mainifold... end to end.
And ended up creating a 160 meter double grand stair case out of pipe.
Looks clean
What exactly is it making?
76,800 packaged water per minute.
Obviously that is not quite a final product, and this is just a factory to feed another set of factories.
with enough drone ports and alternate recipes, I can finish Phase 5 at any spot with Iron and Limestone.
I may have a drone addiction problem.
is that special assignment to find the #screenshots channel
Can Somebody explain to me way i cant open up the Comand Console?
I wanna talk a bit about the wire recipes
So first we have copper wire.
It's good. You use copper for more wire
Early on one of the best things this might be used for is stitched plates. You need to use a lot of iron, so if you put in some copper to the mix you can share the burden
Next it's iron wire. Since there's a lot more iron than copper, this is also good. Although most iron is also next to copper
But it can help you avoid the copper production chain
Thing is, without copper wire, the copper you have is really only required for copper sheets, which early on you only use for ai limiters, and storage. So on locations like northern forest, most of your copper remains untapped
I kinda don't like peiple making the argument "there's more iron than copper", while it's true, it's also a bit misleading as you should base your decisions on local resources rather than global
Copper rotors 🙂
Honestly never used it
I don't use it on motors because steel rotors are friendlier there
But I have heard good things about it
Insanely cheap, with steamed sheets and pure copper, it's 8 copper ore per 10 rotors
(Well, that and some screws)
Steel rotor is quite expensive
Huh, I guess I thought wrong about the screw cost
it's also that nuclear pasta heavily skews copper demand
but yeah, about wire
Next things are caterium, and fused wire
which is pretty interesting for a bunch of reasons
you also have the rest of the map to exploit for copper powder
1st, ai limiters are first done with caterium and copper and there's no alternative until oil, so there's already a strong reason to have copper and caterium together
that and you can also have fused quickwire
honestly I'm starting to think it doesn't matter if you want caterium wire or fused
like you make ai limiters in one place, other recipes that want caterium like circuit boards, computers and high speed connectors
they want oil, not copper
It's all just options for what's convenient
Caterium Computer is just quick wire and oil
Plastic and quick wire is AI limiters
yeah both ai limiters and circuit boards use the same recipes
however, before oil, your option for ai limiters is just copper and caterium
Some high speed connectors as well
which is when this fused wire or caterium wire is relevant
to which my answer is: They're kind of the same
you only need a little ai limiters and quickwire for yourself
so you won't really exhaust your nodes with that
Many would argue that for personal use the recipe choice doesn’t matter. Just slap down 1:1:1:1 build and call it good.
the game just simply gave you options, you dont want to do oil for circuit board? u can always do silicon alt that requires copper and quartz
it matters a lot because of locations
When these alts give you multiple options to do the same thing it doesn't matter
When these alts allow you to use different things though, they're something else
Like caterium wire is probably still really good when mixed with oil to make metric tons of cable
for high speed connectors
tbh i just pick any location i want, since i can just do trains/drones for long distance travel
I don't use trains, I don't like setting the infrastructure
So my plan is about picking the spots that have all the raw resources I need, and then depot the things
and when it's too many different resources, then I probably have drones
Like for AI limiters for yourself you just need caterium and copper
you want to make more things you would need oil or quartz brought in if they're not nearby
But since it's just you ai limiters become just a random outpost making these things for storage, so whether you use fused wire here or caterium wire kinda doesn't matter
btw, regarding oil and caterium, here's some regions
Mhm. Once you get to oil, the game encourages you to do non-zero long distance logistics. Even the circles you showed are fairly far to get the items together.
yeah caterium wire doesn't really do anything
well I've seen players do km of belts, so this kind of thing is relatively tame
The usual comparisons for alts is like:
- resource efficiency
- Power/space requirements
- Per machine rates for sloop efficiency
- Ability to reduce amount of raw inputs for a production chain
- Ability to swap the required raw ingredients
If you don’t build huge factories that use all of a given resource on the map, some of those factors like resource efficiency effectively don’t matter.
one example of a good alt for me is coke steel
because before to make steel I need coal and iron together, but now I just need oil and iron
so things like modular engines now become possible to be done in one location
Power/space you can often just ignore by over building power. If you don’t use sloops in factories, it just leaves the resource types, amount you choose which is mostly player preference. Hence why people have responded with the “alts are player choice/preference”. That said, it’s quite fun planning out alts and finding synergies for larger production chains.
For caterium, the fused quick wire ratios are quite pleasing. I used that in my supercomputer factory.
yeah i love caterium and copper together, they makes best ratio of wires and quick wires
yeah the point was just that caterium wire is kinda useless
what?
I'd disagree
because a lot of locations where you want caterium, also have copper so you can make fused wire
Need wire and have caterium nearby? It's great
you can make fused quickwires as well
yes
you can use copper and caterium for both recipes
On empty map yeah, but on specific save the copper may not be available
To be fair, drones are great
makes sense why drones are available so late because otherwise trains wouldn't be able to compete
well not really, train is still good even until endgame
their throughput is better and no fuel needed to be dealt with
yeah you make a point, there were some times when I was like "why did you build this here, this is a perfect spot to build turbofuel and ammo"
they don't need fuel, but they need infrastructure
Trains and drones do not compete, they coexist, each one fulfilling a different role
which isnt that hard, just some manual work
you can just lay down 3 tile or 2 tile of foundation and put tracks, not that complicated and save big projects to make it pretty for 1.1
i would argue you don't need a drone port anymore when you can just get a train to carry x
yeah but sometimes it's not worth it to build infrastructure to transport a 50pm item
drones is better for that case, i go train once i get over 400 pm needed to transport
most things that require circuit boards can't not have oil though
well that's the beauty of trains though, if you expand that factory your train can still carry things
you can alway do army of drones but that eats batteries which need production of batteries which is bit costy on limited resources
dont get me wrong, i have over dozen stations within my main base
both fuel, and nuclear rods
oh haha
looked at scim and i have 80 trains in my world
probably around half tho
im using two locomotives per train
14 stations within main base
what about a logistics hub
that makes it so some trains don't have to go the whole way
huh?
it could lower traffic
i have world rail and its balanced enough, but that said, i cant really add anything more to this, im waiting for 1.1 to redo my tracks
some trains comes in from right some from left
but yeah I don't really see any logistics hubs
highest traffic would be this section but im not getting throughput cut to point that it causes problem
but im not really planning to expand my main base much, still havent decided where to start building next factory area but im thinking either desert or grasslands, those biome is untouched so far
We don't really see logistics hubs much
give me example of logistics hub, my system is just main rails with branches into stations which has been working fine so far
i do dedicate certain routes for high throughput trains such as
between those two stations is feeding 1200pm nitrogen and 1200pm sulfur, with almost no other train goign this route
instead of having a train going from a factory1 to factory2, it first goes to hub A, where another train would take the thing to hub B, and hub to factory2
oh well its not my system that i designed in mind
that could work but its just extra steps with middlemen, theres no middlemen in my system
no one designs like that though, and I wonder why
because its pointless extra steps
A logistics hub is an interesting idea but point-to-point trains are always gonna be faster in this game IMHO
Like it would be a rule of cool thing
logistics hub just adds more train and traffic, makingmore mess
but its a certain playstyle that someone might want to do
In my second playthrough now and I really embraced trains. I’m rather proud of my rail networks. Nothing to the level of what Hornslet has come up with, but it is functional and semi-aesthetic
First playthrough I just used drones for everything
ye trains awesome and op in game
FWIW building rails is much easier in 1.1
yeah cant wait
well, a question you ask in this game is "will you be using trains or not"
if not, you'll just be building things locally for depot, and drones for more complex things
if yes, you'll be making big specialized factories and carrying those items by train
free rotate and smaller turn are definitely big changes
you can rotate bp in 1.1?
oh, like belts
how do you guys think the game would change if we could direct logistics directly
with percentage or ppm
if programmable splitters worked the way you thought they would
not really
we'd have less newbs asking "how do I split these iron ingots"
manifolds just do that
with enough time, everything will manifolds eventually as olong you input enough amount below belt limitation
incorrectly load balanced will manifolded in time
like real world logistics have this ability
but in here it feels like we have to dance around it
it will be easier for sushi belts system but who does it anyway
just do manifolds my man
:(
it'd probably have about as much impact as priority mergers did
do priority mergers have that much impact
like it's good for recycling byproduct
no (and that's the joke)
but the only thing that really changed was for the belt logic guys
<-
yeah its good to keep recycling going like empty tanks for nitrogen and such but we already have ways to do it without PM, they just give eaier ways and reduce some logistics to achieve it
final line, theres nothing we cant do that PM will offer
one thing I like is that it's now easier to maximize a belt
uh smart splitters do that????
not a use case that's particularly common, but it's something
if you have a main belt and some supporting belts
you want to prioritze the throughput of the main belt
uh smart splitters? have it fed into its own section that eats speific amount then direct overfill into main bus with no backup caused on main bus
its just manifold injection
for example one of my aluminum plant have 1800 pm scraps so i had first belt which is 720 to 1080 fed into section that eats 600 scraps then direct the overfill onto 1080 and its perfect 1200 with no back up
can simply use the overflow filter to prioritize main belt
what we had before is this
as i said, PM just makes things smaller, we can do anything it offers anyway
see this
not even big, smart splitter is directing 720 into branch which eats 600 and then 120 goes into main belt with 1080 making 1200
all of this can be reduced to simple manifold with sections
what? this is multiple full belts
one area got 3600 screw throughput so i just make sections that eats amount of screws that belt can offer then split them into sections without any load balancing done
like you got 5 600 belts, direct them into 5 sections that eats 600
much much more simpler logistics
Alright, well you might see no use for it, but me and several other people have found it to be a great addition
nah i will use PM
as i said few times, PM downsizes the already doable logistics systems
well the biggest place I need them in was doing some boolean belt logic
so thats great
why not just divide them up into sections
5 full belts of screws each feeding into their own sections that eats up the amount, no load balancing, logsitics, injection done, just simple sections
It would lose its main puzzle element
is it really a puzzle?
Yes
yes in sense
puzzle isnt limited to jigsaws as you know
puzzle is concept of thinking to solve something
I never thought the hard part was the balancing, people just either use manifolds or dedicated chains, some times a mix
do you build factories without designing and thinking how to solve approaches
the getting enough supply was the big thing
choosing right recipes to lead up production is puzzle itself
is part of the puzzle
determining best location with nodes and supplies from train logistics is puzzle
yeah, but if I have a manifold making 600, saying 350 goes to place A, 200 to place B and 50 for storage is a bit more complicated than I think it should be
just manifold them all single belt?
600 thats under the belt limiation
as long all outputs total equals or under the input of single belt is manifolded
And how come manifolding is a more valid solution than just saying how much I want to go where
because there's load time?
what if one of them is a train station that will take 2 ages to load completely
then it works just perfectly with least logisitcs
load times isnt that bad as we sink hours into game
just build it and go somewhere else do something and it will warm up on its time
what if we're talking not of 600, but of 60 turbo motors
again, yes there's ways around it, but it feels like I'm dancing around an issue that could just be solved entirely, especially since load balancing isn't really the game's biggest puzzle, it's figuring out how to do enough supply
how will PM solve your problem of 60pm turbomotor that need transportation
this isn't about PM
what is it about then
it's about a better PSplitter
there is load balancing methods if you really wanted but then just let manifold do its thing, i had 15 pm HMF being transported by train, it filled up in no time in sense of playing game normally
You say you are having trouble with concept A, but you shouldnt be because it's not an issue and the issue should be concept B? Sounds like concept A really is a challenge and that's ok.
You can use trains with low throughout parts. Just don't tell it to wait till it's full.
we had more challenge making a central storage and they gutted the idea
what about the logisitcs hub you mentioned? that is techincally central storage
the idea was to reduce traffic on the grid by making things more local
not to centralize storage
but by making things local you increases traffic?
instead of cutting out middle men stuff
what picture
another thing is that you would really only be able to do this late game
No reason to do big numbers in early game anyway
Just stick to your belt currently and make factories around map, do independency, trains is permanent and very scalable, so all the more reason to do infrastructure over big factories, save them later when you actually need it
Wym infrastructure over big factories
You will still need big factories
100 hmf pm big?
Oh
I made 10 a few days back
It was pretty big
The painful part was the 50 mf per min
Phase 4 is when game start pushes you to do bigger factories with dependencies such as products like aluminum and plastic to be transported which trains massively help, if you commit in phase 3 game flows easier
Phase 5 is when everything begin to culminate
That’s my experience with game so far
My experience is that thermal rockets is a pain
Wasn’t too bad to me
Cuz I had system going that delivered complicated parts such as 100 motor pm factory I did with 50pm automated wiring factory n etc then feed it into one factory that holds all manufactures and I got 5/5/2.5/2 ratio for rocket parts pm
I used mixed of drones and trains
Mine was
The outposts with the fuel are drones
They get things from somewhere else
I 100% didn't just think you were making HMF out of fuel... nah
I’m using pure iron and limestone recipe for hmf, pick some spot in world and make it and call it day
Iron tubes and encased tubes saves the day, with iron wires for stitched plates
Honestly I find that iron alloy is better
Oh yeah true
I don't like dealing with the refineries
Damn smh
They are amazing, amazing recipes
Leached caterium, pure copper, steamed rolls n etc
They're big, bulky, costly
Can barely fit in blueprints
Smh just 4 refinery in mk2 is plenty
And then I'd also have to deal with liquids
I love my 17 million refineries and the oceans they drink every second
Sounds skill issues
I can fit 12 foundries with that
Iron ingot go brrr
That was about 80% sarcasm btw
Poor you dealing with aluminum
more around 78.54% but who cares? :3
Btw how much aluminum do you guys end up using for phase 4
I ended up realising just 1 bauxite node wasn't enough
Well when I entered phase 4 I made 900:900 bauxite to al, then later I made silica fluid recycle factory and supplied 1500 silica making 900:1200
Just make more when you need it
On my 1.0 save I ended up with I think six different aluminum-production areas
As with anything else, how much you actually need depends on how big you build and what recipes you're using, etc
Second one was for ficsite production
Still plenty bauxite nodes left idk if I will use it all up
The most expensive thing really is just all the casing for the fused frames
I found that 1 machine for belts was enough
But casing is more expensive yeah, I would suggest supply copper for alt recipe
But fused frames want ridiculous numbers of aluminum casing
Well I find that trade off for such simple recipe
Yeah especially since you already want them together for heat sinks anyway
Hmf, casing, and nitrogen that’s it
Oh well I’m supplying alclad and casing out of aluminum factory
And making heatsink in factories that need it
Not much recipes need heatsink
I made my factory for the space elevator parts all with one machine doing them and am just afking while I work on my plan for a power plant
alright, after some more troubleshooting of nukes in https://discord.com/channels/370472939054956546/1362075335235211476 this post, im now fairly convinced that putting the input of your manifold in the middle is better than at the end
having 3 exits on a junction used is better than just 2
makes sense
especially with 600/min flow rate
Oh noes, we'll need a new Standard Image. :D
does it really do a difference vs the standard vertical manifold loop?
its basically the same in that regard
im just distilling the core meaning of those 2 things down:
use 3 junction exits when you have 600/min flow, not 2
and use the lowest pipe mk possible for your machines
if they dont actively need more than 300/min piped up their butt, use a mk 1 pipe
in a manifold this applies too. if the machine needs 300/min at most, use mk 1 pipes for connections to the junctions
and valves are actually perfectly fine now
yeah, perfectly fine, allowing 240.9 when set to 240
lol
isn't it the 8bit number thingy?
how stupid is this decision?
Can just set it up like this
interesting
It just works ™️
Im working on my nuclear plans rn so Im probably not gonna make use of that yet because Im trying to make as much as I can at my nuclear plant
Im working on my nuclear plans
Saaaame 😢
I started with the uranium fuel rods and Im realizing now I shouldve started from the ficsite fuel rods and worked all the way back
Starting from Uranium isn't a bad idea, since Uranium is quite a bit simpler than everything that comes after
Can just accumulate waste for awhile while you get other things figured out
PTSDcat.gif
Though, yeah, if you want a fully-clean solution and underestimate how quickly Ficsonium eats SAM, that could be problematic. :D
Yeah thats probably better to do since I only have a 10GW grid rn and Im going to need power to get this going
can always just make an ecological dead zone out of waste until i need it
Roughly speaking, if you start with ficsonium, then plutonium will yield double the power of that. and uranium will yield double the power of plutonium
I'm not doing this for the power.
I'm doing this so I can make an IKEA showroom full of IKEA lamps before they get processed into ficsonium fuel rods
yeah I talked to someone last night about this and I have the requirements for the reactors
Yeah, waste storage honestly is not a big deal. You know how quickly you'll generate waste, so you can figure out how long a single ISC buys you, so you know how many ISCs to build to give yourself, like, 100 hours of playtime. Just make sure to build more if you're 100 hours in and still haven't started processing them. :P
Slap 'em in some out-of-the-way corner and Bjorn Stronginthearm's your uncle
2500 waste/min is a lot
uranium waste?
BP full of ISCs is lotter
Fortunately ISCs are easily blueprintable. :D
very true
2.5k/min is a lot, though, yeah. Though that kind of build goes into the "you're doing this to yourself" category, of course. :D (I say that without judgement!)

(Honestly with that much, I wonder if there's even enough SAM on the map to fully convert to Ficsonium; I suspect you're likely to end up having to store some Pu Waste anyway. Though it's been awhile since I've looked at the numbers) (edit: or not, ignore me)
There is dw
I should be possible based off what I found out when I talked to someone about it last night
Idk what all SAM is used for though or how much this is going to eat
*You will need to sloop some of the reanimation. .
Ficsonium is very SAM-hungry, though sloops can help extend it.
So its more of a theres barely enough
Outside of Ficsonium you can get away with very little SAM usage for other stuff
(Though you'd want to make use of the more Dark Matter Residue efficient Dark Matter Crystal recipes, to avoid having to make your own DMR to supplement)
I dont even know what that is lmao, Im afking phase 4 as we speak
Hope this helps :)
handwavey handwavey
you can also use less-Pu-efficient recipes to reduce the amount of needed SAM, due to having less Pu power
Yeah, the others are tempting, but it's real difficult to argue with Aluminum Ficsite SAM efficiency
(I did do a bit of both Iron + Caterium on my 1.0 save, though)
Any other recipe I legit cannot make all the things I want to make here
the 1200 reanimated is going towards 40 power matrices/m
24 slooped reanimating SAM, that's all 104 sloops on the map 😅 I have no wiggle room on this high level shit
163.33 is the remaining SAM/m... I have that much wiggle room...
Should use that extra 163/min to convert yourself some more aluminum, to make just a bit more. :D
Im gonna go back to my planning, Im gonna start again/continue from ficsite though and probably not build anything for ficsite until after I have enough waste to make LGIO jealous
Aluminum Ficsite But Using Only Iron And SAM™
Nah ill make more uranium so I have to recalculate everything
which electromagnetic control rod recipe is better? Ive been looking at the one using AI limiters but I do wonder if using HSC is better
Ech I'll see if I can use a smidge less alu and use every drop of SAM on the map.
I don't really want to convert X to Y to Z
Wait maybe... ya get 50.4 rods a min. Might up that so I don't have a reactor at 200 and not 250 🤔
this is information I got given on it
625,000 Power from 100 Nuclear Power Plants @ 250% burning 0.5 Uranium Fuel Rods. 100 Mk2 pipes, 200 water extractors.
468,750 Power from 75 Nuclear Power Plants @ 250% burning 0.25 Plutonium Fuel Rods. 75 Mk2 pipes, 150 water extractors.
234,375 Power from 37 Nuclear Power Plants @ 250% & 1 @ 125% burning 2.5 & 1.25 Ficsonium Fuel Rods. 37 Mk2 pipes 1 Mk1 Pipe, 75 water extractors.
that depends on what you call "better"
less raw resources
and how you value the resoruces 🙂
lol, you actually do save on SAM if you convert Iron to Aluminum and use that for Ficsite, as opposed to going Iron->Ficsite directly
1 iron probably isn't worth 1 oil or 1 quartz
(at the cost of 25% more iron, which honestly does not seem bad)
I am so doing that somewhere, whenever I start a new playthrough
And more power, re: cost
Idk what I did in my nuclear plan but I dont have to sloop reanimated SAM production to have enough for nuclear, I justhave to sloop it so I can actually use SAM for other stuff
oh I didnt finish with the things SAM is needed for
dark matter residue
wuh?
Also the roundest I could get the reactors is converting to make 900 more uran so... 3000, a round number...
144 uran reactors,
128 plut reactors,
64 Fics reactors
Not a single one under 250 :3
not enough SAM
@restive sparrow #math-and-meta message
see here (and the conversations below that)
Thanks mate
jesus christ, praise be
knowing this will end up doing full uranium plutonium ficsonium, this is like staring into the face of god
What do you think I meant by IKEA?
flat pack furniture?

IKEA lamps :)
average Ficsonium Madness
(gods, I just cannot resist commenting how awful those graphs are to follow)
if you think thats bad heres what im working with rn
They are shite but like that's because I haven't put effort into make them human readable (I am not human)
I can read that clearly.
Waaait
It's not the graph layout/flow itself that I take issue with, it's the complete and total lack of labelling
To even know what's being produced you've gotta zoom in on tiny little icons and hope you know what the icon means. Let alone knowing what recipe(s) are in use, etc.
better?
Not a problem for the person using the utility, since they can just mouseover, but you can't do that with a screenshot
I will label once I have everything set in stone
this actually
The tool should be labelling it for you, is my main gripe.
Just effing put some damned text on your graphs, Modeller
fair enough
Heh; I'd submitted a FR on their Steam page, though I expect their Discord would be the better place to submit it
Though I also expect that's just not in their "vision" and also I expect I would end up sounding ranty and hostile, so I figure I'll avoid the Discord. :P
If I could be botherd I would and if they pull that shit I can just pull rank (out of my ass)
this is a joke
An issue with auto labelling is the text would end up super small too
This would make my eyes bleed
I like to feel insulated when I cry too....
lmao
I just need to boil some oceans and create an AI something that'll autodetect Modeller graphs on Discord and just Not Show Them To Me™. :D
That or get over it
It does have work to do in the way of "being able to show someone else"abilty
I'll just opt for getting over it; I'm sure I'm annoying people by bringing it up at this point. :P
Dude I get it dw, I hate how messy my own shit it but I need to make sure it works before making it loop pretty
That said I have labelled the 3 "folders" that contain the processes
As long as I can eventually make it through my production planner idc what it looks like lol
Sadly my sense of humour consists of naming them:
- Chernobyl
- Fukushima
- Three Mile (Paradise) Island
thats amazing
I'm soo cooked. (with radiation)
Unironically I'm keeping these
Anyway back to nerd things like numbers and stuff;
I am kinda sad I can't convert to make more uranium without removing some of my APA
Yes, Aluminum->Ficsite is great.
The most SAM efficient ways to make Ficsite after raw Bauxite->Ficsite and assuming no overslooping are actually, in descending order:
- Caterium->Bauxite->Ficsite,
- then Copper->Bauxite->Ficsite,
- then Quartz->Bauxite->Ficsite,
- then ((Coal->Silica)+(Sulfur->Copper->Bauxite))->Ficsite,
- then Coal->Quartz->((Silica)+(Caterium->Bauxite))->Ficsite,
- then Iron->Sulfur->Copper->Bauxite->Ficsite,
- then Limestone->Coal->Quartz->Caterium->Bauxite->Ficsite
- finally purely from SAM, with no other resources drained after kickstarting, with a slightly productive infinite (Limestone-Coal-Sulfur) loop allowing to extract some Limestone for Limestone->Iron->Ficsite
But I need more SAM ;---;
The math on this is really difficult to get my head around for sloppy alumina and electrode scrap.
Sloppy alumina
200 water in : 240 sloppy alumina out
Electrode Aluminum Scrap
180 sloppy alumina in : 105 water out
How do I find mathematical balance?
I finished my nuclear plan, the resource cost per minute is
- 2083.3 uranium
- 1063.03 crude oil
- 153,393.95 water
- 5916.67 bauxite
- 4937.44 nitrogen
- 3083.28 sulfur
- 18,211.95 limestone
- 5634.71 coal
- 8107.11 quartz
- 7812.5 SAM
- 3519.91 copper ore
- 2669.91 caterium ore
should be fun
this is a disaster
A soundtrack for that build: https://www.youtube.com/watch?v=S9WWz95ripA
Live Album, XX Years Of Steel, out December 6, 2024 via Napalm Records.
Order here: https://lnk.to/NoS-XX-YearsOfSteel
NANOWAR OF STEEL LIVE 2025
European Tour 2025
Co-Headline Tour w/ Dynazty
21.02.25 AT - Vienna / Simm City
22.02.25 DE - Leipzig / Hellraiser
23.02.25 DE - Stuttgart / Im Wizemann
24.02.25 DE - Hamburg / Kaiserkeller
26.02.25 ...
I do actually need a soundtrack for this project as I'm wanting to make a video going through every section of it, I do have one type... of song for one area 😏
Modeler is cool
Tho uh I’d rather a computer do it for me :3
I hate radio control units now.
On the bright side I have enough of them to automate both pasta and thermal propulsion rockets.
Why is that so, I felt RCU kind of easy to do
Turbo motors is harder
That I had to just went “fuck it I’m making 100 pm motors independent factory to feed it”
@worn heath These are my notes for a 300 bauxite to 600 scrap using sloppy, electrode. % is the clock %. You find the numbers for each machine with algebra.
You’d be surprised how many people can’t do… basic algebra
What algebra? I don’t see any in it lol
I am on a playthrough where I build every one of my factories in one spot.
Belt work and HSCs were the worst part of automating these accursed things.
True HSC is pain doing it but once you dealt with quick wires and ai limiters it’s fairly easy after that
I had off site factory feeding plastic and steamed rolls, that helped production for stuff like hsc, rcu etc
So this guy understands algebra… 
Algrebra part is converting from the raw item/minute values into the correct clock percents for each refinery to get the recycled water correct. Then scale appropriately to nice numbers.
You’d be surprised how often water confuses people here
That is the already done algebra? People don’t need to do algebra for that as long they follow it
But although I am doubtful if anyone who doesn’t like math like game about math
@amber edge Yes. I'm saying that the way you find those numbers uses algebra just a bit.
Or just brute force it with guess check.
Anyway. Clearly people playing this game can do algebra. I'm just trying to help someone figure out how to set up aluminum.
Or they can just go nice numbers with amount produced and don’t worry about percentages although it’s easy like just 200/3 for 66.667
"You can't fix stupid" - someone
Kinda weird to jump to "people can't do algebra" just because I mentioned it uses algebra.
“What do you do with waste water”
The satisfactory Rorschach
Note I did not read any context, I just read this one message
Drink it, duh
TRUTH
FICSIT does not waste!
Glug glug glug glug
It's introducing vital microplastics into my brain
-# I made myself sad
I suppose I should start as I mean to start;
SAMual consolidation
But in actually, what do you do with waste water

just a few pipes
Oh you mean actually, I'm normally just here to crack jokes at every chance I get.
how much waste water you got?
Any amount, any system
Without knowing any other factories, what do you do with it
Pre fill it
I'd be more WaterInput - WasteWaterOutput = SysWaterInput
but I couldn't resist over simplifying it
WI-WWO=SWI
The other acceptable answer is like, moving waste water into another factory line
I was debating turning wastewater into packaged water and sinking it until I realized how many canisters thats gonna take
But in terms of like every day production, looping the basic aluminum is super easy and super solid in all contexts
I have seen people here tell new players to do that
I wept
I have like
6000 wastewater/min or smth in what im currently working on
Im using it though because its less water extractors I have to place
(1300 if i dont use overclocks)

Is this any better?
whats the point of packaging the water in that?
what the fuck


how many power shards can you get from power slugs if you sloop all of them?
a lot
I have a power slug hunt to go on because I need like 2200 power shards
596*2+
389*4+
257*10```
5318
Ive gotten 0 screws/min in my last 50 hours of gameplay
I need to hunt down elders to grind up into shards in a machine imbued with the power of an artefact I stole from a strange looking goat so I can unlock funky fuel for my generator so I can power my funny aurora borealis machine.
Sorry the funny purple orb took over then, what I meant to say is that I need to find purple slugs to unlock ionised fuel.
Why do you need ion fuel before synthetic power shards?
That is a bad idea 👀
||DARK ION FUEL!|| So I can power all the encoders for phase 5.
dark ion fuel is power negative
Wait what?
Burning the rocket fuel nets you more energy than the ion fuel that it produces
Since you need 2 m^3 rocket fuel for each packaged
Ion fuels one of the worst things to burn. It’s mainly just used for packaging in the Jetpack.
But I already have rocket fuel, and I need an excuse to oversloop a blender! 
Im just doing max nuclear so I can ignore the idea of power
Slooplication is fun

Yes sir it is!
||still doing ionised so I have all four fuel types||
The infinity fuels
Uranium, Plutonium, Ficsonium,
Fuel, Turbo Fuel, Rocket Fuel, Ionized fuel
coal
coal
uranium
iron
water
youre not wrong
tears of the damned
No one fucking mentioned compacted coal, an actual fuel.
crude oil
well, the linking element here is the alumina solution throughput.
SA * 240 /min = EAS * 180 /min
SA * 4 = EAS * 3
Where SA and EAS are the activities (number of buildings X clock speed) of the Sloppy Alumina and Electrode Aluminum Scrap recipes, respectively.
So for example, you could build 3 SA Refineries and 4 EAS Refineries, because 3 * 4 = 4 * 3. Or you build the same number of both, but underclock the SA ones to 3/4 = 75%. Whatever you like, as long as 4 SA = 3 EAS.
nobody uses compacted coal c'mon
Early game my guy
Plus if you're going to claim to have all the fuel you need all the fuels
untrue
(i am shitposting i know statistically some people use it)
I severely under estimated the time its going to take to find the power slugs for getting 1600 power shards
If you post about it I will cheer you on.
im at roughly 400 rn
I might just setup making synethic shards and go place 500 water extractors while I wait
Good luck! I believe in you!
FICSIT believes in you
ficsit would sell my organs
Why would they need to? They already have clones. . .
Shhh you aren’t allowed to disclose that info!
Oh yeah I'm not in my home terf of https://discord.com/channels/370472939054956546/1283457093696749609
Keep going!
yeah, the way I look at this is the more of these I do the less pipes I have to place
CONSUME MORE
gotta consume the power slugs to use in this monstrosity
Oh my spaghetti!
yeah
That's only most of the ficsonium you can make (without conversion)
its just spagehetti because I gaveup at keeping it organized towards the end
its for my nuclear power plant, I havent even thought about the other things
I'm not even 1% done with my thing dw
cough
I know right
its like 97,000 water for just the reactors and i managed to throw another 55,000 on top of that
tbh now that i think about it the only reason it became so much spaghetti is because I was totaling the resource costs and thats what the line of stuff at the bottom is
:)
ngl this is fun to think about
I only have a 10GW power grid rn
Im gonna have a fun time starting my nuclear plant
Are leached iron ingots yay or nay?
do you like them? yay
do you not like them? nay
I like them so I’m gonna use them!
Thanks for answering.
it's like that with any recipe, there's never a "bad" choice 😉
all of them have their uses
well bio coal exists
and is useful in some scenarios 🤷
yeah I can think of like
very few situations its useful
but for the most part its like why would you take that over the other option
taking a recipe doesn't mean that you have to use it
yeah ik
Challenge:
You're not allowed to harvest any coal.
You can only get goal from biocoal/charcoal recipes.
You will want to sloop alien protein ;3
sounds easy enough given that you have things where you can do coke
I forgot how many slugs are in this part of the map
infinitely many if you count doggos 😛
erm
theres a recipe to craft them...
Yeah, it's Slug Central up there
Well, technically you're producing the shards, not the slugs. For infinite slugs specifically, you need doggo help. :P
true
I still need so many more
ykw time to start crafting them, Im tired of collection slugs
and also synthetic shard time

before I blow the fuse on my power gridI should probably turn off the space elevator parts
mmmmm tickets
easy
I've seen that quite a few times actually
lmfao
ye is good meme
There's a mod that adds more hostiles to the map... Might consider it
I find the small coal plant in the background of this funny considering how much power they use compared to what that coal plant contributes
You get way more power if you make solid biofuel + liquid biofuel, instead of coal
well since the challenge was to play without harvesting coal, I'd say the point is to get specifically coal 🙂
I have about 1/34th of the water setup lol
looks suspiciously pumpless
shit
womp womp
its also got no power rn, but thats a future me problem
I have no idea how I plan to start my nuclear plant with my current power grid tbh
how much scrap do you want
lets say 1200
that means you need 1200 * 180/300 solution = 720
1200 scrap is 1200/300=4 scrap buildings
720 solution is 720/240=3 solution buildings
NOW you do the water
4 scrap buildings make 420 water
3 solution buildings need 600
600-420=180 so you need 180 fresh water
why not put the plants directly in front of the extractors?
bonus points for splitting it up
420 recycled water turns into 420/200 = 2.1 recycled alumina solution buildings
180 fresh turns into 180/200 = 0.9 fresh alumina solution buildings
id just overclock the 2.1 to have 1 or 2 buildings
Well, 1/3 of the extractors are for the process of making the fuel rods
so those are the ones im placing rn
same question for those - why not place them in front of machines that need them
power storage
store some power now with your current grid
once youre done building you can use that stored power to gap the time between turning it on and getting power from it
Im gonna have to store a lot of power considering I have a 10GW grid rn
power storages are INSANE so ye
This is the correct response to "Is Xrecipe better then Yrecipe" Just show all of them like this
this should be on the wiki...
Ain't this on the wiki, but less visually
How much do you think I would need to get 300,000MW of production going
no these fuckers removed that
the correct response is this, but in a tool that's visually good enough to know which oen is which
(aka please add labels to modeller)
recipe lists are still there
What is this then?
the subjective misleading "analysis" of recipes
I did look at who published it on steam to see if I could @ them... no
basically the tables that compared them (and assumed like 99% of things that user wasn't aware of)
better to give information, I hate pure just because of the space that it take
Recipe names would've been actually perfect
just more reason to download it and do it for yourself
eh, I'd just use my Tool instead for it (and spend time making new Tools)
Now with sloops owo?
haha
if I can figure them out, maybe
Just add a slooped variation of each recipe
that's not the problem, the problem is "I have 6 sloops, where to add them"
Trrrueee
its a simple integer optimization problem
just get a solver for it /s
the max sink calculation used
"There are tools to deal with these problems, one of these tools is a Google OrTools package with CBC_MIXED_INTEGER_PROGRAMMING backend. "
apparently
then like gill said just add slooped variants but only integer numbers allowed
restrain to #those_recipes < sloops youve got
those are not really viable for web-based solving
ah i see
but only integer numbers allowed
current solver doesn't support that
(I appreciate y'all trying to help, but I've already spent like a month learning all the math and doing tons of research about possibilities of solvers, so you're most likely not gonna give me any new ideas/information 🙂 )
Much love 💚
All I have is the BWD factory to make to close out Phase 5, but I don't think I have enough power for it.
BWD?
Ballistic Warp Drive
Yeah the plan was to make some rocket fuel
Need to get some slugs first because I know I'll need more shards for this.
20gw is only 80 gens without oc on a 333/600 gas pipe, not that hard to pipe up
Power storage is awesome. js.
hopefully that's enough shards to hit credits.
How is your sloop collection?
all of them, I used my sloops on power augmenters
104 to work with is wonderful to hear... 😏
don't make fun of me or my ten sons ever again
all my buildings calculated
Borrow a sloop to double your shard production from those slugs
that's what I've been doing
Where are the other 4?
2 in constructor for doubling power shards and quadrupling alien dna
The accounting department here at FICSIT is happy with this audit
I wonder if this will be enough for the eventual time to get my nuclear plant online
- if your solver can provide you duals for the variables, use them for column generation. I.e. instead of adding all slooped recipes straight away, only add them as needed as you go along given the current marginal benefits.
- solve the LP relaxation instead, i.e. with fractional sloops, then do integer splits on variables with fractional solutions. I.e. if the solver suggests running 101.6 of a slooped recipe, try a subproblem with fixed 101 of that recipe and one with fixed 102 machines (appropriately slightly underclocked) of that recipe. When the input amounts are very small and the number of available sloops is large, this would blow up runtime, so set a timeout on the computation. But the vast majority of user queries are bound to have very low branching depth. For example the max points on map solution with all sloops has branching depth 1.
- to prevent the integral split computation from blowing up, you can use best-first-search with a priority queue since at any point, the LP relaxation of the remaining problem gives an informative admissible bound on the final value. At this point it's just A*.
If we had "ratio splitters" (splitters capable of setting their output/min), load-balancing would become what you now see as "making a central storage": something to be done purely for the sake of it, for no real advantage as there's plenty of ways to just avoid the issue entirely (do note that load-balancing is a self-imposed issue in the first place, as one can always "just manifold", so long as they are happy with the results; more complicated results requiring more effort is part of the fun
As someone who prefers sushi and how to deal with it, I think adding something like that would take away more than it would add to the game (take away the need to load-balance, just to make already possible things simpler).
Imo, a nice compromise would be something like a Programmable Splitter in whose UI one could set things up in ways similar to existing logistics, so that one should still figure out the logistics but they could make the building aspect simpler and take less space. Eg: imagine if each output of the Splitter could be set to act like a specific balancer, by placing mergers and splitters inside one output's UI to control its behavior (the feature could be easily limited or buffed as needed). IE: NO choice of exact parts per minute that make figuring out load-balancing puzzles useless; YES using existing belt mechanics to obtain complex results in a smaller place (Programmable Splitters' UI)
Well programmable splitters are kinda late though
But it's also that in the real world you get to say that you want x% going that way
a game doesn't need basis in the real world
how are prog splitters late? they just need HMFs and computers
many things exist that aren't in Satisfactory, doesn't mean they should be added 😛
Ah, I forgot the big note: first I'd love for them to fix Programmable Splitters so that they can properly load-balance sushi without limits (which is one of the few advantages Programmable Splitter currently give)
I don't see that as an issue. First, one should familiarize themselves with belt mechanics, then they should be offered tools to make more complex logistic systems. Just like Smart Splitters/mergers aren't unlocked together with normal splitters/mergers: one is forced/heavily pushed to first solve things using JUST the basic things, then they can unlock tools to expand on their use
Not to mention, it should be extremely easy to tweak when something is unlocked, if needed
No I'm saying since these things are late it wouldn't be a big deal if you were to be able to ratio them later
What do you mean?
Regardless of when in the game you add it, the moment one has Ratio Splitters, anything related to belt balancing (round-robin considerations, load-balancing shenanigans and all that) could just be thrown in one's mental trash bin as they now have a tool solving all that
That is a thing good for mods: those who want it can have it, but there's no need to change the game for everyone to cater to that
^
Keeping in mind that mergers and splitters act in a round-robin fashion, which is the core of many load-balancing techniques
In other words: changing vanilla in such a way would pretty much trivialize most of what I (and people who share my tastes) like in the game logistics, making them "too easy". That's not something I could "mod away", unlike what anyone who finds logistics too annoying can (assuming there is a "ratio splitter" mod ofc)
Mods
You're making it sound like logistics is a complicated central challenge in this game.
But most of the time people will just manifold things, or will do say 2 machines for here, 14 for there.
It's not really an integral part of the challenge, it's more like a mild inconvenience
It can become a challenge, if one wants more complex results that "system will work at 100% eventually if everything is connected well enough"
manifold is one solution to the challenge, yeah. But doesn't remove it completely and comes with a disadvantage
I need more solutions to that challenge. More ways of doing it the better, working on a (boring) amount of sushi.. this restaurant has 2 whole things on it
Manifold, load balancing, sushi.. what else is there?
Tbh, the game tries quite hard not to make anything "central". You always have workarounds:
- Don't like dealing withy fluids? Package them or use alt recipes avoiding them
- Don't like complex production chains for power? Turbo fuel instead of Nuclear
- Don't like how long this factory takes to reach full efficiency? Figure out a load-balancer to replace its manifold...
Pretty much any objective can be achieved in different ways or even ignored (like nuclear power), all with pros and cons. Nothing is added to make other things completely redundant (even biomass burners have their unique usecases!)
How many people will lose their mind at a sushi train wagon? . . .
Does Sushi-load-balancing count as its own...? 
That's more a question of morals at that point.
Actually I'm quite interested in this one
Like train stations have a filter for some reason
Not the wagons, the whole station
If Sushi can be both manifold and balanced thus Sushi is a secondary factor from the primary manifold/balancer.
What else can be a secondary factor, or even a tertiary factor?
I have a few idea but I've been trying to build in my live save, not my test save I have been in the last week trying to plan all the everything 💀
But yeah I think load balanced sushi trains are great
So much possible throughput
Single input sushi load balancing then
I want more flavours of this belt pasta!
Imma try sleep some more, with this fresh I might dream up some crazy belt magic
Christ if we had signals akin to factorio I would make printer art before the items on said belt get turned into things.
It's a factory.
Sure it plays the entire bee movie before becoming HMF but it works fine.
I remember a dude using programmable splitters to load balance sushi for making one belt manifolds, on manufacturers
Don't ask me how
It wouldn't be so bad if we had the tools to deal with it
platform -> regular buffer -> smart splitter -> specific buffers + sink
it's really simple
makes sense right?
I think we would need more train outputs and filtered outputs for it to work like that
I could even do it without programmable splitters lol.
The game really isn't set up for that level of control but maybe with a few years of updates we might get there
Issue with sushi that relies on splitters and mergers is that the rate of supply has to be rock-steady, else the ratio screws up and you will clog your machines after a short time. Doesn't help that even directly attached lifts have internal storage, so superfluous items can never just pass by.
use a prog splitter then yeah, just depends on the number of items you ahve
with a sushi train all that means is you flood the specific post sorted spliters
you'd have a real ass of a time doing something like sushiload balancing from a train output without over flow to sink and losing some though
Personally it would be nice to have the ability to pick which wagon on a train was unloaded at a train station. Bonus points on if you can choose how many items or stacks get unloaded
Or loaded
Yeah the trains are a bit too dumb tbh
Also, having cargo stations customizable to only accept certain items would help a lot.
well you can with blank platforms.
And once a buffer is full of X item it'll only deliver Y number of stacks
trains are basically big manifolds that way
you... can? afaik you can set what items get picked up or loaded
someone was having just that issue the other day in QnA , where we found out that you have to specifically set a station to settings like that
Alright maybe I remember wrongly, but I think I can only tell a train to deliver / take certain items, not which wagon/cargo station should receive it.
I will just start the game up and check again.
I can't recall exactly myself whether it's platform settings or train settings, was just helping someone else.
but even if it's train that's just more platform/car management
The issue/difficulty mainly stems from needing to "keep the sushi flowing". When "the sushi" includes several stations, freight stations (with their huge inventories) and train cars (even more inventory), there's plenty of weeds to get lost into
You can tell a train to load and unload a certain item but its for the train not the platform
Part of keeping the sushi going is keeping the sushi mixed so it doesn't end up in the overflowing into the sink
That is also called Single Input Sushi (SIS).
I'm surprised you came across that, may I know how did that happen and on what platform? ^^
I mentioned it a few min ago 😛
If you look at it another way: if a machine fed like that (eg: manufacturer fed by one belt) is working fine, you know that all the machinery leading up to it is working at 100% efficiency 
Wait a second, are we talking about sushi that only needs a single splitter / machine or sushi that requires a splitter / input?
a manufacturer that needs 4 items fed with 1 belt
Mh... Yes?
There's a few convos going 😆
@tawdry blade here I'm referring to a machine fed using a single input instead of many (#sushi-fits-in-the-square-hole)
Im still thinking how to solve such a sushi. Because a stable ratio that happens to be an even number of items would just have the machine take the same 50% from the belt over and over again, till it clogs
I've been away, we come up with more belt things I can add to my list of things I need to do? 🙃
I think, and I may be wrong, you feed all the items from the machines onto one belt, overflow to a sink until it's mixed in the rough right ratio, then start feeding to a single machine?
never actually asked Ven
What do you mean by "same 50%"?
Doesnt a machine eat up 100% of what is fed to it (assuming free space in inventory ofc)?
well, single input sushi is probably the most convoluted belt feeding
I can't have sinks in my design... I will be working with exp's prio mergers that kinda resolves the issue, assuming the input is perfect
Do a flip!
Do a single-input-sushi one, next! :D
Already got a design to make it look funky
Well a splitter that isn't prioritized will not feed a machine 100% but 50% of a belts content if the stuff can go to at least 2 desitanations.
Oh. Well, the simplest scenario for a multi-input machine being fed by one belt doesn't even include splitters (as you first mentioned) ^^
I guess it would be madness to attempt single input sushi without at least smart splitters
Oh, you just wanna feed a single machine?
IF you want to split evenly (load-balance) a sushi belt, then you should look into Programmable Splitters as all others lead to pretty random splitting of sushi
I'm just trying to describe the simplest scenario for understanding ^^
For example (hoping I grabbed the right picture), this setup needs only mergers, but feeds just one Manufacturer. If I wanted to feed more than one in that, I'd need to split the merged sushi evenly or merge it on 2 separate belts (or connect all machine inputs and manage overflow)
Example: https://cdn.discordapp.com/attachments/553550313533997057/1298216763456229376/Screenshot20241022-01550400000.png?ex=68021b94&is=6800ca14&hm=78953116c85cf199e6efc005f80e5699cfa316567415a34a7699c0b3e2e789ec&
And yes, this screenshot was taken after the Beacon recipe got phased out, thus the red light on the manufacturer and clogged Sushi 
anyways, my exp auto connect tests are done
Now to make that single belt input sushi belt design
I love how this is basically on the fence between here and https://discord.com/channels/370472939054956546/932761153703149659
Buddhist symbol for peace?
okay interpet what you want, just saying... yikes
I'm not limiting my usage of shapes and designs just because a really good, efficient one was tainted.
my man just do lifts from outputs over the manufacturers
Man nothing I love to see more than 600/600 pipes
I thought its a symbol for the sun / good luck
me as well, wait... what the
You pipes already pop veins
Any better?
Like I want the belts on this shelf thing it's got going on, that's the whole reason I routed it like that ;-;
you could use lifts to go up and over and make the path shorter >.>
that's fair, that shape is thoroughly associated with a horrific atrocity and will likely be so until civilization collapses and history is lost
yep
there's no reclaiming that one
"its buddhist!" its same as "its roman salute!"
don't get me started
myman, where do you think they got those ideas from?
I do interprete up and over like this
yup that works 😄
I hate it
or try my diagram i gave you
mk6 lifts do suck ass
alternate two of it
so it looks like X instead, but then thats the elon musk, new gen nazi
I really want to lay a belt on top of this
see this
there was a guy on looking for group that wanted to show around his build, and how other people interacted with it
r/accidentalswastika
The entire point of the first one was it was symmetrical
bam not the "buddhist symbol" anymore
you're making it on purpose?
but not the 4 way symmetrical
surely if you just rotate them and nudge them a bit it will be a lil less hatecrimey
it wasnt great shape anyway
Why would one allow to hijack a symbol indefinitely.
its definetely worse now tho...
I love the shape.
If all those things didn't happen
Fuck this chat is cursed
you could do what denver airport did and just hope people dont look at it from above?
I just wanted my belts to go manufactories 
I think a simple improvement would be making the pieces of belt going out of the Manufacturers more straight. Atm they have a bit of a weird angle initially
In a very efficient german way
Fuck sake
