#math-and-meta
1 messages Β· Page 287 of 1
Purley geometry wise, I like the shape reeee
im german as well and I dont give a shit, its an ancient symbol and also a quite common geometzric pattern,
and if you arent trying to signal your bald friends that you are one of them, there is no harm in utilizing it.
you should be appalled and stand aganist this with all of your passion, for freak sake, we should hold the responsibility to ensure it never happen again
The amount of fucking times I build a machine in minecraft and boom! it turns out to be that shape and my friends points and laugh... Bruh it's the most effective way to build that
there is other shapes
Maybe let's not bring politics into a game? π
Let the kids play, don't take their garbles as something meaningful
To never let history repeat itself the root has to be dealt with. The root is collectivism and authoritarianism.
The antidote to fascism and communism alike is sovereignty of the individual and a society that upholds the value of human life,
not the ban of an obscure symbol.
Bite me lol. Whats next, travel to india and scream at monks?
right but unfortuately the symbol is still used as hate symbol
So we get mad when NOT used as such...
it is not "obscurity in past" it is not even 100 year ago and still in effect
soooo guys those supercomputer recipes am i right?
Hello to my two german bros I sent over here <3
Tell me whyyy
Ainβt nothing but a heartache
Tell me WHHHYYY
Well, time to take the backstreet, boys.
Please...
anyhoo, im in middle of paving over blue crater lol
Same just in layers lol
BTW, I'd appreciate it if you let me know when/if you happen to try out something along these lines, @tawdry blade
I will at some point, currently not my objective tho.
Would you happen to know where that convo was or some keywords to find it?
I'm always curios about opinions and happenings about sushi, but heard nothing about this! :O
I was still catching up on scrollback, didnβt know my Backstreet Boys joke would be so timely to interrupt a convo 
alright I found who the guy was and the convo
it was you!
In #1201555265942724758 ?! O.o
it was about this thing
Ohhh. That throws me back...
I guess I might have posted there about that just once...
Sorry for the confusion π
Thanks for taking the time to actually find out π
I still have no idea how that thing works
The one in picture?
It's a Programmable Splitter being told to "load-balance" the listed items on the listed outputs
but I guess it's about this
Using a smart or normal splitter, the items get split pretty randomly, leading to non-balanced sushi
Yeah I can't find a better way to do single belt sushi that is space effective
Something very similar, just for Uranium Fuel Rods Manufacturers (the ones in that picture are fed by a single belt split the same way, but they allow the overflow of Electromagnetic Control Rods)
Tbf, manifolds are already very Space-effective. Single-input wins easily in compactness over balanced setups, but is rarely more compact than manifolds 
I want aesthetics over being compact but if the compactness is what gives it the aesthetics...
It does show stuff off better in the same space though (since less splitters are covering the beltwork)
And that 4 manu thing I had goes fits super snug
whats the difference to normal splitters at this point?
does this kind of thing only work with precise numbers?
the normal splitter goes 1,2,3
this one each item has their own 1,2,3 counter
ic ic, i dont do sushis, i guess this is actual use for programmer splitter
Whenever a belt going into a machine's input carries more than one kind of item, there is no way to manage overflow, so the numbers for all such items must be perfect to avoid the system from clogging (sooner or later)
Overflow management is what gives leeway in the input numbers as all overflow is... Well, managed ^^
Unlike single belt machine input... there is no leeway
And that is what I want here, but there isn't a better design that people on reddit won't point to
Or so one would hope... But weirdly enough, this may actually be an "unintended" feature... The devs are yet to address this 
at least PM is coming
What do you mean, with the Reddit part?
A joke about reddit
priority mergers
Which only makes me more irritated about how they have yet to address my Programmable Splitter question through the years...
You want the pm?
looks at clock
mhm yes it is the pm
eh i already can do anything it will offer, just saves space and some logistics
i bet you want it more since ur the sushi guy
Pm are kinda helpful for managing sushi because you want to have a main line and other lines coming to it, and if it overflows you go to another main line
So priority mergers are good there
@thorn bane is probably one of the most excited about Priority Mergers, between all "sushi-belters" I know ^^
But I'm more excited of belt logic, I started to do a 7 segment display that went 0-9
I'm more on the "meh" side π
auto connection and lift mergers is what im most excited for, game changers, i might start over with 1.1 so i have .8 world, 1.0 world and 1.1 world
One of these
That... Sounds like a lot of work 
I'm content with this
Bruh
I cannot forget the one madlad who made a "programmable factory", where they could order the production of one stack of one item by just placing one of "Item" inside a "control storage container", all with lights and such that would turn on as the coal plants powering the part of the factory that just got activated started running...
Absolutely crazy level of complexity and signaling, all wirhout mods 
Show me
I need pictures of spiderman programable factory
Sorry, I don't have Reddit anymore :/
I'll try to look it up later, from PC
This is also in my test world
I guess it's about a make anything machine
i cant decide if thats amazing or appalling lmao those curvy belts at bottom got me 
The issue with these things is, you still have to make machines
But they won't work until you tell them to
This is the prototype for my Western Rocky desert build.
cool design btw, those belts what i wouldnt do lol but i like the snowflake layout, cool
but firstly, i want to ask
what in name of satan is this
I needed them to be a hexagon since 24/6... so I just needed to get a 6th of the machines to function and copy the same thing around the hex.
Those are alternating between copper and iron alloy (they are painted to denote)
ANNND the fact I'm in a desert makes it extra funny that it is a snowflake so it passes all my requirements to be a perfect fit for my factory
Kind of?
From what I gathered, the factory was all idle and only the necessary parts went online when necessary. The complicated part was all the controlling logic (done via beltwork) that made it possible to basically:
- Put 1 item in the "input container"
- Expect 1 stack of that item to come from the "output container", via some belt wizardry
- Have a control panel with lights connected to the factory showing the factory working IRL (by connecting the lights to individual power plants powering small sections of the factory)
I reckon the last one felt needed because the system takes quite a while to react and output anything
I would like a sushi master to review this. I might end up using a different snowflake design honestly
I recall that I had a small convo with the creator, wondering if item duplication could cause issues for their system 
I think it's a very interesting design and can't find faults with it ^^
The only "improvement" could be reducing the belts from two to one per machine, if you wanted some extra "spice", I guess 
Having only one belt goto the foundry will clog it
unless the belt has exact ratio on it
It shouldn't if:
- The input is stable and precise (which I think is the case, as you mentioned not wanting sinks)
- The sushi is split evenly
The sushi is defo not even π
If the inputs aren't stable and there's no overflow management, the whole system is going to halt eventually ^^
I have 600 iron, 300 copper on the input belt;
and the recipes/belt filters are now coloured more clearly
Eg: a lack of Coal for Steel could result in the entire sushi belt being filled with Iron and stalling
It is soo uneven in soo many ways
Maybe we're just talking past one another π
When I say the input should be "precise and stable" I mean:
- the sushi belt should carry an exact amount of items/min (like 300/min)
- The amount provided should be stable overtime (no issue due to lack of input from the producers or long-range transports)
If you have both, you can easily avoid overflow and even having to use all input of a machine. But without those 2 points, it's hard/impossible not to rely on overflow management to make things work in the long run 
they make everygon
I've had this running fine for hours now, 900 new ore and the feedback is giving another 120ish
precisely, this is why 3d modelling always triangulated
The idea of all of these things crammed together is great an all (let's ignore the shape for a moment), but how would you even get anything out of the machines. The output ports are crammed into the sides of other machines.
Whoa whoops I was mega scrolled up.
Discord moment
that was entire ass 3 conversations ago
Kinda weird sometimes when you swap to a channel and you're scrolled to the moon
it just means the last place u was in
however i still think just lifts over manu is most space efficent
It's soo annoying because half the time it doesn't even say "scroll to latested message" until you send something
and by that point you're replying to the thing that was said 4 hours ago
thing i hate the most is im getting pinged and see nothing as it just got pushed into all way into old convo
"who the heck just responded or pinged me"
I'm still just into using logi floors since vertical space is plenty
i wish there is better way to see people responding to me or pinging me
yeah that's what happened to me lol
I think the output all merge together further down, where the input items are managed too
Though I'm starting to feel it as I have to belt together the outputs of 10 story buildings ><
i mean there is notification section on discord for both pc and mobile that lets you see where you've been pinged
You mean clipped through the machine?
Anyways I don't what belts I can remove without the snowflake clogging up ;-;
yeah but sometimes its just clustered with other discords announcements and server wide pings
Have you tried the button that lists all the times/places you've been mentioned in servers?
im in like 3 dozen discord channgels xd
No, the lifts connected to the belts from the outputs just go down
I don't think there is any clipping happening
There was not, I am hard focusing on making things look not shit, nor a big box
marvel rivals discord pings daily like nothing, i should just leave it at this point lol
turn those off if you don't read them ig
yeah i dont get notifcation but they show up in the notication list among with replies
If the system can run without overflow management AND you learn how to sushi-load-balance, you could remove one belt per Foundry ^^ (the number and position of the splitters shouldn't need changing)
see my notifcation list is clustered with it
I would need to redesign the snowflake to be, more... fractally to make it load balanced
Check the options to disable notifications for @ everyone and @ here in specific servers or channels
hm will do that ig
hahahah who wants to share snowflake designs so I can load balance? π
ngl im going on side of 300 gw rocket fuel plant over nuclear plant, its just so much simpler
1200 pm crude oil into 4800 rocket fuel
I don't think you'd need to change the shape of the beltwork. The only change would be removing some belts, switching the splitters to Programmable ones and maybe dividing some belts in more belt segments (details in Sushi-balancing tutorials)
how many hundreds of gens is that?
1150 or 460 overclocked
or it'd be 46 nuclear gens
ive done this bad boy before
with much less piping
and honestly the base uranium rod recipe is very simple
you can do 21 with base. Use 1 of the alt recipes to squeeze a touch more out
i just need to make 2 more of it
Or just sloop some? ^^
voila 450 gw
yeah sloop a couple machines
pipes is just straight, like literally just straight into 57 fuel gens
do that 4 times, thats it
nuclear deals with like 3 liquids
4x57 isn't 460
57.5
BTW, @vapid gorge did you notice how smaller the number of machines for maximized coupons productions have become? ^^
We went from 40~50k to 15k-ish
oh its just 140 gw plant, im talking about my first one
I have not π haven't played for a long while
I haven't played either, but I have played with numbers some π
Future plans or whatnot...
and I've never paid attention to point generators. Just cram stuff in
you call this lot of piping?
that is, objectively, a ton of piping
i feel like this is much less than piping needed to feed all of water
its 4/5 bp then 1/5 connecting
nah, npps above water and you have short tiny pipes
and also ... 1/10th the generators
I mainly find it a convenient "reference point". Like: the biggest factory using all resources efficiently (from a coupon perspective) with all alt recipes would be this big
not that bad if you just spam bp
it is a bit odd it shrunk so much
long part is waiting for motors being produced, hence which is why i made 100pm motor lol
that doesn't stop there from being massively ugly infinite fields of generators
there's zero methods for making that look good
that is the finest german engineering, all about efficiency
eh, circuit board factories, imo, is accepting failure
4 straight pipes into 230 generators or 48 mk2 pipes full of water feeding 48 plants
96 water extractors
to just 4 for the rocket fuel
Do note that this comes from the guy who builds circles rather than rectangles as a standard π 
Many preferences make for many perspectives~
You don't need to build circles to build nice looking stuff π
by % most of the very pretty things made in the game isn't circular
Some may argue against that ahahah
Ive paved over blue crater, im sure fields of fuel gens is more prettier than ugly biome
nah, you can do some great things with the cliffs there
How dare you insult our lovely Hanhan >:(
like a bunch of nice looking factories that are fairly vertical on the sides of the crater, feeding more complex parts to the centre of the lake
ah what a pretty foundation, no visual of blue crater

Isn't that just because you were in the "learning phase" still? 
also because I can't output enough architecture to put a dent in everyone elses creations
why do you think im most active at here not design
im mathematician at heart not builder
eh, I did my maths/astrophysics degree. You can still do pretty and use 3 dimensions to their full
just think about vectors or something π
anyway, sleep time for me. 1am
I see Sushi as technical art, mathematical art in a sense... so I'm vacationing here.. π
Sushi is Life, sushi is ShrekLove~
im major in IT/CS tho, this is i mostly design factories like how i would code lmao
Sushi-balancing tutorial
I'mma need a link to the best one.
I'm just autistic :)
but thinking to switch to astrophysics or engineering, I love those subjects
I mostly did astro to avoid more pure maths units. Half of the astro units also counted as maths
I might be biased, but I think this is the best if not only one... https://youtu.be/EiQuFIx9Rlg
@quick gorge
In this short tutorial I show how to load balance a mixed belt using a single splitter, something that can currently be done only by programmable splitters. The resulting outputs will carry exactly 1/2 or 1/3 of EACH of the items carried by the original belt, just like when using smart splitter to split each item off the belt and load-balancing ...
lol, i have hundreds of hours into KSP
and technically it netted me a minor in physics too??
over double of what i have in satisfactory
i MiGhT bE bIaSeD
really now?
astrophysics is physics lol
Please don't report me for self-promo! 
Don't worry, I'm one of those cool cops
I only report the bad crimes
hm, im still second year into college plan to go uni next year. so i got time to decide which major is best for me, i just went with it/cs cuz of trend
i opened with biochemistry major tho lmao
just didnt want to do 12 years of school
From a technical standpoint why do programmables work like that?
I've asked the devs...
Still waiting for an answer...
Since a few years

i guess each items have their own counter for splitting ratio, maybe it is intentional
you can always ping and annoy the CM lol
Every update I check that they actually do still load-balance, because I fear this "feature" may be accidentally deleted somehow, since they never acknowledged it...
I will bug the guy I know to undo it
@blazing wraith sorry for the ping <3, can you give us some answer for this
panic
I had a convo with Mikael about this question, he said he would maybe try nudging the team about it. Never heard since
lets bug him again
Ruuude
rules says we can ping π€·ββοΈ
HELLO YOUTUBE
β€οΈ
LOOK MOM I'M ON TV!
are you recording for friday video π , is it 1.1 stable drop reveal????
Adding some proper context just in case:
Are the Devs aware that Programmable Splitters can load-balance (split evenly) sushi belts?
For further understanding see: #math-and-meta message
April 25, for clarificartion x)
Shit has to be edited my guy
1.1 comes on 4/25?
Flip a coin 8 times, if heads all 8 times, yes
so 1 in 256 chance, i wil ltake it
But it is a (assumed) unintended feature that only brings joy, akin to Hypertube cannons, if the programmable were changed to remove that I will poke ben lym, ben and whoever else touches belt logic until they undo it.
Don't ban me, I am a man of the people
Can't remember this discussion, sorry, may have been a while or something I never dove deep into - I'll chuck it on the note I'm bringing with for next Prog stand-up, getting a check in with them, can report back after then
Which will be Tuesday cuz Easter holidays n shit
It was a while back, I wasn't really hoping for you to remember still π
Thank you anyway for answering :). Would it be useful if I threw you the QA link describing the question?
Ofc, and yes please!
its 1^8/2^8 which is 1/256
Mikael Math Monday when
ur still good, we love you still β€οΈ
Here's the link: https://questions.satisfactorygame.com/post/65bfd3eb1545556f6c1c6445
The post should contain enough info to understand the topic, including a video demonstration, but ofc I'll be aviable if there's need of any clarification 
Have a good rest of the day π
So, uhm... Thanks for making things happen, I guess... 
good tip for life, be assertive, dont assume and sit aback
G fucking G
I have kept asking on different platforms, I just didn't "dare" ping here on DS again π
I'll see you fuckers on the 25th
I assume you're basically meaning this, yes?
still not ideal because its only 2 junction exits.
also - mk 1 pipe
Anyways, back to snowflake sushi thingy
but in general:
"Even" split ( a fair flow rate split between all exits) is prefered over uneven
3-way split is prefered over 2.-way split
Mk 1 pipes where mk 1 suffices
What would an "ideal" loop look like for that hypothetical layout, btw? Where would the third junction exit go?
(I'd assumed that maybe an image update was warranted, figured I'd mock some stuff up)
ideally, the third one would connect straight down
which in your layout is not doable without clipping or the pipe crying "invalid shape"
Just attach the input to the junction below, that also feeds one refinery
The fact that the "loop" is above the rest of the pipework doesn't matter?
eh?
more like it
but also, you could literally just attach the input to the middle junction and be done
no loops needed
mm, not following, sorry
What would be the ideal case if you've got an even number of machines, btw? Preferrable to just split the input in 2 instead? To preserve "even" flow on both sides?
just attach the input to the middle of all the machines
(for some defintion of "even" where the machine cycles are unlikely to be in sync. :D)
Heh, sorry, maybe I'm just not frosty enough to be doing this today
You don't need to do any of this fuckery to unbreak manifolds when you have 3 machines. Just put a 1:3 splitter and it will split evenly
I think what apo is worried about is: if you have an even number of machines and do what you just said, you end up with the input feeding into a 2-way junction instead of 3-way
what, because it goes perfectly even into 2 machines using 300/min each?
I know; this is in service to creating a new "how to make pipes good" image that's easily shareable but incorporates this newer advice, a la #screenshots message
thats an even split
This isn't an actual factory I'm building, just looking to mock up a setup that's shareable and conveys information about the "best" ways to pipe things up
just because theres cases where some split is preferabe over others doesnt mean that the "less preferable" ones are dysfunctional
I was just trying to show the "best case" initially
and no, the machines dont need to synchronize their period cycles production cycles
No, just...
You said it's ideal to have the input go into a 3-way. This is easily done in the prior example because theachines are an odd number so the center of the pipework aligns with a 3-way junction. But if there's an even number of machines, one should add a 2-way junction between 2 machines to attach the input to.
Please do correct me if I'm misunderstanding @dusky dust ^^
But yeah, my question was essentially if we knew which one takes precedence re: "Even" split ( a fair flow rate split between all exits) is prefered over uneven versus 3-way split is prefered over 2.-way split
'cause it feels like with an even number of machines you'd have to choose one over the other
(If we don't know that answer, of course, fair enough. :D)
you can put an extra junction between two and do both
if you only have 2 machines, then a 2,way is fine
if you mean you have 2n machines, then there is always room to have a junction someplace that splits 2n perfectly in half
That's true, ish, though that extra junction you put in will then only have 2 exits, so you're really just pushing it further down the line. :D
In this case i am quite convinced it's better to address the issue closer to the root cause, and e.g. split the manifold into arms to avoid running into the flow issue in the first place
Yeah, 2n is what I was referring to, but then adding that one junction you'll have a 2-way junction taking the input instead of a 3-way (possibly problematic/unwanted?)
^that is an extreme case with 12 arms, in reality you only need probably 2 (or 3) as that functions similarly/better than loop, but you can do more for more margin or style.
3 way would mean having it slighly off to one side.
splitting into left arm - machine straight ahead - right arm
thats still fine.
a 3 way is preferable because it offers some spare capacity
2 ways turn both outputs to 300/min
and if we go by "mk 1 if possible" this gives you 2 mk 1 pipes at max flow
That might explain yet some more of the reasons why I have so few piping issues: I tend to hook inputs onto existing junctions rather than adding new ones as the latter feels "wasteful" to me π
whereas a 3-way would give you 3 mk 1 pipes at 200/min at best
with a machine straight ahead. its more like a
(600 - X) / 2
split
where X is whatever the machine ahead uses
just know that a machine with a low demand for fluid will result in the pipe straight ahead cycling between 0 and high flow rate
resulting in the 2 splits to each side also slightly oscillating
which is usually fine
i think you are overcomplicating it for no benefit, but risk of people screwing it up if they build it slightly wrong
Y axis pipes aren't neccesary, different amounts of flow from source to drain aren't. At best they'll produce the same result as pre splitting
and they have to jump through more hoops and specification to manage it
For Mk 2 Pipes at 600, all that really matters is "just dont have the junction split the fluid ultra unevenly"
a little bit uneven is fine
Idk I like to put pipes into sections, donβt like doing loops and load balancing
Keep it as simple as possible
https://cdn.discordapp.com/attachments/558721941410807812/1361015957493125160/image-1.png?ex=6801d5a2&is=68008422&hm=648c23df61a7f3f975a9c599d7c7451780261c2ea3931ae294218e05cb800b35& that is this (but instead of 1:12 splitter, just use 1:2 or 1:3)
the only real mistake is having your junctions split 2 way where one arm is a machine using a really low amount and the rest of the fluid going straight ahead to the next junction
thats an "ultra uneven split" and mk 2 dont like it
I would just put them in straight line but this works as well
you can do with multiple pipes (just run the second pipe over the first, or split in the middle and go outwards) but it's the least complex and safest way to do it, simultaneously, i believe
a 3 way split with ultra uneven usage also counts as a "dont" for mk 2
which in the case of fuel generators (specifically turbo and other "low demand" fuels) is the case
Yeah I mean sections by group of inputs and outputs and donβt mix them
Making 1600 pm fuel? Section it into four way and 400 pm each
Manifolding requires uneven split at the consumer
this is accomodated by reducing the % of utilised pipe flow capacity via even splitting before the manifold
it is as far as i know the simplest, safest and most effective way to asccomodate manifold's uneven split and resulting bad behavior
Four groups of refineries doing 400 pm each
Then feeds into four groups of gens, with four pipes straight from each
pretty much, and a loop (usually) is just an ad-hoc split directly integrated into a manifold
To me loop is only for warming up manifold faster
You can just remove loop once pipes is flooded
if you are far below the max flow limit, none of this is really important
400/min you dont have to care about any of this
Itβs still a manifold method as itβs just straight pipe with fuel gens being manifolds
For example
Yeah not filling the pipe over say 300 has the same effect as pre splitting 1:2
Its also a micro buffer and helps to get gravity to work for you (trapping liquid)
Flooding is required for liquid manifold
the buffering aspect isnt as useful
Unless you build it sideways or below, idk why one would do that but worth mentioning
Buffers is niche uses, no reason to use them for all factories as keeping it simple equal input to output is best method
Iβm using buffer for my rf factory cuz I sometimes draw some out of it to make fuel for jetpack lol
a buffer on a mk 2 doing 600/min is an utter waste for example.
that thing wont ever do anything remotely useful when you have it in-line
Make batches of it while buffer drain then redirect into buffer without gens failing
for other situations, they have some use i suppose
Only did it once, made lot of it and still plenty left
Only use I can envision is in conjunction with trainstations
Yeah train stations
If one needs to store power, build accumulators
If you produce too much liquid: Get more production and sink
But if doing single mk2 600pm into station, will not work as buffer will keep filling and back up the water extractor. It only works if you split it into two mk2 pipes with 300 each and buffer so it makes up for unloading loading time by train
Btw I hate that generators have no option to scale their output dynamically.
they just run at 100%
By doing 300 base then fills up as it stops then do 600 pm each until drained then go back to 300pm
dynamic headlift could be useful (but pipes can do the same)
You need buffers to make up for unloading loading time
As long you donβt do base 600
Do mk2 pipe then split into two mk1 into buffers then mk2 from buffers into two inputs of station
they used to do that before Update 4.
and then they changed that because no generator line would ever make use of your fuel pipe
so you always got fluctuations which meant your factory might be interrupted
I personally think its for the better that they dont do that now
Negh.
But I can see how people would cry about the dynamic demand, resulting in dynamic byproducts.
either that or you had to overflow and package your unused fuel if you wanted your factory to run at 100% uptime
in a game about optimizing factories to run all the time, a variable consumer is not really your friend
Packaged liquid is most effective way to transport by train also
You can recycle it by putting empty canisters in second car easily
Just dont have your power and production stuff depend on each other, that would been my approach.
only if you dont transport the empty canisters back.
because otherwise, you always need 2 cars for the packaging technically
while with fluids you could just fill both carts
so its 2 full cars of fluid vs 1 full car of packaged fluid
im aware
For liquid due to load unload times p
neither can you get 2400/min packaged stuff
Eh, hardly...
Tbh, the hassle of the packaging and un-packaging gives it little appeal (in terms of number of belts/pipes/machines/trains needed), even accounting for Nitrogen compression 
Unrelated to the current conversation. Calculated the production requirements for phase 2 of the space elevator.
Also the real life cost for average value of materials
Screws: $138,664
Copper sheets: $200,000
Steel pipes: 9,900
Iron plates: $87,495
Steel beams: $450,000
Cable: $300,000
Copper wire: $16,666,000
Total: $17,852,059
You get around 2k pm over 900 or so pm for item to fluid station
either you have 2 solid cars, one for packaged stuff one for empty canisters
or you just... you know, run 2 fluid cars instead.
that means you can use the loading speed of 2 fluid cars (1800/min in total) vs the loading speed of a single solid car ( something like... maybe 2000/min ???)
which is pretty close
Right, sorry, I forgot to update this based on MK6 belts π
They make it more appealing
Yep
did you include production and power cost to the price? 
Power would be depended on the amount of machines and if theyβre overclocked or not
How does one do the programable splitters to do SIS when I need a lower level belt going into it and I have 900 ipm so I can't have a mk5 to do that?
;-;
what's sis?
satisfactory infomation system? no idea this is best i can assume
sushi input system?
@quick gorge
wait so you just build a normal manifold and connect it in the middle?
YO I KNOW RIGHT?
im actually building a pretty big factory now with 40 warp drives because of sloops and ADS becoming obsolete
its actually so nice
work in progress Rocket Fuel power plant
the hard part of getting the sulfur/coal/nitrogen to my blenders is done
Single input sushi..sorry I went for a nap cuz the ADHD was going hard and I couldn't focus on anything...
all g, i almost guessed it hah, if you got high numbers maybe divide off from sis then have low pm into it?
I could split my input belt in two but then I think it will look weird. And I've visualised it like that and I think I prefer the way I had it
900 into 780 belt?
try doing two sets, 450/450 i dont really know what you are trying to do
Currently it has one input belt coming from the centre.
and you need 900 pm to go in that?
In this video it is explained that you need a higher level belt coming out of the programmable splitter to make it work. So mk5 in and mk6s out to allow an even split
The system needs 900 ppm I put to function but that means I'd need 2 input belts.
yeah thats what im trying to say, how would you fit 900 into mk5 unless you have mk6?
;-; So I'mma need to input belts, OR just not do a SIS system for this.
I have plenty other builds that can do sis, what I had was more symmetrical anyway
why even sushi tho
Because I don't want any of my factories to look like boxes in this save
I want the logistics to be part of the "art"
even you said you found the wiggly belt to be funny
I love that lil guy, look at him go!
yeah I hate how people hide belt/pipework in logistical floor
belt and pipes are meant to be seen and appreciated
Plus I think I'mma lower all the belts bar the input down to mk5 because this build isn't flashy because of the belts, it's flashy because it's a damn snowflake
Wellll I think I'm sticking with that layout for belts, I'll find a place for SIS else where
Time to migrate over the design channel π
you could try dye them with black it will be more transparent
I will be with the input belt, any place I don't need them I won't use them
Yeah, the lower-MK-input requirement is annoying...
If you want you can get around that by:
- Splitting the initial MK6 in two MK5 (however you prefer, this split doesn't need to be even
- Sushi-splitting (with Programmables) the two MK5 in two each for a total of 4 outputs
- Merging the outputs from one Splitter with the ones from the other to obtain 2 balanced outputs
Not too small, but this is the best solution I found for that
The main issue is I tried having the two inputs and I think it just looks ugly for this build
I'm not sure what you mean... It looks better using 2 inputs per machine rather than 1 due to the way you built?
This one is the one I'm hung up on
That would need to be a balanced sushi-split, which requires lower-MK input :/
nods
I split that lift into two and doesn't sit right with me
Both two branches should consume the same amount/min too. Given the different number of machines on each branch, I'm not sure if you took that into account 
Wait, is this a single-item belt?
That is why there is a prio merger
I just let the artistic part of me make some cool pretty thing and then I try to build a factory within the confines
That is copper and iron ores, not like anyone could really tell π
Well, then no other way to split it evenly if not for the one mentioned before...
Though, at that point, it may be easier to mix the ores in a different way altogether, so that you don't have to sushi-split MK6 belts
Or just stick to sushi-folds and carefully manage the overflow (I think I see an overflow-lift at the end of one of the snowflake's petals...)
I'm needing to work within the confines of the pretty, I can't work effectively under these limitations 
How do the water towers where you use 1 pipe to get all your pipes to work without pumps work? Ik I have to connect them all together, is that it?
they are not recommended, as they tend to break your systems (water towers in general, but especially the ones with shared pipe)
I donβt like it
Feels, icky
just build pumps like a normal person π
alright so I should probably put anything that uses water on the first floor of my nuclear power plant to save myself a lot of effort on pumps
but why?
Itβs just, not straight
Well maybe I'm not straight, have you ever thought about that?
Iβm gay π¦
OR AM I????????? Welcome to the Twilight Zone
nuclear plants especially are great to build on top of oceans, with each plant directly in front of the water extractors
yeah I am building like that
its just I have machines that use a total of 27000 water/min
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srsly tho I have no idea how to reach the level of pretty I'm going for ;-;
Ima be real
Making shit look good in satisfactory blows
When curved walls..
this is how im doing it currently, the water extractors in the front are for the water going to the machines that use them and there are water extractors in front of every nuclear plant Ive placed so far
I am open to suggestions 
Iβll show you this sick 12 foundry blueprint..
I do feel like this should be migrated to https://discord.com/channels/370472939054956546/932761153703149659 π
Another question⦠pures?
"pures" can apply to quite a few things
Pure copper, pure iron in the refinery building
These alternate recipes take raw ore and turn it into ingots with a water input
said ironically like an AI
The foundries I'm working with are alternating between iron alloy (@250%) and copper alloy resulting in 24 of each
there, 4 pipes totalling 2400 Rocket Fuel/minute. Now the next step, the fuel generators.
best recepies in the game IMO, not counting the dilluted recycling loop
make sure you got good motor production to feed the gen spam lol
Woah, industrial storage
i did that and it ate up entire of it 2/3 into
See but you didnβt run out
had to wait for like 30 min in end then i decided to make factory of it
Yeah I don't know what this is for?
I'm not using pure recipes...
Why werenβt you storing them before tho
i did
Iβm asking why you arenβt using pure
Because I'm not.
So, a pipe of 600 Rocket Fuel is enough for 60 generators clocked to 240% correct?
I've been talking in here because of sushi. That's like 50% math (and the other 50% is https://discord.com/channels/370472939054956546/932761153703149659)
industrial storage got 48 stacks while making the fuel generators to support 2400 rocket fuel needed 78 stacks
Oh sushi I se I see
then the last 30 stacks needed total of 30 minutes for 5 motor per minute i had before
Alternating iron and copper allies because the idea of that sounds cool and in practice it felt cool, I prototyped it as a box, turned it into a snowflake and now I'm here
now i have factory doing 2 stack a minute so it will not be problem when i do it again π€·ββοΈ
The idea is very sushiable... very human
why is it very human
The design is very human
snowflake? its nature creation
Using nature as the grounds for a industrial purpose is very human
Would planes exist if we didn't have birds?
Maybe idfk I'm not a planegineer
I don't know if that's enough space for 60 generators
yeah we would, maybe longer for us to reach the concept of flight but in history human has proven to rush for faster transportation from trains to plane. we would eventually learn about fixed wing flight but we probably would make hot balloon approach. then if in alternate universe where bird didnt exist, it could be because flight wasnt possible in first place for that universe's physics. but who knows as we are in this time line. a penny of thought
60 for 2400 rocket fuel?
no, that's the first layer
oh alright
4 floors of 60 generators
im like thats just 1/4 lol
would correct number is 58 tho with one being 125%
how wide is that foundation
Never did show me that blueprint π
Iβm not home
you could fit 60 gen into 40x40 foundation
:3
Well that'll do it
well I had to stretch to the side but that's 6x10 generators
oh
this whas 3/4 for 1888,88 rocket fuel xD
30x50 then
needed a total of 453.32 genarators xD
why not overclock xd
sometimes its fun to go bigg π
450, thats like three industrial storage worth of motors haha
didnt wanted to use to much of the cheated powershards it still feels bad after 1000 hours xD
powershards are infinite anyway
yeah but not this early π
even this early
easy to sloop purple slugs
they are infinite from start of the game
right dogs gives them
they respwan xD
lizard doggos bring them
the lizard dogog
so the plan is to send the rocket fuel up a layer, use a pipe for 60 gens, send the remaining pipes up another layer, repeat.
sounds like a nice idea
you get literally thousands of them if you just collect the snails you run across while scavenging for drives and stuff,
as lomng as you sloop them.
yeah but im done with the exploring did that to much in the beggining :P0
Done?
those big projects take enough time π
dont wanna go al around the world get slugs before every project i make evrything big most of the times
but can you guys tell me i dont use the floor holes for pipes annymore they gave a lot of problems anny other experience for you guys ?
Idk what issues they would cause you.
had to re do them most of the time fluids not flowing through them
Idk, never had issues with them.
you play on a server or just the local ?
one other thing I want to do with this Rocket Fuel. I want to divert a small amount to make Packaged Rocket Fuel for my jetpack and vehicles
doesn't even have to be that much, say 20 fuel for 10 packaged/minute
with my build now im going to make a dedicated factory for packeging all the fuel
not becuase you need it just becuase you can π
what's kind of funny is I somehow set up this first layer at the same height as a part of my coal/sulfur feed
Also I need a lot more power shards
if I need to clock every gen to 240%, that's 180 shards per layer, or 720 shards total
Sorry slugs, Ficsit demands efficiency
I'm sure the slugs don't mind
living a glorious future jammed into the cogs of a machine
slug -> shard recipe should be in the blender
insert joke about Slurm here
how should I run the pipes around these generators? one giant loop around the outside? or is that not necessary because of how gas works
loop is always nice to have, even if not required π€·
i would run 3 pipes down between the 6 rows and then connect them at one side to a feeder pipe. if that won't stabilize, i would then connect the ends of the other half of the 3 pipes. better option is to break your fuel gen into 3 chunks each feeding a separate row
first two rules of piping: keep networks simple. keep pipe networks small.
This is small, this is only 1/4th of the setup
loop the pipe and dont connect them to other pipe, keep them as separate system
if theres 500/min pipe, do row of gen that ocnsume 500/min
these 60 are on 1 pipe of 600
and my Packaged Rocket Fuel setup. I'll set 4 of the generators to 120% instead of 240% to give me 20 fuel to turn into 10 PRF/minute
You served me well Packaged Liquid Biofuel
if you have some shards left over, consider making a small batch of ionized fuel for the jetpack
I feel like Ionized Fuel is overkill for the effort required, even if you can automate power shards
thats piping done for 4800 RF set up
just gotta deal with sulfur and coal
3200pm water with 320 each pipe, set of 10
the base recipe is literally just rocket fuel + power shards in a refinery. I made a standalone refinery to make some off my rocket fuel plant and then fed it a stack of shards I already had from slugs in order to make a batch for dimensional depot for scooting around w the jetpack
ionized fuel has the burn time of liquid biofuel w the boost/climbing power of rocket fuel
well that should be enough power to hit credits, and that's with only 1/4 of this rocket fuel plant online.
I guess I could keep both fuels around, Liquid Biofuel if I need to go horizontally, Rocket Fuel if I need to go vertically.
plus I'm a huge proponent of yeeting yourself with pulse nobelisks
why. ionized is better than biofuel for horizontally as well
because I'm not at the point where I have nothing left to use my power shards on.
fair point. once its unlocked you can buy it in the awesome shop too
I'm saving up for that golden nut trophy first
I'm having a hard time wrapping my head around this. I'm trying to use SFtools to plan out a maximal nuke plant given one normal node of uranium (600/m).
If I ask it for zero plutonium per minute, it gives me a maximal uranium rods/m of 14.4.
(https://www.satisfactorytools.com/1.0/production?share=rsVMnDYxtEu1ux1RdVf2)
If I tell it that we have 720 uranium waste at our disposal (due to burning 14.4 rods/minute) then ask it to maximize the plutonium waste, it cuts into the uranium rod production.
(https://www.satisfactorytools.com/1.0/production?share=3IgTbsnCrDzULwPtfPRW)
The plutonium should be coming only from uranium WASTE so I'm missing how this is reducing the maximal uranium rods. I'm sure there's something I'm missing here but it's a big plan.
A collection of powerful tools for planning and building the perfect base. Calculate your production or consumption, browse items, buildings, and schematics and share your builds with others!
thats not how maximize works
its maximizing both at the same rate, thats why both of them are 3.6
That would indicate that it's using something necessary for the uranium rods that is limited. What is it? I see nothing that is limited that's required for the uranium rods AND the plutonium rods.
There must be something that's common and limiting the result, but I don't see it.
no no as in it cant make 3.7 of both rods so it settles on 3.6
its not maximizing them independently
put in them UFR number manually and it works
iirc you want to max uranium rods and just use the waste, no uranium from p rods for max power
Dude you're saying if you maximize an iron sheet and a copper sheet the iron sheet that maximizing the 2nd one will impact the second and it just plain wouldn't do that because their components don't overlap.
unless you use recipes that overlap like alloy
I've given it access to all recipes so there should be no limiting overlap
if none of the resources or recipes overlap? sure.
if they do? it's a mess
its just how "maximize" works on tools
it would make 100 copper sheets and 100 iron sheets
or try 200 iron 200 copper
its always the same number
there's a p rod recipe that uses uranium ore to make p rods, that will affect u rods
its not using that....
they jus said they were using 'all recipes'
I've given it access to the recipes, I'm not forcing it to use a particular alt recipe, and it hasn't chosen to use that recipe
the issue is that if you select maximize in tool for 2 things then it doesnt maximize them independently
it maximizes the amount of both as the same number
Change uranium rods to 14.4 in the production plan
You're saying the tool tries to balance multiple maximizes to the exact same number for absolutely no reason when the components don't overlap, just cause that's an eccentricity of the tool?
If you tell it to maximize both, what else is it supposed to do?
yes
U rods https://www.satisfactorytools.com/1.0/production?share=mMqINdblywNsxJypHJat
P rods https://www.satisfactorytools.com/1.0/production?share=b27wa7am58lzFRTWeewc
A collection of powerful tools for planning and building the perfect base. Calculate your production or consumption, browse items, buildings, and schematics and share your builds with others!
Also, if you enable the fertile uranium alt it will use some of the raw uranium for plutonium rods
you don't want to have 2 things maximised in a plan is the short of it. Generally after you maximise 1 thing swap out to Items per min and put that in the result
It's supposed to MAXIMIZE THEM. Just like my example idea....if you say to maximize IRON THING and give it 5000 iron per minute then ask it to maximize COPPER THING and give it 100 copper per minute, they should not end up being the exact same number.
Ok, so it's an oddity of the tool. Got it. Thanks, Cobalt.
if you maximise multiple things at the same time, the tool will make equal amount of all (but max possible)
That seems odd to me.
this is a feature
mostly just because it's unclear how would the tool handle multiple maximises
this is maximised iron plate AND copper sheet
you'd have to set priorities for items and such, it just gets too complicated
I totally understand if it's a complexity in the underlying code. I know a fair bit about code but I don't know anything about optimization algos, it just doesn't make sense from a logical perspective.
it's not very much recommended to use the maximise anyway. If you really want to figure out the max possible amount, use it, but then change it back to items/min with the number you got from maximise
I've always thought a totally valid use of the tool would be to input several nodes available to you within whatever you deem an acceptable radius for a factory then ask it to make as much of x, y, and z as possible. I never once thought that it would be trying to figure out as much x, y, and z it could make with the constraint of them being the exact same value.
This much is clear now. Much appreciated greeny! (and others)
I have revised my bauxite and quartz usage plans. (New is on the left). The main difference: Decreased final aluminum production in exchange for significantly smarter quartz usage.
I would recommend against that approach to the game. Instead of making things based on available nearby nodes, make the amount you need, and find a place for it based on raw resources it needs
This generally makes sense, but for something like power generation where "more" is always desirable, I thought this seemed like a valid use case for maximization.
sure, but then you can just use the maximise to figure out the cap, change back to items/min and build that
I see that now. Much much appreciated.
pure ingot + sloppy solution is just better than default solution + default ingot
i think default alum ingot is going to become more of a thing now that we have the priority merger. it was really hard to make that recipe worked without it
was it?
ah you could already do it since that doesnt need perfect priority
kinda sorta?
*nah
you always needed to import extra silica for it, and getting that silica in the right places was challenging
that's just two sets of refineries, one running on fresh silica and one on byproduct silica
nah, it was the scrap foundries that took it as input. because scrap has a 500 stack size, getting both the silica and scrap manifolds filled w/o causing alum to lock up was a pita
priority merger for silica
Care to explain the use case? I can't think of a way priority merging would be useful other than sushi belting which I don't dig.
well, that's my point, you had to do complicated to make it to work
you have silica from the alumina solution and fresh silica from quartz
you wanna always prioritize the alumina solution silica so that factory doesnt stall
use case (actually the primary one that came to mind when they announced the priority merger): use default solution's byproduct to feed into alum foundries with supplemental silica from a train
priority merger is also priority fluid flow via packagers π
i mean 5 mergers and 5 splitters isnt too complicated
its a bit smaller but the main idea was already there
also something we could already do
doing that without the priority merger meant you needed to rate limit the train's output with a series of splits & belt speed reductions
Oh yeah that totally makes sense for recycling loops.
the use case of perfect priority like with a priority mergers is stuff like canister loops that continually get fed from a constructer untill the loop ts full
Thank you for the reminder. I meant to tick pure. I forgot I wanted sloppy.
i'm still working through phase 3 of my 1.1 playthrough, but where i'm actually already using the priority merger is to favor biomass production from leaves instead of wood to preserve the wood for making coal in a weapons factory
looks good β€οΈ
you can make coal with wood? π
oh charcoal
haha thats cute
yes, and a lot of it
there really aren't a whole lot of places in the game where the priority merger is useful, but there's a few that when you encounter the problem, it is a really nice addition
i really wanna make a priority merger sushi build, its the ideal use case for it
just havent gotten to it
i'm sure there's a few other things it simplifies, but i need to work through the rest of the game's problems to really think about it all
its also nice for tier 9 dark matter crystals
yeah, probably a good spot for it
i'll most likely leverage them on train output in more places than i've thought of yet to allow local production to take priority over what comes in via train
prioritising dark matter crystal made from dark matter byproducts, its one of the case where priority merger became useful
i haven't built it yet, nor thought a lot about it, but i think it will likely make large cheap silica builds a lot easier
getting those 7 pure limestone nodes and whatever quartz you can scrounge all going into the right sets of assemblers isn't a simple task
*7 pure nodes in rocky desert
oh i just noticed yesterday that they actually doubled the speed of cheap silica in 1.0
kinda insane
yeah, good change, recipe is still pretty evil though, lol
ill stick to quartz purification my beloved
Why didn't you remind me as well that I needed silica for two stages of nuclear processing? Tsk tsk tsk. π
Need 1260 to encase all the uranium and then another 1250 to process 750 plutonium pellets
1 row done, 9 to go, seems i need to beef up my rubber feeding into depot
I'm running into an issue with my aluminum casings drone port
I'm producing far more than my RCU/FMF/CS factories need, but the drones are constantly getting more and crowding the port
I even slooped my casings assemblers to increase output and it's still not enough
"crowding the port"?
a drone will be in a circling pattern while waiting for another drone to finish
if i understand correctly you are basically using the overflow principle like a manifold, but on droneports it could take hours or days to self balance
if you have too many drones per port as well it will also just break because they take a long time to land and take off, and only one drone can do it at a time
what i do is put 1+ droneports for each place the export is going, and give them the amount of casings that are needed (or a set amount, like 150/min/port). The dividing up of the part is done before reaching the ports, so the drones can only take what they get and they can only take it to one place.
They all have their own port so not competing for landing either.
Yeah that makes more sense, oh well. I lowered the production on my Cooling Systems and RCUs because I was making far more per minute than I needed. That with the slooped assemblers should balance it out faster.
for example if you have a factory consuming 200/min, a drone bringing 220/min, and a droneport with 34 slots.. for a 100 stack item, that drone will fly loops at maximum speed for 2 hours and 50 minutes PLUS the buffer capacity of all of your machines before the droneport fills up and then it waits there to unload.
Because I was making 600 casings/minute and the 3 factories combined were using less than 500
I guess I didn't account for how often the drones would need to load/unload
yeah i typically assign 150/min or 200/min to droneports because of the load unload and travel time
you can do more but 500 is pushing it
i prefer to have a lot of margin and then not worry so much about measurement and validation because nothing really bad happens if you have a few too many drones, but on the flip side it can be catastrophic
it doesn't even cost more fuel (they take what they need) and it warms buffers faster
Yeah, I could also throw down a second casings port and let drone that needs the most casings use just that one.
I have a setup also
300 ingots into 225 casings into a droneport
but that droneport overflows to another droneport
so if it's within range for 225/min it will just use one port, but if it's a bit out of range, the second will activate occasionally and catch up
i think they drain power from being online but that's all
What's odd is I think my port for rubber export is connected to 5 factories now, but it doesn't experience this problem
I guess it's because of larger travel times and less material per minute needed.
also you could have gradually warmed up the buffers one by one
as you added ports
I think it only happened after I scaled up everything once I had access to Mk6 belts/lifts
the power of drones makes this 1 Ballistic Warp Drive/minute factory super easy.
Now to simply sit here for a few hours and then I roll credits
Current power plans...
||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)
106 Total Somersloops
3 get consumed during research
34 used in constructors (overslooped 250) doubling my Reanimated Sam to 5100. Current usage plans 3861.25 (~150% of the map limit)
4 used per manufacturer, 4 used per Quantum Encoder
1 Manufacturer (overslooped 250) input: 150 Reanimated SAM, output 50 Sam Fluctuator -> 2 Quantum Encoder (overslooped 200) output: 20 Alien Power Matrix, 480 Dark Matter Residue (Doubled DMR by these two reduces Reanimated SAM (thru DMR Conversion) usage by 120)
52 total: 40 Somersloops for building 4 Alien Power Augmentor and 12 for the 3 machines.
17 unallocated Somersloops Remaining||
Power increase: ???
Im curious if yall can guess what the factory is planned to be making
i made it a very long factory and idk why
if i'm not mistaken, 34 sloops in reanimated sam should yield you 20400 from the 10200 sam on the map, right?
err, your doing the divide-by-4 thing, got it
yeah sorry my numbers and notes are not exactly coherent as far as the numbers go but they make sense to me. Even if it's wrong on paper. XD
Due to the way the calculator works and the inability to factory in sloops I'm having to do my adjustments manually by ... tinkering with all sorts of things.
Thankfully the knobs, buttons, dials, and lever are there to toy with.
So I've turned off sam as a resource and in my head, and I'm only dealing with Reanimated Sam now. The actual final quantity I will have to work with.
well, i see the circuit boards and just a pair of manufacturers, so i'm guessing either computers or hsc's
(I see now)
could be plastic AIL or default cb, can't tell
Yeah. You're right. It's computers.
All using base recipes
except maybe the oil bits
and yay, ACU's are cooking
i SHOUld fix it
You should build some power storage
also you power generation is all over the place... something's up with your oil / coal / water
on a different topic, my playthrough is starting to turn into a minamalist sort of build. as such, my power requirements are pretty low so far. I needed to add another ~1 gw of power just to make ends temporarily meet with minimal effort, so i did some number crunching on the power yield from 300 oil into yellow fuel. turns out the base fuel+resin recipe has the least power overhead of the different alternatives
I finished it now so it should be more obvious
i'd hazard a guess that is default supercomputer
Ye
Your hazardous guess was correct
i probably should have gotten some alt recipies
kinda on the fence about that all with computers & supercomps. the default chain is a lot simpler to handle once you figure out the cable demand
OC super computer is quite nice if you want to produce a small amount
I have magic ways of producing cable
Magic init
well, here's some really magice cable:
I have almost unlocked nuclear power will i regret it
Only if you overwhelm yourself
Nuclear power has a costly setup, so consider it well
It scales better the more power you want from it
(so 10 nukes is more efficient in terms of effort invested than 1 nuke)
It amuses me greatly that you can make flexible frame (with presumably rubber joints) and then make heat fused frames out of that, as if throwing that in a fire is going to improve the situation. XD
yeah, reinforcing what McGalleon said, nuclear is best built in chunks that process 300 or 600 uranium ore/min; less than 300 and you're really putting a lot of work into not-much-power
Nitric Acid vs rubber is a mixed bag
Depends what our rubber really is
do you mean irl or...
I don't know shit about plastics bud.
But if I ever need a chemical holding tank, I'll know who to ask about linings.
When iron wire exists... why
We are allowed to be biased against iron wire
is this alt recipe worth grabbing
do you like it? yes
do you not see yourself using it? no
i Just unlocked nuclear stuff idk what recipies i should be getting
there's no "should", you can get any that you want
That recipe is increadibly expensive compared to the normal one
but does 100 EUC per 3 UFR instead of 50 EUC per 1 UFR
so up to you if you like that or not
true
If you arent sure, just dont pick it right now. Pick it later once you know nuclear
Once you know what the numbers even mean
i Just spent ages climbing up to a uranium node only for it to be impure
300 uranium is a lot
Okay
This recipe is the max fuel method.
@prisma kraken you showed me a plan to process 300 uranium a few months ago. Do you still have that and use that?
Let me see if I got it right: with 240 coal/min, I can have 8 coal generators powered by 3 water extractors?
16 gens and 6 extractors*
ok, thx!
I was thinking, Now that i start to Build a lot more, Is there a mod for the zoop build mode that removes the zoop limit? the 10 limit is realy anoying if i wandt to Build bigger.
best to ask in modding discord for this
also blueprints exist
infinite zoop
theres also a flex splines mods that makes it so that belts, train tracks, pipes, and wires can go infinitely, as well as adding new parts that dont have any limits on how sharply they can curve
only downside so far that ive noticed about that one is that colouring pipes tanks your fps
Okay thx. i look into them
one thing to note about infinite zoop is that the game will crash if you go too far
and ive noticed stutters when you try to place more than like 250 foundations at once
Bruh, I have a coal gen setup but the power output keeps fluctuating...
show the set up, or better post in help thread and keep everything there so we can help you better
Ok, will post there
figured out? was it warming up
are you pushing 3 extractor thru 1 mk1 pipe? that might be the problem as throughput exceeds 300pm
i hate that feeling after setting up 290 gw plant and seeing i have 4 fuel gens disconnected from power grid somewhere, im midst of 460 fuel gens, it would be needle in haystack hahahahaa
found it whew
aw yeah 475gw total
how can i make this lift snap closer to the constructor?
trying to make an ultra compact constructor blueprint
have something above where you snap to first
the first snap point will always be extended
like this?
thanks π
nice, I got my power plans figured out 2 days ago, been placing extractors/nuclear reactors for 3 days finally finished this morning and am starting on bringing the resources to one spot
This is my material list:
- 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
Im droning uranium in, everything else I need to figure out how many trains I need
Im a little unsure about the amount of stations needed for offloading though
I think Im gonna need 2 stations for limestone
because the max a station with 4 cargo platforms can unload is 9600
and even that's not actually possible
whats the max I can actually unload
depends on route length and whatnot
yeah
the main thing preventing the full 2 belts is that the belts stop running while [un]loading
yeah so a buffer is able to help with that
so you can never sustain 2 full belts
buffer doesn't help because the buffer's filled by those two belts
it does increase what you can manage, but not to 2 full belts per platform
yeah that is true Ive only normally taken 1 belt out of the storage it goes out to so it does sustain but Im going to have to take 2 belts out for this
I hope that at least 8k is possible for me with 1 station because I really dont want to make more stations for quartz and sam
I will if I have to but its preferable I dont
there's probably something on the wiki
I'm pretty sure 2000/min/platform is infeasible though
if not I can have some short trains and it will be alright
You should plan for one full belt per platform and save yourself headaches
or even less, when you're at mk6 belts
you're constrained from two sides
- carriage size, 32 stacks, limits how long a round trip can take for a given throughput
- but at short trip times, the [un]load belt pause becomes a significant drop
oh yeah thats gonna become an issue, each train would only be able to take 12800 and that does not take long to get unloaded
could multiple trains going to the same stations help with that?
the lockdown's the same length regardless of how much is being unloaded
no, because of that second point, you're now putting stations into lockdown for even longer
I meant like taken from the platform, not taken off the train
eh, that doesn't really matter, that's what the buffers are for
theres always the funny option of run belts
or just... add more platforms
from the extractor to my nuclear power plant lmao
yeah, I might actually end up with a floor of just trains unloading
all my nuclear stuff ended up with some relatively long trains
yeah should be interesting
atm im just gonna start getting through some t9 milestones
my 77gw of power storage should get me through that for long enough
Im just gonna test for 1200 a platform rn
easier to do with splitters as scaffolding
https://youtu.be/Tgxknxp3-Go
Lots of nice things to learn here
Octo Smelter blueprints
With Mk3 belts: https://satisfactory-calculator.com/en/blueprints/index/details/id/7199/name/Compact+Stackable+Octo+Smelter
With Mk5 belts (which on reflection I probably should've included in the first place): https://satisfactory-calculator.com/en/blueprints/index/details/id/7240/name/Compact+Stackable+Octo+Smelter+Mk5...
not handy, no
which recipe is more efficient solid steel ingot or compacted steel ingot?
cuz compacted seem sto use more resources but saves on iron
Comparing efficiency means deciding which metric you care most about. I haven't compared those two directly myself (anytime recently, anyway), so I don't know exactly, but that kind of tradeoff seems right
There might be other tradeoffs to number of buildings / power produced, etc.
indeed compactes steel has lees throughput
sftools is a good way to compare alts, fwiw
compacted steel trades power for insane resource efficiency. it is the sort of recipe you only really should entertain using when you have more power than you know how to use
For instance, Solid Steel: https://www.satisfactorytools.com/1.0/production?share=FCPbNeuiQYsgvkQex6eY
Versus Compacted Steel: https://www.satisfactorytools.com/1.0/production?share=rF6EG9LOQYLjhlzrkKkY
(will need to click through to the tabs once you click on those)
And other tabs on there will let you compare power requirements and such, too
the 'good' use case for compacted steel at this point is to make use of the byproduct compacted coal from rocket/ion fuel
I suppose that Solid Steel graph is using Pure Iron which you might not do. Though as usual, the nice thing about sftools is that you can go and toggle any recipes whenever you want and the graph'll re-solve
keep in mind that solid steel can be leveraged with iron alloy or basic iron ingot as well
also keep in mind that there's only a handful of recipes other than solid steel that use iron ingots: plate, rod, screw, wire... if you're making plates, the steel+iron ingot alt further increases efficiency
ah gotcha
im cuurently feeding solid steel with the pure iron ingot
so your easrlier statement is correct it consumes WAAAAY more power in return for more resource efficiency
cuz it seems to save on both iron and coal
half the iron and a quarter of the coal in exchange for power & sulfur yeah
Just got to the stage where I'm going to build nuclear power, what's everyone's thoughts on the most efficient recipes?
That delends what you mean by "efficient"
Best recipes for most efficient use of resources
Each recipe saves different resource, there's no generic "best"
this is my nuclear disaster, works for my needs
the tree from hell
Spicy production plan
it is infact a tree from hell
I can work through it though so its fine by me
"chaos can be found within Order can be found within"
my life is less organized than that
2263 power shards π€―
Will this splitter work properly ? the smart splitters are set on center(main) right(overflow) and it should make it so if a Belt gets full the others will get filled
yeah its a lot of shards
I haven't looked at that info in mine and I'm scared to
I looked at those things only because I knew I didnt have enough shards
I have enough now and it was not fun
oh god I need like 10 train stations of limestone for this
Honestly it's a shame the stack size for power shards is so so small considering how many there are in the game and how many people need. My DD filled before I even started using them!
I do a calculation, to check what power source is the most resource effective, and it shows me that Rocket Fuel Power Plant is most effective, any of you comes to the same conclusion? (I only took clean source, so nuclear power i was calculating for whole chain with Fisconium)
what is this for?
Rocket fuel trades that efficiency for a lot of needed space
Fisconium nuclear plant takes also a lot of space taking into acount all items you need to produce to create Rods
I'm checking now how it would look if somersloop would be used in some meaningful places
Ficsonium is a lot of extra effort
And should only be used if the power is needed - beyond regular uranium power
||me who is making it because I want to make IKEA lamps||
mhm yes sure okay cool
me who just wants to do it because it seems fun
Im having a lot of fun routing trains rn
water extractors were hell because i had to do it twice because im a dumbass
*And should only be used if it's fun :D
lmao
this is my first project of this scale and im enjoying the resource gathering process more than I was expecting
Yeeeee I'm currently harvesting the western rocky desert but routing the power underground
Im currently harvesting the grassy plains
I'm minmaxing funny shapes
the real fun is getting the other 9 trains of limestone going
I love that
The power cables being underground won't take away from the silly belts going into the factory by being in the way
the rocky desert is cooked when I start taking from it, everything is going to be gone
I calculate energy generated from whole chain, just storing uranium wastes is something not acceptable for me.
who said storing waste
make the waste into smth and sink it
usually, the process involves making plutonium and sinking that.
the power cost for that isnt nearly as fatal
ficsonium is for when you want to use plutonium power sustainably
is this going to cause an issue at all? I know there was a bug with signals effecting nearby tracks is that gone?
Sinking plutonium rods is energy ineffective, the balance comes better if plutonium and fisconium plants are build
duh. thats the cost
you either take the energy deal or you go with the whole chain
And given that that chain is tier 9, most then make the conclusion "screw nuclear, i'll stuck to rocket fuel"
Yes, I know but from my calculation comes it is better to not use uranium at all, and just build Rocket Fuel Generators
You will use less resources for the same GW power
And i told you "yes, thats the deal"
Uranium / Nuclear power just takes less space usually
because fuel power needs metric tons of fuel generators
afaik it's not a bug, but a feature, if rails are too close to each other, they are considered one block (as the trains would collide otherwise)
alright so i should move it back some then
You can easily overclock generators without energy balance cost
yeah, just make hundreds of power shards or find the slugs
but shads you do once and anyway you produce them for Alien Power Matrix for AGM
Thats still Tier 9 production anyway
yes, I'm speaking about end game
Ultimately, the resource cost for endgame doesnt matter anymore.
Unless you want to min-max something afterwards
yes I think about min-max the map
And i dont care much for that.
If thats your goal, then yes, ditch nuclear
Keep to rocket fuel until you are done with whatever your goal is or until your PC inevitably cannot handle the save file anymore
I'm still testing, how it would work with somersloop, there is none useful place to put them for rocket fuel but there are very nice spots with plutonium rods
the places I used somersloop was for copper powder and SAM/ficsite
you would be better off just not using somersloops for that but instead for the Power Augmenter and then some APMs
Somersloops in Rocket fuel are not worth it
Simply because it is so dirt cheap
that what i said
but for plutonium fuel rod they can gives more than for AGM
@wind spade Are factory plans saved in cookies or on your server?
well APMs and the Augmenter always give you a proportional boost to power made so it boosts all power production equally.
Uranium / Plutonium / Ficsonium can probably benefit from it too.... but if you wanna min-max the map, then you cannot max out nuclear power anyway
they are saved in localstorage (which is kinda similar to cookies, except not sent to server and slightly harder to clear)
if you click the "share" button, then the production line is stored on the server and the link will always work (unless I delete the database π )
it uses too much SAM and you run out and cant process the plutonium anymore
not to mention that you cant produce other things anymore if if invest it all in nuclear power
via a bit of data that is similar to the share link?
the share link is basically just identifier for the data index in database
Okay so it is not de-hashable into data, it's just a link to it.
Huh, neat
yeah, you'll need to call the API to get the data, if you want to figure out the production index
Neat. So what does the local storage actually look like? Plain text or encoded?
json encoded
Ah! Well I can understand the rest then. Json bracket groups solve so much. π
ty for the xxplain
if you want more technical details for some reason, feel free to hit my DMs
I might but I would have to preface that with "I'm just curious, and I'm not going to be able to do anything useful with this."
that's fine
So it's probably more responsible to ... not waste your time π
I'm looking into sloop usage for my factory plans. This is where I feel like they will do the most good for my purposes.
106 Total Somersloops
3 get consumed during research
34 used in constructors (overslooped 250) doubling my Reanimated Sam to 5100
4 used per manufacturer, 4 used per Quantum Encoder
OPTION A:
1 Manufacturer (overslooped 250) input: 150 Reanimated SAM, output 50 Sam Fluctuator
2 Quantum Encoder (overslooped 200) output: 20 Alien Power Matrix, 480 DMR (Reduced RSAM usage)
52 total: 40 Somersloops for building 4 Alien Power Augmentor and 12 for the 3 machines.
17 unallocated Somersloops Remaining
OPTION B:
2 Manufacturer (Overslooped 156.25%) input: 187.5 Reanimated SAM, output: 62.5 Sam Fluctuator
2 Quantum Encoder (overslooped 250) output: 25 APM, 600 DMR (Reduced RSAM usage)
66 total: 50 Somersloops for building 5 Alien Power Augmentor and 16 for the 4 machines
3 unallocated Somersloops Remaining
Power increase: ???
On top of the nuclear... I expect over 2 TW.
The intent (and result) is to maximize the power production, and to minimize the SAM required to do it.
@oblique hollow
well APMs and the Augmenter always give you a proportional boost to power made so it boosts all power production equally.
While it's true that they boost gross power equally, they do not boost net power equally and that makes sloops disproportionately effective for ficsonium
...beeeecause nuclear has such a high base power demand that using sloops there offsets the cost better...?
Yes
If you have 100 gross that takes 10 to make, your net is 90. With doubled power it's 190, so 2.11x net
If you have 100 gross and it takes 50 to make, your net is 50. With doubled power it's 150, so 3x net
It takes a much larger percentage of your gross power to run nuclear, especially full chain, from what i understand
i did the (well. some) math before 1.0 for nuclear vs turbofuel. but never for rocket fuel
rocket fuel uses very little power, i'l check
though to be fair.... rocket fuel boosts turbo's gross power by +200%
so theres not much math to add i'd suppose
im not gonna math with nitro rocket because im allowed to be prejudiced against it
Rocket fuel also uses nitrogen which you need a lot of for fused modular frames, uranium enrichment, and if you need: Quartz purification.
I cannot spare nitrogen for rocket fuel.
At least not much.
yeah but the amount is quite low.
nuclear needs more i think
Yes, even with somersloops, Rocket Fuel is 6 times more efficient than Nuclear Power
40 nitrogen per 100 rocket fuel
Rocket fuel is just the easy way out. Just spam fuel gens
Its the dull answer to power problems, honestly
... for who
1667 rocket fuel
gross 100gw, net 95.27 gw
8 uranium fuel rod
gross 100gw, net 85.88gw
auto recipies on tools
for the average slacker of a pioneer 
the ficsonium chain i believe has gross and net much closer, but it takes some wrangling to get a good number π
So is it useless to make nuclear?
yeah but you're going to run out of rocket fuel a long time before you hit the amount of power generated by nuclear...
And I should just make crap ton of rocket fuel
only if you are ok with placing hundreds of fuel gens
that's not relevant to the convo, it's about sloops being better for nuclear (and especially ficsonium) than for other power
you can go either way
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)
5 APA + 25 APM
average lunatic power plant setup
though then again.... ive always called people who willingly build hundreds of fuel gens lunatics.
but the same goes for those that build hundreds of nukes
34 sloops in SAM constructors, 8 sloops in manufacturers, 8 sloops in Quantum Encoders, 50 sloops in APA's
the resource usage for 1W energy:
@oblique hollow So based on a tools link from a reddit post
this guy is converting plutonium waste to ficsonium
25gw gross, only 6.556 net
if he slooped the last stage, it would be about 30gw net instead of 6.6gw, so the sloop would be providing 4 or 5 times the net power output on that production.
whereas on rocket fuel, you at best get a bit over 2x.
The differences are even bigger if you overclock, as it brings consumption and generation closer together
Slooping quantum encoders instead of manufacturers is still 4 sloops per, but the APA + APM multiplies the total power by more than the ficsonium contributes period.
Uranium is the most efficient nuclear power. The other steps detract from that efficiency but are required to complete the chain.