#math-and-meta
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thats ignoring plutonium power tho i assume
Yeah just strictly after it's waste
main benefit of ficsonium was "you get to use plutonium, waste free"
so imo ficsonium power and plutonium should always be considered together
This reddit post was more about the argument of storing vs processing plutonium waste, and in that case slooping radically changes the balance of power
you can spend 18.4gw and a ton of materials to make 25gw of rods, or you can spend around 25-30gw and the same amount of mats to make 50gw of rods
then it gains 20-25gw net instead of 7gw on that step of the chain
it isn't 'free' it's just a minor net power increase compared to the previous stages.
And Rocket Fuel gives you anyway 6x more power with similar amount of resources, (only using more nitro than with nuclear power what is a downside)
"waste-free"
So you're suggesting slooping this step?
Okay but slooping the next stage reduces your trigon usage.
Instead of... doubling it.
From my research plutonium gives a lot of power, especially if you somersloop assembler on plutonium fuel rod, but after you burn plutonium fuel rod you can't sink anything. not fisconium, not plutonium wastes
just pointing out that slooping is way more beneficial on the plut waste to ficsonium step than it is anywhere on rocket fuel because of the difference between net and gross power which is rarely appreciated
i need to spend some days looking at all of the possibilities ๐
You can't sink plutonium wastes, nighter the fisconium
Fisconium rods not fisconium
Yeah, you'd make them into rods if you're doing a waste-free chain with plutonium
or sloop rods
At 187.5 plutonium to process, it would require 8 overslooped particle accellerators @ 4 sloops each to go from 234,375 Power from those rods to 468,750 power from those rods, not counting the power used in the doubling process.
so you have two options, sink plutonium rods, and don't have power from plutonium, or burn both fisconium rods and plutonium rods
That step is just 1 of 3 in the chain.
17.64 % of the power generated by nuclear
32 sloops to double that 234375 mw
It is not energy efficient to overpower Fisconium production, (7.5MW not 2.5MW)
30 sloops in APAs would increase power by 30% flat, even unpowered. This ends up being more than the gain from doubling the ficsonium rods.
Slooping ficonsium at this stage is not the max power. Sloops in the APAs is.
It is a problem of scale/capacity then, it just takes too many sloops to process a unit of plut waste and fics rods
I'm telling you, I'm slooping: All the sam production, 2 quantum encoders, 2 manufacturers, and 50 APAs
on top of 1,328,125 total power from 213 total nuclear power plants
That's the max power. Fite me.
(not including oil based fuel)
better place for sommersloop is Plutonium Rod, (assembler) gives you 40GW Energy for 6 sommersloop per each 600 Uranium spend
downside: makes more plutonium, which needs more ficsonium
If you sloop your plutonium you end up with more than you can possibly process with the map resources.
This leaves you with nothing but a power plant, all the sam gone, and no factory.
No.
^
there isnt enough SAM or other resources to max out nuclear WITH ficsonium
At the very least if we need to restart the sun I know who to call ๐
There is. You have to sloop SAm production.
Yeah, my plant uses half the SAM on the map
34 sloops in OC'd constructors doubles the sam map wide.
And its going to be the whole chain
not catching your point,
i thought that you couldnt max out nuclear with ficsonium.
Especially if you do like... non fissile uranium
nvm then
You get waste you cant process. Whats so hard to understand about that?
You can. And yes.
LIKE I SAID it takes 150% of the sam on the map to do it but you can.
Which is actually achievable fairly easily. You just sloop your sam.
This doubles it, using only 34 of your 103 available sloops
Yeah im using 5.1k SAM and everything sam goes into i have slooped so that sounds right
A wise man once said:
https://youtu.be/DkZ6CDH7Zss?t=1104
There's a lot to unpack here in regards to quantum tech in Tier 9 so strap in!
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Real
Thanks for reminding me of funni spinny belts >:(
Yap so this is another reason to not build Uranium power plant, but just burn Rocket Fuel, but then there can be a problem with available nitrogen gas on map
Yeah the problem is if you use it all in nitro rocket fuel you're not going to be able to make fused modular frames, you're not going to be doing non fissile uranium, and you will have to figure out how you're going to get all the quartz you need as well without quartz purification.
The map resources are actually incredibly well planned and thought out.
:praisemark:
Nuclear is imo the best for balance on use of resources for power
this looks strange
When you need that much power, yes.
But he has a valid point: If you're never going to hit that threshold, and no interest in using all the map resources: Rocket fuel will suffice.
It just is not in any way representative of 'maximizing'
Yeah, I have interest in using everything though so nuclear feels like a better option to me and I have never done nuclear before so I want to do it
wait what
the maximum possible sink build literally uses rocket fuel and UFR storing uranium waste
Sink points are a silly metric. I know that it's everyone's only metric but it's silly.
sure what other metric do you wanna use
because i gaurantee you rocket fuel is better than nuclear in that metric aswell
I have my own set of goals and objectives here and they have nothing to do with maxing out sink points.
"Some people just want to watch the world burn be powered"
this is new in 1.1 - it shows this on a freshly built platform until the first time it loads/unloads
lets say "weighted resources" as a metric
as in "how many resources does it use"
rocket fuel: 6.4%
nuclear: 14.8%
so nuclear uses 2x the resources on the map
lets look at complexity metric
rocket fuel is 2 steps
nuclear is ungodly
Rocket fuel isn't enough power for my goals. At any scale.
Metric: "Percentage of the map made radioactive" - Pretty sure rocket fuel comes up behind nuclear in that metric
There isn't enough map nitrogen.
sure then you use rocket fuel and nuclear
since nuclear is the second best
like 740GW rocket fuel + 630GW uranium
for maximazing, we need to use both, with uranium you will be covered with wastes or run out for SAM becouse of the Fiscit Trigons that are required with Rocket fuel you will run out of nitro
Oh, you were paying attention.
Is it viable to make ionized fuel and burn that?
Nice.
is that purification combo really that strong.
I mean, i know it has a good combo but... is it that much greater than pure quartz / cheap silica ?
450 Crystals + 810 silica from 720 Quartz
vs
....
ok nvm, just did the math, pure has been bested. And slooping purification is also possible too
it takes 578 quartz for 450 crystals with pure and 347 for the 810 silica with cheap silica
eeeeeeehhh not really
afaik its only better becuase less limestone xD
Okay yes while possible I would not recommend slooping quartz purification. Not having enough quartz is only a concern for me because of my special mission.
not really
its too expensive
rocket fuel is better
purification seems to be like 30% more quartz efficient than pure + cheap silica
@oblique hollowhttps://www.satisfactorytools.com/1.0/production?share=GWz5OSo79xkQWQpOMp89 This is what I came up with for combined quartz and bauxite plans at 100%, and it is tentative based on other plans. this hits my silica requirements and gives me enough quartz to be comfortable with not having any more. I have eliminated the use of silica everywhere but the 2510 coming out which is used in the nuclear processes.
I didn't look much into that chain, just didn't know why you are talking about rocket fuel when ionized exists.
Yeah, Purification looks really neat; I'm still disappointed I never used it on my 1.0 playthrough
but still putting somersloops to Pressure Conversion Cube shows very efficient in my tests
ionized is just a subpar deal
0.072% Limestone +0.667% Nitrogen +1.778% Quartz = 2.517
vs
0.276% Limestone +2.286% Quartz = 2.562
Well, it's lovely as a jetpack fuel, and presumably quite good as a vehicle/drone fuel.
Though saying it's subpar as a power fuel is, if anything, overstating its usefulness. :D
ionized has the same drone top speed as plutonium rods
The reason I'm doing the quartz purification is not for the quartz itself. it is for the SILICA in addition to the the quartz. For the portions of the factory that need BOTH, quartz purification is the winner. Until it becomes a nitrogen problem.
i dont know what those numbers mean
weighted resources
but a single plut rod obviously lasts a lot longer as it has a much higher total MJ value
(Ionized requires underclocking the production chain to make it net-power-positive versus the rocket fuel it's made from, if being used for power)
i dont deal with weighted resources
those are efficiency ratings but they only factor in quartz
@thorn bane show me the one that includes the silica please
this is including silica
oh
its how many resources are needed to make 150 quartz and 270 silica
honestly you cannot trust the calculator to plan super complex factories in one go.
You have to actually manually consider your resource usage and your alt recipes and what resources YOU are going to be most impacted by.
sure you can still do the math of 2.286% Quartz/1.778% Quartz=1.285% so 28.5% more quartz
is that increased yield or increased cost?
this just tells you that you pay for that 28.5% quartz with quite a lot of nitrogen
Yes. Correct. That was the hardest part of this decision.
Outside of power discussion. Why do all of you seem to be using satisfactory tools and not a satisfactory calculator/satisfactory modeler
because it's a better tool (IMHO)
tool looks nicer and i trust its math more
i do use modeler for actually planning things, just not for math questions
But then I started figuring: What am I using nitrogen for... and it's mostly in fused modular frames. Those are mostly going into the nuclear processes at a rather fixed rate. And then PORTALS. Nitrogen goes into portals via the same process because we need pressure conversion cubes for the singularity cells.
I only use satisfactory modeler because i find it easier to plan everything out step by step how i want it
So... I eliminated the nitrogen usage everywhere else, I gave myself a fixed minimum requirement, and then I started looking for any remaining alt recipes that would need it... and there just aren't any. So it's frames, quartz purification, and non fissile uranium. that's all my nitrogen usage.
This puts me at 75% map nitrogen usage with 0 portals.
well rocket fuel xd
we don't do that here
So far from following this conversation im thinking i might want to switch up my quartz crystals/silica method in my nuclear plant because i can definitely make better use of quartz to not use slightly over 8k in nuclear
when in doubt you can just do alchemy
buut considering your nuclear project... you aint got no SAM for that
If I do not put any nitrogen into quartz purification, I get 2.5k quartz out instead of 4.5k and i Use 69% of the map nitrogen instead of 75%
Seems like a bad trade off tbh
Depends on what you need more. Like I said I'm going to need that quartz.
how much bauxite / caterium are you using
i just use it for the numbers
270/min silica is insane
couldnt care less about resources
cat unplanned, baux @ 100%
Quartz purification is to effective to give up using it
whats your build again?
its also fun
byproducts are awesome
I have a funny proposition....
Funny indeed
Conversion is not usable becouse of SAM
skill issue
the cost of max nuclear
why are you saying this
so is maxing warp drives
again: projects for lunatics
these are my limits
and sam is defenitely up there
I'm minmaxing fun, it's great!
well if youre not maxing the world, why use alchemy if you can just use a node
I wonder if i can get away with this in my save, im only using 50% of the same in my nuclear plans
Because its freakin alchemy
hahahaha
Might cost an arm and a leg
and your soul
:D
you cannot stop me i already turned your house into gold
and your car into nitrogen
And your dog into a. . . wait...
can you turn my water into wine
Can't find recipes combinations where it would be worth perform this conversion. It looks more effective to put concrete and iron where you can. Naturally it depends what is a goal of everybody, mine is to max tickets points per minute
sadly no....
but packaged fluid alchemy would be funny
It would be
isnt the max sink points using conversion
turn water to HOR
Nitrogen Gas (Caterium) 5.366030867 134.1507717 4504.444238 2.5 0
the maximum available sink points on the map literally turns caterium into nitrogen
and so jesus said "let there be flammable petrolem goop"
It is more effective, generally to use concrete and iron in places where you are avoiding using other more limited resources. But as far as sam conversion goes... It's a valid tool. If you plan your factory to the maximum, you will end up using some sam conversion.
I am just reserving that sam conversion option until the very very very last resort.
I know it's there. I'm just... it's not an option until it's a necessity.
Until then I do all the tuning with alt recipes
With that I can agree
but I'm still at the point of tuning my plan
technically MAX max nuclear would involve turning like... bauxite (and in turn copper or caterium ) to uranium
It's a never ending process.
Yeah but if you let the calculator run away on a fool's errand it'll come back with a ridiculous plan.
You can't just let it go like that.
You have to know what you want before you can tell it what you want and expect it to give it what you need.
hmmm.... if instead of using copper to make nuclear pasta and ficsonium i instead use all my copper to make alchemy uranium... how much more power do i get?
Nope, I don't think i will even use all uranium, but we will see
a lot more from what i remember
i just wanna know now
@oblique hollowNuclear pasta is a lot of copper yes but it's not going to kill you unless you don't take advantage of things like iron wire.
if you sloop the ficsonium production, it effectively doubles what you make from plutonium. don't believe everything posted on reddit
Im ngl that doesnt even look like that bad of a deal now that i do the math on it
At least for my needs
why would you ever waste sloops on power
Alchemy is costly, but its a good deal tbh
you aren't wasting them on power, you do it to conserve sam
But how does one make more philosopher's SAM?
I feel like y'all mostly grasp the concepts I'm talking about but you're immediately discarding them becasue they aren't about max sink points.
just sloop warp drives and ai expansion servers
slooping the last step of fics rods makes the process dmr net zero
so I'm going to go back to my office
all hail the chart
Thank god I don't give a shit about points.
Neither do i
I just wanna loop some loop-organs
points become meaningless once you have turbomotors & supercomputers automated
Real topic: Which HMF recipe do y'all prefer and why?
i appreciate your efforts for your purpose of going on a power trip (hah)
But i myself just dont max anything. I mostly just look for funny production trivia and info.
Okay Mr wiki
Encased because theres no screws
I do plan on sushing encased
Default tbh. Steel screw works
That's basically my thought process as well. The only way screws on a line this long won't be hell is if I do screws from beams (I forget the name of the alt recipe)
Steel screws
I just hate having to break a line at 3 machines.
watch as i turn 60 limestone into 72 limestone ๐ ๐
come back to investments on massage 2(A-B)b on next friday
I think
Well we're not making them out of aluminum.
We need more philosopher's SAM damn it!
Well you can
Lmao
wasnt there a recipe for beams without steel?
My power plant... uses 75% of the aluminum on the map man.
We ain't got no spare aluminum.
the quirkiest little recipe
That shit is rare as gold rn.
but you got caterium
Theres a recipe for pipes without steel as well
which is just a touch of magic away from being aluminum
Did you catch the part about sam conversion being the very very very last resort?
magic isnt free 
I got you
Yes.
Should you ever be in DESPERATE NEED of screws....
you know what to do 
We need a transmutation philosophers circle channel I guess.
There is a mod for that, where everything is a screw!
Go screw myself? XD
yes I did just post a asteroid with gold in it... it also has iron and nickel in it, worth about 10,000 quadrillion dollars ... what the fuck am I reading?
Yeah that is just https://discord.com/channels/370472939054956546/1283457093696749609
still think you can build a computer out of converters by treating iron as 0 and limestone as 1 and just using converters to turn 1 into 0 and 0 into 1
Yes astroids are worth a lot of money
wait, there is a channel for that?
[must have muted it way back]
looks at the national debt of... everywhere
its where natro lives
It just has a bunch of schizos in it dw
I am self aware.
technically you could make HMF entirely out of limestone... or sulfur
is that a place to see all the ada dialogues I may have missed?
That sounds like a sin my guy...
Do it
Goto factory hell
Uranium is the final element that can't be transmuted into anything else tho
But why SAMual, why won't you change Uranium?
Because uranium changes you.
Not even a joke whenever I see the channel light up I drop everything and see if it's not a box posting a link that was already removed
cries in radiation
honestly thats me for math and meta
therapy sessions with SAM didnt work because uranium was too unstable.
We each have our homes no this server ๐
I used to live in #design-and-architecture but the screenshot snobs voted me off their island.
BRUH therapy with SAM is a baad idea
bro i muted that channel instantly
designs are for CHUMPS
Care not what people think, embrace what you can about what you can do.
People who can't admire the effort do not deserve the time of day.
me trying to make by factory not look like a box
oh... okay
I would accept therapy with Samantha Carter from SG1. No idea what we would be talking about, but it sure would be interesting.
Yeah they didn't agree with my symmetry of belts and machines as being aesthetic or well designed.
And they certainly didn't gaf about why I was doing it the way I was doing it.
Yeah SAM nodes do not give good advice
Anyway I do like y'all better. Better mesh here.
Sounds like they need to cry more
Yeah that's all they did when I started telling them about my projects. "Ewwww, this isn't a screenshot." - Not an exact quote but might as well have been.
behold: Heavy Limestone Frame
Babe wake up, new alt just dropped.
Thanks I hate it
Sulfur Frame is just as cursed
Iron-only hmf please?
Fuk em, I'mma keep posting in there just so I don't clog other places up with things like this
They legit gloss over my shit and pretend I don't exist now. It's hilariously petty.
They seem fine with the shit I post but they also might just see a blue name. . .
I've just been here since the beginning, like what I haven't even contributed much to the community unlike Greeny and Anthor ๐
Another interesting case for slooping.
Rocketfuel > Ionised fuel, default recipe, is 100gw gross and -6.3gw net (it costs more power than it adds)
Slooped, it's 200gw gross and about +90gw net.
Takes 24 sloops to process 1200 rocket fuel into 2400 ionised that way.
Well that's cool enough. So it's like a badge of courage and honor ๐
... and that may be overselling it a bit.
A badge of "you've been here a long time" ๐
Reeegardless
Ionized fuel is only good for jetpack. then it is fun
yes, courage is a long short
alpha games as a main game is a brave decision. - A Star Citizen backer.
I just saw the team who made bangers in the past making a genre I love and there ya go
Like it's pretty meta to compare the first version we had of the game to the must current-
#fan-art message
Well this is definitly a satisfying factory game.
boy do I love complicating reinforced iron plates
I wish there were more combat aspects, and more random production objectives requiring you to divert efforts, resources, switch things up, etc.
with Dark-ion fuel, you get 100gw gross and -9.63gw net
with ~10 sloops you get 200gw gross and +84gw net
I'd love to have satisfactory 'weekly objectives'
1.x ๐
Yeah.
I also anticipate ficsonium becoming improved in power yield per rod.
It may not happen but it's a reasonably easy alteration to make.
One that wouldn't break factories, and would make sense.
Quite a lot of the team feel similar so we're going to get it, as some point.
thats pretty cool but have you seen sam only builds?
#math-and-meta message
Yeah, though if you're spending sloops on it, I expect that the sloops would be better deployed on the rocket fuel side. :)
(I have not done that math though)
yes but sam only is kinda boooooring
Now make all the PE parts using just SAM
now who's on a power trip
I just wanna loop the loop-organ ;-;
behold: over 1000 RIPs from barely anything (... except the iron lol)
You may be right, but only because i just realised that you can't sloop this damn thing efficiently because the exit pipe can't flow 1k ionised fuel from one hole ๐
Hah, alas
you can half sloop it
ionized fuel refineries can run with just 1 sloop
It outputs 500 when overclocked, so even 1 sloop would overpower it unless you reduce the oc
Waste of a loop-organ imo, use it at 250 or why bother?
the items per cycle are more important
but i see the point with flow rate
in that case you put all of your sloops in one place, and oc less
Have you considered: Dark Ion Fuel
yeah, that's the one that doesn't fit out of the exit pipe
also.. wait... 500?
are we talking about... one machine?
yes, OC dark ion fuel takes 600 rocket fuel and produces 1000 ionised fuel in 1 machine
when slooped
ah dark ion
Okay so you would have to use the base recipe for ion fuel
not neccesarily, dark ion is still pretty good compared to it for sloop efficiency
and having less clock on slooped power-heavy buildings does help a little too
Awwwww c'mon. You don't like seeing a 5000% spike in power usage all at once when you start building stuff?
It's funnnnnnnnn
I have a 77gw power storage building so i can for sure enjoy that show
Mah manager.
I only did it because i have a 12gw power grid rn and i need to start my nuclear plant somehow
1200 RF, yes? Dark Ion requires packaged
Yeah just figured that out too ๐
what inputs and outputs does the converter have, just to be clear? It's not described on the wiki
you're both wrong i think ๐
Oh lmao
1 solid + 1 fluid output
Outputs are 1 solid 1 fluid
I have a 'ring of power' atm. A glorious and temporary meme. It's absorbing all the spikes atm while I'm in hardware mode, rearranging everything with 0 sustained production to speak of.
it is
thats not a converter
Sounds like fun
womp
ok nvm, thanks ๐
I missed that whole section and you guys are just not using dark mode
so the info is burned into your retinas of course
Actual production atm is terrible.
Lmao im in the same boat
90% of my power consumption right now is in idle machines.
Idle machines that are only even powered so I can use my flying machine while building the rest of the factory floor
I'm going to have to increase my power production just to keep building idle machines.
Im going to try to un idle machines sometime but not until i have nuclear done
It's literally becoming unssutainable.
so Dark Ion with maximised sloop efficiency is 4 sloops and 150% on a Converter, input 360 rocket fuel/min (21.6gw, packaged) and output 600 ionised fuel (50gw, gas)
without sloops: +50gw gross, -5gw net
with 4 sloops: ~100gw gross, over +50gw net
Looks fukin' valid enough >:(
a regular rocket fuel blender with OC makes 15GW of rocket fuel, so slooping it 4 times adds less than 15GW directly
indirectly it improves the compacted coal loop.. but so does the ionised fuel.
That's another thing, when you get useful byproducts back - in this case compacted coal is very useful - you're also slooping the byproduct, and that helps a lot when feeding it back in to sloop it on its second and third time around etc as well. You need considerably less external input to saturate your machine.
Lmao ik the feeling
How to make an output in Modeler?
sink?
good solution thanks
@frosty owl I just fucking realised why my SIS won't work
I'm smat
I have the programable splitting equally into two machines and then the overflow.
Issue is the left one is Iron alloy and the right one is copper alloy and copper is 1:1 and iron is 4:1
So I can't actually do this as I had planned under SIS belts
Signs... Signs everywhere to not forget even the tiniest thing!
I don't really have the space before sending up to balance 3 1:1s and 3 4:1s
. .. I could send all the belts down to be rejigged to those but that would mean void balancers ... and like....
I just have a notepad open on my computer or my schizo writing on a notebook
1:1s, at least, are easy to make (so long as you have full belts aviable)... But overall, I recommend not trying to feed the same items to machines needing different amounts.
Eg: if I need to feed Fused Quickwire Assemblers with different clocks, I usually have one input belt for each group of machines with the same clock
I do like signs for labeling things though just not normally for numbers
I dislike to leave the game for whatever reason related to the game... So I end up using tons of signs rather than "just" writing on the side or alt-tabbing
It would eventually start working right in the end though wouldnt it
I don't understand what you mean 
I have 3 monitors so idm tabbing out and i normally just have all my info i meed for smth up at once, just up to preference, theres not really a wrong on tracking things
I'm not debating which is best, just sharing my experience/preference ^^
Shitty drawing diagram time bayyybeeee
Blue would be 1:1 and green is 4:1 and the red dots are the foundries, can this work with SIS?
Like if you have 30 of smth and split it into machines needing like 18 and 12 it would work eventually if you just split it into 2 belts
I know, didnt mean for it to come off as trying to debate that
If it's a single-item manifold, that can be the case, but the example at hand is a bit more complicated and delicate
Ah, sushi manifold?
"Worse": sushi with single input (using 1 input with foundries)
Interesting
So no way to manage overflow or let the belts back-up
Oh yeah thats annoying to manage, i did smth similar in one of my sam fluctuator productions a while ago
No longer have it because it was a horrible idea
Sorry, chat scrolling fast ๐
So long as you don't mix blue and green, it should be doable (do remember that the items should still be consumed evenly by the branches, so that the branches don't starve one another ruining the equilibrium)
How did that come about? ^^
Lack of space
I'm curios about the thought process that led you to that
Im curious what i was thinking as well
It wasnt even using a smart or programmable splitter
drugs
lots of em
It was just somehow working with a normal splitter
I guess I might be doing void logistics and each... wing? of the snowflake not be a mix of iron an copper, I did want the output of each wing to be mixed too ;-;
-# Gonna share?
In some very specific instances, normal splitters can manage sushi... ^^
Eg: splitting a belt carring two items in 1:1 ratio 3-ways maintains the original sushi pattern. Splitting 2-ways gives two single-item belts
Yeah so it was like a 1:2 ratio lmao
This is getting a bit hard for me to fully understand, ngl 
I could use a good diagram for more in-depth discussions ๐
Splitting that 2-ways should maintain the sushi, but splitting that 3-ways should lead to 3 single-item belt (2 carrying the same kind of item)
So, it may have just worked, and surprisingly reliably at that!
๐
Yeah i had no idea how sushi belts worked at the time so i had it work out of pure luck
The 8 foundries is one wing of my 24 hex pattern that looks like a snowflake, I did want 4 of those to be copper and the other 4 to me iron but iron is 1:1 and copper is 4:1 so doesn't really allow for splitting within the single slice, so if I do SIS I will be needed to have each side be 1 recipe and alternating through the 6 sides, not just have all 6 of them be mixed
My brain is struggling to understand
BTW, just throwing out some obscure knowledge in the off chance you may be interested in giving this sort of stuff another shot: programmable splitters can split evenly any pattern of sushi
(with some caveats...)
Currently my belts are carrying 1:2 for those mixed recipes I as hoping for
Good to know(i love sushi belts)
Yeah, making each wing have the same recipe is likely needed. Either that or having 2 sushi belts going into each wing :/
How many belts are there with the 1:2 ratio
This did work for hours, so I have to choose between mixed recipes or SIS
Or switching to sushifolds. That would work with different recipes too ^^
6
600 iron, 300 copper/m
This is a bit hard to give a proper judgment to without numbers and arrows :/
While it can work, there's a few ways things could go wrong and things that aren't clear from the picture (eg: does the line going upward in picture have a overflow lift at the end?)
Im trying to think of how to resplit that if thats smth youre able to do
Does it have to be 6 belts im the end
Guess: do you have overflow management at the end of each branch of the sushifolds, bringing overflow back to the smart merger (?) placed after the first splitter
It does just sort itself out, I did have a belt reader on the input that includes the second feedback and it was 1020-1040, sohad 120-140 recycled through
Why did you place the Smart Merger after the first splitter rather than before it?
I have 9 belts coming into the base of the structure before they go up, 600 of each iron copper and I slip the copper and merge them into the iron
So the belts are 9 1:1 belts to start
Expanding on this. I think you should have the Merger BEFORE the splitter. Atm, it merges overflow from 2 (main) branches onto only one branch; that may be problematic
. . . no?
each 6 iron and 3 copper. ;-;
Oh i misunderstood
The overflow from the right, the shorter branch gets injected into the left branch, the left branch's overflow merges before the first splitter
I love not following any form of conventional ways of doing things :D
I think you could make things simpler and more reliable if you merged all overflow together before Smart Merging it before the first splitter ๐
How much of each thing does one belt need, ik its 4:1 and for some reason i keep thinking thats 900 and 300 even though its not (maybe im stupid), it should be 800:200 as the easiest multiple
Could you take 2 iron miners split it 3 ways and merge each of those with 3 of the other miners
Lmao
Then you should be able to do a 3 way split on copper and merge 2 of those belts together and put that into the iron
Sorry I tabbed out to do a thing
I should draw what im thinking to try to make this more understandable
I do like diagrams :)
Smth like this
And I thought my diagram was bad
That would be for one belt and the others shouldnt be too bad to get from there
Im on a phone leave me alone
<3
Does it at least make sense what im trying to say?
Should be a belt of 800:200 if what i did is right
Yeah I'll change around the inputs after a short break from our sponsor
||food, because I'm hungry||
Lol
If i were home sf modeler wouldve made this diagram so much better lol
ECH actually I can do SIS elsewhere, the alternating recipes is too unique to pass up.
Like srsly where else can I do anything like this?
I'll cope with two belts going in
fused wire fused quickwire
I don't really wanna put wires on a train
Oh no... How dare you have a life~
I tabbed out to make a meme for y'all
That's why it's more convenient to move the ingots! :D
Totally(increasing the amount of items being moved is such a good ides)
I am now trying to make work for the sake of ech, fuck it
And this place is a lovely place to have the alternating thing
Funnily enough i need barely any copper and iron so id be saving that for a different time
I need almost 19k limestone though so
90% of my iron need comes from copper alloy for copper powder xD
Im doing pure iron ingots because im making my nuclear power plant over the water (I wonder why)
I'm namely looking at local nodes and see what fit and would be cool.
Those spread of iron and copper just happened to be perfect for the alloy recipes
my material list is currently
- 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
- 5123.5 SAM
- 3519.91 copper ore
- 2300 iron ore or smth
- 2669.91 caterium ore
I have to go around the map for this
I normally don't use the alloy recipes. However. I'm going for coolness optimization now
wait only 1000 oil? youre lucky
im using 8000 (mostly for diamonds)
yeah I looked at them but decided I didnt want to take oil from the northern coast
The USA would like to know your location
Im using the pink diamonds alternate
im just gonna "bring democracy" to the west coast and turn all of it into diamonds xD
Im building my nuclear power plant over the water on the west coast
and dragging a belt of diamonds is easy since they are so compressed
I have 200 reactors placed currently, I need to figure out where I want to put the last 13 at
I should probably use SCIM to move it over slightly because part of it ended up being the death area after I rotated it but i already connected rails so thats like too much effort
I can just exist in the death area, it doesnt hurt thaaaaaaat bad
I am looking into reducing the quartz cost because im at 8.1k quartz and would like to not be using 2/3 of the quartz in the game on nuclear power even though I can just make caterium into bauxite then quartz
Reminds me I'm alive!
indeed
it doesnt even hurt enough to be annoying
I can do enough before using an inhaler
I need to find the death area over by the top left of the map.
I want to build the Ficsonium reactors over the void for reasons I won't explain unless asked.
well its your lucky day. Im asking. why are you building them over the void?
https://www.satisfactorytools.com/1.0/production?share=0IhpC1x0G2u3IsudckEV It's done. That all encompassing nuclear plan we talked about. The alt recipes are done. The list is final. This does not include anymore: Trigons, time crystals, or portal fuel as final products. It has very specific slooping requirements as well.
I got my plan mostly sorted out for my needs so Ive been following that the last few days
just messing around a little with some other alts to save on resources
Read the item description of the ficsonium rods and then look at the huge fuck off hole at the far far north eastern most point.
The only real note needed: DMR is injected as an input because I'm slooping the APM production.
Going for five powered alien power augmenter
Im using most of the byproducts I get because its easier than trying to dispose of them
FICSIT does not waste :]
since the chain should never stop running I shouldnt have to worry about issues
Also, I can do turbo fuel and nuclear but I cannot really do much rocket fuel. I cannot spare the nitrogen. If i decide to go portal crazy later...
caterium >> nitrogen exists if you really need it
I know with this minimum configuration I can support 100+ portals.
Things start to fall apart on reasonability around the 110 portal mark.
my favorite is reusing 3550 water/min thats a byproduct back in itself
Might do. I'm not using all my caterium. Not by a long shot. ADA has asked for it as a part of the secret mission though.
keep in mind that ficsonium also uses nitrogen
(aluminum)
Did you read the thing?
I dont have the game open atm or I would look rn
Aye. I have 3 nitrogen users: Ficsonium, Quartz Purification, and Non Fissile Uranium
That's it.
Everything else is production that does not stay running full time.
Im thinking about doing quartz purification and savnig me quartz on silica for aluminum
do it, its awesome
I already did the work for you.
tbh it could probably save me a lot mroe quartz than i realize
Included: 2510 silica out for nuclear
"Ficsonium is what FICSIT on the map. Literally, the crater is still there."
I'm gonna call ur put
The top right most part of the map looks like a huuuge fuck off hole.
But that's a theory, a #story-spoilers theory
Oh my god, removing all the cheap silica from my plan has reduced the limstone cost by 7500
crazy right?
indeed
Not soo cheap now is it?
clearly not
But leave cheap silica in. Take DEFAULT silica out. Take PURE quartz out. Leave only distilled silica, quartz purification, and cheap silica.
This is the combo you want.
Cheap silica saves your quartz by mashing it with limestone, and you suppliment that with the silica you distill from the other. This gives you enough silica for MAX aluminum without choking the hell out of your quartz, it doesn't hit your nitrogen too bad, and it leaves you a nice 4.3k quartz crystal to make insulated crystal oscillators, crystal computers, etc
You avoid the alt recipes that use silica from here out
yeah I only need 2500 quartz crystals
istg im about to just start packaging byproduct water and sinking it
That is half the function of the stackager I built.
It's a water recycling facility.
So you're saying you're flushing it?
well i reduced my quartz cost by 2k
no my plan is to full on recycle it. all the water is provided by packaged water anyway. TO use it, it has to be unpackaged. I'm just going to take the output lines and route them right back into the system that unpackaged the water in the first place, using a portion of the empties that it came out of.
packaged water ๐คฎ
This is the tool I have chosen to deal with my water recycling.
Ficsit does not waste.
buidling packagers is a waste ๐
Good thing I already built it.
FICSIT also likely killed most life on Earth but that's besides the point
im back up to my previous limestone cost and clsoe to my quartz cost before, Im not so sure this is worth it in my nuclear plant
Nevermind that, we're here to ficsit.
We're here to UNFOKIT
trains carry more water canisters, smart choice
The volume I'm dealing with is actually too large to train. So I'm packaging it and then using it above where it's being packaged and pumped up.
1200 on belt instead 600 in pipe as well
ye i also like turning my water into canisters a 60/min
SIXTY
PER MINUTE
thats 10 for a 600/min pipe
I have 64 belts for water and 64 belts for empty return.
512 packagers, 128 pipes, 256 water extractors
The true mk3 pipe was a belt all along
my fps dropped just reading that
anyway y'all have seen this already right?
why not loop it back into the setup? ๐ค
how much free time you got
that is effectively what this does.
It just takes the scenic route.
yeah but why bother with packaging?
im more interested in what he does for work to afford this kind of pc
This simplifies things and limits the places it can go wrong and get cfonfusing.
eh, your choice
but it's very simple if you just have separate refineries running on byproduct water and separate refineries running on fresh water
Hmm just made me remember a youtube video about barreling fuels in factorio.... hmm
#math-and-meta message This is not so easy to even think about how to manage the water balancing on man.
Do you see how many different directions it goes?
So I'm going to do it very linearly... bank it off... use it. Bank it on. Move on to hte next thing.
So what if the water tastes funny
They've done something to the water...
Something that makes you forget, I don't even know how I got here
you don't need to connect it that way though
The way in which I will need to connect this will be a pattern of linear radial symmetrical.
Similar to the refineries.
It just won't look like that exactly.
looking at the water rates:
- take 8610 water from scrap, connect it to sloppy alumina (70% of machines)
- take 2342.072 water from distilled silica, connect it back to itself (80% of machines)
- make rest of water from extractors
super simple ๐
Or... belt off belt on. Everywhere. Like I've planned.
You're not wrong. There's just no reason for me to change my methods.
theres no point in arguing about something thats already planned and ready to happen
the water packaging stuff is already built so its gonna get used
I'm going to enforce the rule of cool.
Huge water tower thingy:
pretty damn cool
It really was about this. More than people realized.
cool as an image
no while moving at 3fps ๐
Yeah well guess I'm glad I got that nasa super computer eh.
oh theres no way youre not gonna struggle with that plan of yours xD
Like for fuck sake my own entire project is rule of cool.
If a factory isn't unique enough.. try again.
3 fps is.
An image. 3 of them.. a second. :3
I haven't had FPS isssues yet man. I don't expect to. Not for a while.

ive recently been dropping to like 45 fps in build mode while at my build location and I have barely anything done except for water and reactors
Build mode lag is a real and apparently the bigger the blueprints you're looking at the worse it gets.
Every time you move the mouse it's scanning everything looking for attach points
im not even looking at blueprints, its train stations
Your frames are derailing that's why silly
haaaaa
going off the rails on a crazy train
God I can't wait to make the glitch factory.. I have plans for trains there
I'm so happy though... this is the last set of rubber refineries. Any further plastic rubber cycling is just going to deplete my precious little remaining fuel and rubber.
So this is the final rubber... and now however much rubber I have is howevever much plastic I don't need. That's how this is going to work.
Im likely gonna end up with 450 items a minute going out of each cargo platform so roughly 1800 items a station which means Im gonna need A LOT of train stations for getting all my resources to my nuclear power plant
Praise the recycle loop
I will have enough factories down stream of this to use most of this rubber but they will only actually produce as much as being allowed to be taken off.
This is where thing's get interesting.
Because I'm going to effectively allow parts of this factory to not function when not under load, and some of it will.
And eventually everything that isn't being used will stop while hte rest continues.
And I will have to sink something somewhere because it's a refinery but I can keep it minimal.
But I'm looking at up to 22k plastic here.
before things start choking other things
How would one design a fractal factory?... ๐ค
So basically I'm going to have a dial-a-finery plastic and rubber output based on how much plastic I'm taking off. However much plastic I take off is however much rubber gets continuously used or sunk.
max potential is either 16800 rubber or 22k plastic but not both
can you put a mk1 blueprint designer in a mk3 blueprint designer?
no you cannot put designers in designers but you can put blueprints in designers
And that is how the mk3 was born...
Of need and demand. By the people for the people.
Still can't fit everything kek
It fits enough. And for the rest, there's SCIM.
All hail the copy pasta rotata method
or maybe that's just me and my weirdness
You asked how you get fractal factories...that's basically how.
You make a leg. You copy paste spin it.
Keep going until you've got your pattern. Ez.
You need to make two legs for SCIM to spin it on center.
Yeah I realises that's going to be too big
And they ahve to be symmetrical.
friend, this is why the godfinery is in the sky where the true kings of creation reside.
I prefer under the map
I like the void
Well... For every zeus there's a hades.
Might as well embrace whatever you are.
looks at the thing I've had set as my status for like a year
Checks out.
I wanna make a glitch factory... that consists of a lot of this #satisfactory-experimental message
and magic glitch trains where you use SCIM to move tracks to make em teleport all over the place
Yeah... so in that they basically took all the machines and moved them somewhere else, leaving the belts... which looks so ungodly jank it hurts my head to contemplate why they'd even do that except by accident.
I've... accidently broken some things like this that had to be re-done. Mostly I've avoided that now by not having to have filters set for my 'work area'
it's even higher than I am.
I want to do it because it's a very unique way of building. Don't even know what I'll be producing... maybe just bug reports
-1200 reddit karma per minute
The satis reddit is kinda shit anyway.
Most subreddits are intolerable echochambers.
Like embrace the chaos... this game has bugs and I want to make something magical out of them.
Sure it won't be easy but it will look trippy
Kintsugi is a good enough example of what I'm aiming for.
I wanna take what is broken and glue it back together while highlighting the broken. That is what makes it beautiful.
I'm also naming it after one the QA guys
Again rule of cool
For gasses it is for sure ๐
600 pipe or 2x4800 belts in the same space
I'm going to bottle all the nitrogen on the map :D
feels good man
She's holding steady captain!
nitric acid?
that's a liquid
a pair of 1200 belts are still denser than two 600 pipes, but takes a ton of machines to package/unpackage so it's not denser overall
gasses package 4:1 and take few machines to package/unpackage
wait i never checked
holy shit thats horrible
Yeah
a non-overclocked unpackager outputs 240 nitrogen. Or 20 nitric acid lol
should I just send the liquid unpackaged by train then?
just pipes for days
IIRC it's a bit easier/better to package if using trains for liquid.. but generally dont move liquid
every option sucks
for nitric acid, you move the nitrogen and make acid on site
literal 1km pipe just for starter oil xd
wait I meant sulfuric acid ,_,
similar thing, move the sulphur
ah okay
Nitrogen gas can fit more than 1 "unit" into one bottle
it fits 4 units in 1 bottle
Bot considering that nitric acid is made at a ratio of 3 to 1, its not that horrible
i was more shocked by the 20/min
Coal power plant has 8 coal generators per 3 water pumps. 5 of the ones in this bunch work perfectly and are constantly running. The red circled one has had its inventory fill up and is barely inputting any water into the system. I have the exact same setup on the other side for set of 6 water pumps and that side is working flawlessly all the way through. Anyone know how to fix this?
from what i see there you are using mk1 pipe with can contain 300 of liquid/gas but if you are using 3 water pumps you already filled up all of them
Yes but they have 2 pipes per 3 extractors
you can see the 2nd exit on the left side, making a turn
I think you might actually be exceeding their head lift limit slightly
Where it either manages to overcome the height due to.... pipe quirks, or it doesnt
But its hard to tell from this angle
Either way, just add pipeline pumps
low down, close to the extractors if possible
Iโll give it a try tomorrow and see what happens. Afaik they are only going up a total of 4m. Max possibly 6m. Hopefully this fixes it bc itโs starting to frustrate me having one line of 16 gens working fine but the other identical setup is broke for some odd reason
there will be slight differences, it is deterministic AFAIK but pipes are pretty sensitive if you're near their limits for flow rate and splitting at junctions unevenly. In those conditions, a slight change in the setup can cause a massive change in behavior.
i recommend simpler setups to avoid those problems, like this #math-and-meta message - basically impossible to break. It uses max 40% of the flowrate capacity and only splits evenly with a junction, not unevenly - both of those things keep your setups safe and reliable with pipes.
Keeping pipe as short as possible and with minimal (zero if possible) height change also reduces the room for impactful building mistakes.
My bet is that the 4m incline naturally makes the 2 exit pipes want to fill the lower part first, aka all pipes near the extractors, but that involves both sides balancing each other
This is where pumps are useful, because they seperate the head lift requirement for each pipe
Its also easier to troubleshoot that way
Iโll play around with the pipeline pump before I accept the L and build the basic ones. I donโt mind doing the 1wp/3cg setup I just really like the way my power plant looked ๐ฅบ๐
Looks cool ya, just fluid manifolds are really wonky if you're anywhere near the pipe flow limits
if you're not, and you have headlift, it should be fine
Thank you for sending that # thingy tho I will probably end up needing it ๐
just make sure the pumps are on the flat pipe parts near the extractors
Wdym
Oh yeah they are before
watch them for a while
ideally, the input side of the pump should look pretty empty
you can open the water extrator UI and drag the water into the trash can in your inventory
that way you can watch it and see if it fills up again
Huh. Maybe that could get it jump started and not let it keep cutting off
it doesn't matter since there isn't a valve, so all the pipe will have a limit of 300 even if they go in different way
it does matter.
even if the pipe segments have a limit of 300
you can use junctions to split the 360 flow up among 2 pipes
which is what this is supposed to do
never will any pipe segment here carry more than 300/min
end them the pipe will fill up since 3 water pump make 360 (120*3) of water and the pipe has a limit of 300 after a little bit all the pipe will fill up
so how much would any of the 2 exit pipes move then?
will one just move 300/min and the other 0?
will both just do 150/min?
if both do 150/min, that means they arent being fully utilized, so they CAN move more
depending of how much water he actually use, if he use all 300 water then its fine but since the pump make more than that its not weird if one of them stop working sometime
its 3 water extractors, none are overclocked
and the generators need 360/min
and you still didnt answer my question directly
than he need to use mk2 pipe or just split the mk1 pipe
the pipe IS being split
its 3 extractors to 2 pipes
it doesnt matter if you use valves or pumps on the middle extractor to make it split up 50/50 on each side
you dont need that to have it split up
those pipe contains only 300 and he is making 360 it dosen't matter if they spli they just can contai all that water
a single segment can only move 300.
Junctions do not have this limit
junctions split flow evenly among pipes
its the same thing with conveyor belt if i make 120 iron plate and you use an mk1 conveyor belt even if the split eventually they will filled up and the machine will stop working
can you imagine, for a moment, this happening?
because then you have 60 in one pipe and exactly 300 in the other pipe
because the other 2 extractors put 240 in the right pipe
or do you think a valve is needed here to split the flow from the last extractor up into 60 and 60?
if these were all belts, the last junction would be a splitter, the other 2 would be mergers
pipe does not have direction so you have to imagine that all the water is trying to go everywhere she can
thank would work
so you think a valve is needed to split fluid up and that it cannot do this on its own?
he ask why that water pump keep stop working and im trying to answer to that
well, we will wait then until we receive an answer if the pumps helped
yes
thats the reason of why they put valve in the game
what do you think would happen if i had this and removed the valves (the black-red boxes)
if the water tries to go everywhere, that would mean more of it would now go to the left pipe (the 60/min pipe)
and less to the right pipe (the 300/min one)
Actually, they put Epic first
i admit, it took me a little to get it XD
thats should work
How much Aluminum will i probably need for the entire Game ? (Numbers splitted to both sheets and chasings)
that depends on how much you want to make later on
depending of how much stuff you want to do per minute
aka how much time you wanna take for the last phase
if you arent sure, make a small aluminum build and then make a new, bigger one when you actually know how much you need
you will need to use the ingots for other stuff than casings and sheets later on
which is why its not easy to predict.
i maid an 4,8k Rubber and 2,4k Plastic Factory so i want to do a bit bigger productions with it
easily thousands of ingots
i know for the ficsit ingots
would you say it is smarter to just store the ingots and transport it by Train to where i need it and craft it to what i need ?
i personally do not think much of storing ingots
than its better if you don't think to much yet because there is a alternative recipe for aluminium that is really helpful
that depends only on you, there isn't a "right" way to play the game
i know but don't want to waste space and want to make everything organized if the amount isn't enough at the end it would be uncool to expand the building or make a second factory for aluminum
why uncool?
uncool not but it's just not as clean as if i build it once and don't need to think about it because it's enough and going back to a step you allready did for 20 to 50 hour is getting on my Mind and made me often quit the game befor i even went far
idk how you build stuff, i personally build floating platform with all my farm up there so i have a lot of space
that is really cool
just a question when did you unlocked the mk2 miner did rebuild your precedent factory?
btw you can use a website called satisfactory calculator if you want to be sure with numbers
instandly didn't even build a factory unitil Mk.2 Miner (300 Inv slots + HandMiners)
i know
ikd what to say, one of the point of the game its to improve the factory, the only think i can say its just this: do not make a big factory like that with aluminium right now, wait unti you discover abetter recipe even if its gonna take some time
After making my third or fourth aluminum plant for a build i decided to just go process like 10k bauxite in one place, and then i eventually postponed that until having mk6 belts
Is there a consensus on what to use for drone fuel?
Use whatever works for you. Thereโs lots of options
If you are doing rocket fuel power already, itโs pretty easy to package some of it and make a fuel depot
Plutonium rods and ionized fuel both have the highest top speed
The amount of fuel used depends on the distance traveled and the energy rating of the fuel itself
As an addendum, remember that you don't have to always stick with one fuel type. On my last save I ended up split pretty evenly between batteries and rocket fuel
Just make a bunch of whatever, keep an eye on how much you're using, and then if you end up needing more, make more of whatever fuel type you feel like
that's a good call-out. I actually have two drone networks now, the main one with RF and a smaller nuclear-specific one with plutonium rods which are just ridic as a drone fuel
a single plutonium rod lasts like 100 round trips or something
Is water well behaved enough that you can reliably run a uranium burning nuke plant at 250% (This requires 600 water/minute)?
I know a lot of people recommend not running 600/m of practically any fluid.
It's completely fine if you build pipes properly
I would imagine this use case might be more well behaved than others since you wouldn't have any branching loads.
two extractors at max OC into a single junction into a single pipe feeding the reactor. works fine
I have uhhh....42 NPPs running this way without issue
it's running 600/min through manifolds where you are splitting the output where you tend to get into trouble
I figured as much. Thanks for double checking with me.
Note: use mk 1 pipes when going out of the water extractors
Do not use mk 2 until after the junction
What's the reasoning behind this? Trying to get the pipes coming out of the extractor to be closer to full?
They never make more than 300/min and they should not even have the chance to output more than 300
Its not about pipe fullness, its about stable flow
I've just defaulted to using mk2s everywhere so I'm trying to understand the justification on breaking the habit.
How will giving less headroom in the pipe create flow stability if not for making the pipe more full?
Mk 2 has twice the speed for the same volume, meaning volume changes result in more errstic flow changes
Huh....I thought mk2 pipes had the ability to flow faster, not that they forced faster flow.
They are bound by their design.
For the same volume, the pressure changes twice as fast
If they are forced into moving fluid at 600/m flow rate tha would be true. It's just an eccentricity I'd not heard before.
On another note: I've not done any long range fluid transport and I will have to for this project (acids). I see TONS of people using packaged this and that, but trains have fluid platforms. Are the fluid platforms just not very easy to work with?
Its taste
for packaging, you need 2 cara: 1 for packaged, one for empty canisters
When you package a fluid, it changes taste. Some prefer it raw
Meanwhile, you could just use those 2 cars for fluids directly
That was kinda my thought pattern...I've always wondered why there is so much packaging. I've not packaged anything but 1 turbofuel/m for my jetpack ><
Do keep in mind that 2 fluid cars have similar throughput to 2 packaged-fluid cars (1 for full packages, one for empty ones)
That's ~900/min for each fluid car Vs ~2k/min for the Packaged car
One note though: it seems that pipes dont quite save their flow rate correctly it seems?
Loading a save with nukes i find that the pipes stall initially, causing the reactor to slightly empty
Or maybe its the nukes
- I am not moving a ton of fluid for this particular project, but this is good to know anyways.
- Sounds to me like raw fluids win out for transfer speed if you don't have mk6 belts and packaged noses ahead by a little bit if you do have mk6 belts.
I guess there is some sense in that mk2 pipes are old old old tech trying to compete with mk6 belts.
Well, then there's also nitrogen and it's 4:1 compression ratio...
I am not familiar. I've done very very very little work with gasses. Maybe compression ratio is something I have to look into
Or are you referring to the ratio at which you package?
1 packaged nitrogen = 4 m^3 of fluid
So one packaged car (2k/min) can output ~8k fluid/min... That makes it easily the most appealing to package
I'll assume from your inference that other packaged fluids don't package nearly as much volume at once.
Iirc, that's the only one that doesn't have a 1:1 ratio. I'm uncertain about the post-1.0 recipes though
Tbh, that's also why I've always either piped nitrogen directly or used drones to handle it ๐
Side note: It's always funny to me that there is a thumbs up snut. I have a double thumbs up emoji of my own face (featuring bald head too) from back in my streaming days.
Having Nitro and being in many servers can make for an interesting experience in that regard ๐
Wouldn't that make the drones faster? Since yaknow, nitrogen is lighter then air :3
non-nitro ghettofied sample for ya lol
Compressed nitrogen might be quite heavy ๐
In other news I think I found a solution I'm content with, re:SISushi
This looks kinda cool
And works, perfectly!
Interesting...I've only recently been playing in 1.1 and I've found I cannot get away with clipped snapped stuff like that.

I spent like an hour making a super compressed balancer yesterday only to find out that NONE of the lifts made connection even though they made snappy noises
The clippings though.. D:

Tbh, I have yet to trust those much ๐
There's no clipping, this is what the patented FORKED lift converter
I do feel like some select cases of splitter/merger clippings look intentional. I don't particularly like a belt that clips over top (not pictured here) but the conveyer lift heads that clip into the splitter totally look like a unified intentional machine to me.
Yeah same, but if gives you a rough guess and if ya know the numbers should be something.. you'll know if something is off if the reader is VERY different from what you know should be going down the belt
But a sign over the top of it and BOOM!
The main reason I have the vert belt in the wall is so, from the outside you get this effect
Teeny tiny detail of the ^ arrows from the Mk6s
And no one would ever notice them unless I point them out ๐
And totally the reason I pointed them out :3
the new vertical splitters and mergers aren't seeming like something i'll be using tons of
they feel pretty janky to me right now
even this, which i suppose was one of the driving use cases took a bit of fiddling to build
@restive sparrow drones lend themselves well to moving packaged fluids since a single drone can handle the empty canister/tank loop
Nitrogen gas compresses 4:1
Rocket and ionized fuel compress 2:1
Liquids do not compress at all
WARNING: BOOK AHEAD. I'm sorry this is a complex problem to chat about.
How you guys generally approach the train logistics of having a plant that makes parts that get received by several plants. I can imagine several logistical approaches possible and unsure of which one might work best.
Lets call the supplier plant A and any plants using parts as B, C, D etc (or consumer plant, or downstream plant).
-
Completely separate stations at and trains from A, one for each part type and for each consumer plant
- This seems least likely to have traffic problems, but would require a nightmarish amount of real estate for all of the necessary stations).
-
One single station for each part type leaving a supplier plant with one train for each of those part types, this train is then scheduled to go drop off at locations B, C, D etc. My guess is you'd give the train a separate train car for each of the locations it's expected to feed.
- This seems nice for reducing the number of stations a little bit, but I'd be concerned about their being weird delays or hiccups in supply depending on train pickup/dropoff logic due to unmatched consumption rates at the B, C ,D locations.
- Still need separate stations/trains for separate materials even if a downstream location might be using multiple materials from this feeder plant
-
Similar to #2 in terms of station layout but separate trains, one for each consumer plant
- Similar concerns from #2, now with potential for trains getting in the way of each-other while trying to pick up. Possible to mitigate with timetable settings, but I'd be worried this might cause downtime if a train has to leave without picking up or dropping off
- One single station/train for each location you're feeding with a bespoke setup of platforms taking in exactly what parts need to go to that downstream plant.
- You minimize the number of stations at the downstream plants (one per supplier)
- This may end up meaning a lot of stations at the supplier, or could be fewer than some other options depending on how many downstream plants you have
- My biggest concern here is that mismatched consumption rates between different materials going through the same station could result in downtime due to pickup/dropoff timing oddities.
I'm leaning towards option #4 but it's unclear to me how it would perform with the material consumption rate mismatches.
inb4 nobody responds cause aint nobody gonna wanna read all of that.
typically the use case is that a large volume part factory will only ever supply a couple of other factories. acknowledging that narrows the problem scope
Even in this use case the biggest mental hurdles for me still exist. Part consumption rates will differ between locations, and certainly differ between different materials. Even very commonly differe between materials within the same location.
That's the biggest hurdle I'm trying to get over, and that problem exists even if factory A is only supplying 2 factories and it's only sending one material. I'm running into situations where factory A is supplying 2 locations and it's supplying multiple materials.
what i've been finding works pretty well is to have one 4-car train per part. if i have very high volume items like plastic, rubber, concrete, you can actually manifold the delivery of the item
for low volume items, you can sushi them into a single loading station and use the train schedule's filtering feature to cherry pick the items into each train
So you're suggesting something like option 2: one train per part type that visits each consumer one at a time (different train car unloads at each site presumably)?
kind of, i'm probably more a fan of hybrid solutions
Oh huh...so I could be putting stators and rotors into the same train car for example?
or into the same station and have different trains pick up each part
And they could do that from the same platform? Can it cherry pick out of a platform with multiple parts?
yep
Oh wow...I didn't know that was possible.
On the receiving end I guess you'd just have to smart splitter your ass to victory.
Yeah I've seen the load selectability, but I assumed that would filter out entire platforms.
yeah, sushi drop offs are something you have to be careful of however. you can create a ton of latency with it all. if you've ever done a poor man's area bus with a tractor in the early game picking up wire, you'll know what i mean
I generally hate the idea of sushi but it almost seems like blending and sushiing the shit out of everything would be the only way to make sure absolutely all of your parts get picked up every time
I've basically never sushi'd anything.
you have a lot of options with it all that you can choose
I appreciate you illuminating a new option I was not aware was on the table!
i think the important thing is to understand that you need to treat high volume and low volume part delivery differently
If you don't have buffers in place, then yeah, it can be problematic. If you properly buffer everything (generally just an ISC after each item-sort is sufficient) then it's not a problem at all
it can still get a little funny if your delivery is a little bit cyclically uneven
I'm just trying to set up production for my first nuke plant so other than the 900 quickwire I'm not looking at high volumes of much of anything. I was mostly just afraid of pickup timing being screwy.
like if you're loading quickwire and hmf's into the same train, sometimes the order in which the stacks end up in the recieving station can lead to some nasty waits as a pathological example
I'm not near a station to double check the wording but if you select the option something to the effect of "one pickup/unload" will that even pick up if the platform is not full?
Or is that puppy waiting for at least one platform to get full and pick it?
yeah, as long as a fraction of a stack is available it'll do a transfer. changing that setting is a little bit 'funny' due to a poor design on the game's part
there really needs to be a knob for that for each train car
So far I've only used the full load/unload options which is fine for single supplier single consumer of a single part type, but now I'm getting into some more complex territory
as such, if you change the default, you end up with unexpectedly weird behaviors
I think I'll have to move to single pickup/unload ๐คท
it all is stuff you can experiment with. set up a small test track to play with it as an afternoon project ๐
i did so a long time ago and realized that some things didn't quite work as expected
what happens if you change the 'wait until' settings, it becomes really easy to block your rail network completely
the default behavior essentially boils down to 'make your best attempt in x number of seconds to do a transfer and keep moving' which is the most robust behavior. anything else becomes something you need to spend a lot of time testing.
when a train is waiting in a station, it starves all of its future deliveries and blocks future producers. the ripple effects of that become very complicated quickly.
I'm using this 3-5 balancer as described by satisfactory calculator (https://satisfactory-calculator.com/en/balancers/detail/index/id/3to5/name/3+to+5). The bottom input that is colored blue is only able to pull in 1/2 of nominal belt speed. Is that inherent to this design or did I F up my build? My brain is too shot to do the analysis.
Outputs are wonderfully balanced, but my input throughput is completely cut due to the blue leg being half of belt speed. I've double and triple checked my build which is why I'm starting to wonder if it's inherent to the design.
its not a great angle but do yall think i will need a pipeline pump for the pipes going to the left
No. Every machine outputs with 10m of headlift, meaning you can avoid using pumps up to 2.5 walls higher
We ignore the part inputting of pure belts and inputting of the two separate mixed belt ratios
How much sanity did you lose in the process?
I am not claustrophobic.
HOWEVER
Building this did give me a lot of tight anxiety
to all you nuclear power users and other pipe users:
please give this post a look:
https://questions.satisfactorygame.com/post/680404866b7c573196367fe2
also whoops, wrong save file
i corrected it now
The only problem here I can foresee is that not all the belts from the miner to the logistics scrambler are not equal distance, I'm looking at you copper line 3 you silly goose.
I would like to be able to have it be turned off, for cinematic reasons
Speaking of tight spaces... Did you ever come across a recording of my logistic floors?
I skimmed your yt, I did just want to crack on
I have no suggestions in that regard other than trying to make them all the same length :/
one way to measure could be adding a merger right after the miner and connecting that to a container in which you put a set amount of items, so you know that the belt is "x items long" once the items start backing up all the way to the merger 
Plan B:
underflow to sinks you can just cut power to once the belts are correctly mixed
The "Sushi Galore" video showsoff some nice sub-floors. Tight spaces, but lovely with all the lights and such (also not very cluttered).
Sorry, I got lost in memories of places I can't even visit anymore ๐
(nuclear recipes involved have changed)
I did glance at nuclear fun :)
I already have an access point to the void to run my power cables to the miners, might as well shove sinks under there too
I like to call those "warm up diverters", or WUD. They can be handy to control sushi remotely with power switches. Though ADA says I should avoid using them in the morning...
With how ADA is acting in exp I don't shit a shit what she says.
I know she's based on Glados but I didn't know she has an asshole core installed >:(
Ficsit had a bit of a negative influence in the development of ADA's mentality
thank you
I just did maths and i need 40 fuel powerd generators
sinking 362 dna capsules it will take a while. i wonder how much ill get since these are the first ones
it is 50
Smth tells me my power grid isnt stable
What are the input rates? That design will have issues if all inputs are the maximum rate of the belt used. It's doing a six way split as three splits of two so the output merger outputs will be full and not be able to take the additional loopback being done to give five outputs.
I have some ancient bug with industrial storage containers
If you been screwed by industrial storage outputs this is reason why.
https://questions.satisfactorygame.com/post/68040ea96b7c573196367ffd
industrial containers never acted as splitters
what that post describes is that it expects them to act like one
Intended behaviour, no action needed.
Have a nice day
I have a factory that has some machines running on byproduct water, and other machines that run on water extractor water. There's slightly more byproduct water than those machines are consuming. Is there a way to feed that byproduct water into the main water line such that the main water line prioritizes byproduct water over extractor water?
There is
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The easiest way, IMO, is to just make use of underclocking so that the machines using the recycled water use all of it
(And likewise for fresh water)
That's certainly what I thought I did when planning out this factory. My plan connected with reality, though, and found that it didn't necessarily want to comply.
I could go and underclock those scrap refineries that produce the byproduct, but then later stages of production would end up short on aluminum
After reading the fluids guide, I think this is working
The byproduct line leading up to the pump is emptying, at least
Clearly using an industrial container at the input/output of a freight platform is good practice and likely even intended behavior given how everything lines up. What about fluid platforms? Industrial fluid containers are grossly huge and don't line up with a damn thing. Also they have only 1 port.
Some of those layouts are interesting...driving input into both sides of the buffer.
If in doubt, use 600 pipes for 300 throughput system
even if you feel like a clown doing that
overclock the byproduct machines so they can consume the extra water
For sure, I use 600 pipes for everything
They'll get backed up because their other inputs aren't coming in at the overclocked rate
you can sink output overflow and generally i would recommend having that set up anyway on a few stages for failsafing
it's just a waste of bauxite if you're generating that scrap and sinking it, so maybe a concern far down the line
It's moreso that my bauxite input rn isn't enough to sustain overclocked refineries
Oh, I guess if I could figure out the exact amount of overflow, I could balance underclocking some and overclocking others to fix it
what are your bauxite input and recipes
Bauxite is at the weird number so I have a bit of breathing room on the 600/min miner
I did this factory to experiment with pure recipes for the first time. I learned that while you can do a ton with them, all the complicated makes things hard to troubleshoot
90 input water into the first refinery will handle 300 bauxite total, after including waste water
180 for 600, but you need a lot of waste water refineries to keep up.
at those numbers, with waste water refineries merged into their own inputs and fed by a discrete fresh water refinery, their output water will always be equal or less than input
just make sure that the waste water ones overflow their inputs into the fresh one, rather than vice versa. If only some refineries run somehow, they should be waste.
is it worth going for ficsonium?
probably not with the current balance (the amount of resources, power and sloops that it takes to do it well can generate more power by doing other things, e.g. like converting more stuff to uranium to burn and then sinking plut rods)
planning a nuclear plant and not sure if the power i get is worth the effort/resources
and also if you're trying to generate less than 630gw you dont even need to convert to uranium because there is that much on the map
yeah
im planning to use all the uranium
might just sink it at plutonium fuel rods because if you go beyond that you have a lot more work to do lmao
for 1-2tw scale with zero waste i think you still just make more uranium and process them into plutonium rods, but i have not checked all of the numbers to make sure that everything works at that scale
all the uranium + plutonium + ficsonium is around 630GW right
uranium only, without making more, is 630gw gross
is that with slooping everything
no sloop
oh i just suck at math ig
the plan i was using just had different recipes and it was giving me half the power lmao
use a smart splitter to send bauxite to recycled first and overflwo to fresh water
There might be problems converting even 630gw worth of uranium waste into plutonium rods
is it more efficient to go straight to plutonium pellets or use one of the non fissile uranium alts
wait
yeah i am not really sure about that
fertile is bait
which recipies to use to get the most power with 0 uranium waste leftover, without burning plutonium rods
i think you could go straight to plutonium pellets or non fissile uranium
non fissile uranium>plutonium cells is best i think

22 pasta ๐
How so?
you need to use uranium ore instead of turning it into fuel
uranium is very valuable you dont wanna waste it
one that im doing gets me 22.4 instead of 12.8
It looks like there is nothing that uses Ion Fuel for productions, and it is a final and basically just for the jetpack since it doesn't make sense to make it for power production...
it you wanna sink plutonium waste then it also makes more non-fissile which is bad cause you wanna get rid of it
Ion makes sense for jetpack and for drone fuel etc
it can make sense for power production but is much more likely to do so with sloops involved due to differences between gross and net power.
yeah nah I'm going nuclear for my power needs I just wanted to make sure I wasn't ... Neglecting an actual need.
if youre sinking plutonium rods then you wanna use the least efficient plutonium recipes
aka no unit no instant
The amount of plutonium rods made is irrelevant if they are not being burned, what matters is how much uranium you can burn and still get rid of - and how much of which resources that requires.
ok so with the most efficient recipes you get 1.5TW going all the way to fisconium