#math-and-meta
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don't have chrome and never will
do you have any blocking third-party plugins or something
vivaldi, brave, explorer gotta have at least that one on there
i have brave engine
I use brave and it's fine try that
also greeny is the author
really?
yup
ok gl
should work just fine on most modern browsers tbh
I run firefox and it's fine for me on my home computer, my laptop, and even my android.
if not, check for things like extensions or blockers
i do use linux
but that should not be a problem right?
nah, I develop on linux all the time
noice
have you been able to check for this?
if not, check for things like extensions or blockers
its fine @wind spade
all good :D
so it works for you now?
10 hrs later, and god knows how many alclad sheets:
Even if your issue is resolved, please consider answering questions as the answers can be important for the developers of a service (ie: Greeny who made SFTools) to understand when/why that service may cause issues ^^
Wait, where is blue Greeny?!?
Blueny, if you will
BTW, if you ever will try another "sushi playthrough", I think you could possibly have a much easier/funner time if you were to make the challenge just a bit more forgiving. Eg: not mixing most ores would reduce a lot the beltwork needed and the convoluted balancing associated with it; the reduction in beltwork (possibly down to ~12 belts or less rather than 20) would then make management much simpler, possibly opening up to interesting ideas for managing the individual belts rather then always having to inject/take away items from all of them at a time, which makes connecting to the "sushi bus" and extending it very laborious...
In any case, I was happy to see your video. Few pioneer dare challenge themselves like that so we have an incredibly low number of similar videos on YouTube 
If you feel like looking for different sushi challenges, I'll gladly give some ideas ๐
can someone help me on the math with fuel generators and rocket fuel? Is it worth setting it all to 250% for the fuel generators taking in rocket fuel, or just set it to something else for easier math?
someone help me understand what do they mean by "1m^3 HOR" and "4m^3 HOR
dont worry about those numbers. thats just how much of an item is coming in. focus on the amount per minute
so what matters mostly is that "40 per minute" thing right?
its technically saying 1 meter cubic of heavy oil residue per minute
correct. you'll go crazy otherwise
just clock the groups of generators to consume whatever you're putting in the pipe
alr
also probably avoid 600 pm pipes unless you're confident in your piping skills
I have 2400 rocket fuel I am trying to split up. with it set at 4.166666666 I didn't know if there's a good mathematical number to break it into
make like 6 pipes of 400, then just divide 400 by the fuel intake, then sort out how much you want to over clock it
i already have 4 pipes of 600
I'd probably round it down to 4.1666 so you never have empty starving pipes
that's more difficult to keep stable but up to you
600/ 4.1666
yes. i understand the math. my question was what should the fuel generators be set at to make it a simple setup.
there will be no difference
I have no idea what you mean by 'simple' or 'difficult' here
do you overclock to say 199.514% for some random math or not. since you need about what, 488 generators?
might not be the best place for you then. why put down 600 fuel gens if math lets me do in 240
hence the original question. if you dont know thats fine. but don't drag it along
no, this is a you issue. clock it however you like.
just don't consume more fuel than you're making pm. That's litterally it
no functional differences will happen
alternate number clocking won't impact overall manifolds
Just make sure the overall clocking of the machines consuming fuel from the manifold doesn't go over 600
I like to clock all to an easy/convenient number and then clock one (or one per row) differently to make the numbers work out.
Examples of convenient numbers (for me ofc): 100%, 200%, 250%...
personal preferences are valid
Most people will probably just clock it to 250% and have 1 straggler taking up the slack somewhere
exactly. I understand manifolds, but if you can clock your generators to a certain number to eat up the input efficiently, why wouldn't you? especially when putting down literally hundreds of fuel generators
There are some recipes where the ratios don't work out nicely which isn't satisfactory
it is not
I guess it comes down to (perceived) effort and convenience.
If I can choose, I'd rather place down many generators without clocking at all and change the clock of just one generator
Ofc, this is all assuming that the total consumption stays the same, but I prefer having most generators with "simple" clocks rather than something like 69.420% each, even if that means that they're all clocked the same
yeah yeah that I get. but when putting down hundreds of gens, for the sake of space and effort, i would rather clock the last one to some weird number to make the rest make sense
that and it cuts down on time and space
hence why I mentioned most people likely just clock all of them to 250% and have a straggler
That... Sounds like what I(we) just said? 
yes, after getting to it in a roundabout way and after saying it was a "me" issue. im just looking for how many gens it would come out to if an even number was possible. since this is the math and meta section
You never put down what the actual problem was. You said there existed a problem without stating it. And there was no problem
which at 200% clock is 72
as we have concluded
yes and the answer was 'clock it how you like'
"just clock the groups of generators to consume whatever you're putting in the pipe"
I don't recall the exact numbers, but if you keep all generators at multiples of 50% (eg: 200%) you'll likely need to add at least one with a different clock to compensate. So the only way to have an even number would be having one "straggler" per row and having multiples of 2 rows.
Eg: 6 rows each taking 400/min, similarly to what you mentioned
I mentioned the "exact numbers" because I just remember the feeling that it was quite rare to have "nice" numbers for Fuel consumption
Eh, it's been a while for me ๐
Iirc, I almost always end up having a straggler
I don't think any of them end with 250% being a convenient number (for all machines) unless you clock ouput to match it. 600 pipes won't cut it for that iirc
700 rocket fuel goes into exactly 168 generators at 100%
pipes carry a max of 600. which is why i set it up to do 4 sets of 600. which at 200% overclocked generators is 72 fuel gens per 600... for a total of 288 overclocked fuel gens at 200%... did the math myself.
i appreciate it. trying to keep things as simple as possible
I like that number because it works out at just under 300 oil (using turbo blend fuel) so that helps plan how many oil nodes I'm using
ah, i skipped right to rocket fuel from heavy oil residue. a single 600 oil node giving my 2400 rocket fuel
in blue crater, i have like 2000 more oil i could use, but thats like 1500 fuel generators
yeah I prefer the turbo blend as it uses more oil and less sulphur/nitrogen, while the map swims in oil
yeah true. honestly im just using everything from blue crater for power. i dont know if i'll get into nuclear, seems more complicated than its worth for power
mk2 blueprints are invaluable, able to get a 2x2 fuel generator blueprint with pipes and power poles
thats what im using. havent figured out how to auto connect power poles tho
haven't tried 1.1 yet, can't wait to get to use that
yeah im using 1.1, the pipes auto connect, but not the poles. which is not terrible to run it manually honestly
there is full water flowing in the region below the pipe hole, while no water in the upper pipe, any reason?
ok i removed the floor holes and connected directly and it worked.... for some reason
floor holes still have some issues sometimes, you can pull the pipe straight through the ground and then put the floor hole in for decoration, thats what I end up doing sometimes
show an image of the pipes above and below that too? in the backgrouind you have a pump that's not powered as well
yeah that's the pump for oil extractor, i was setting up oil fuel, and wanted to produce packaged water / plastic canisters beforehand
the pumps to the water extractors were connected, nvm i just removed the floor holes and things started to work
clock to 250% use 500/min RF for 48 gens
numbers fit perfectly, 500/4.16=120, 120/250%=48
and making 500/min is easy with 2 x 250% blenders (assuming default RF) or 5x if you dont oc
also prevents weird fluid issues by having some spare room to the limit of 600/min
i built the entire system before even turning on the oil. everything else is maxed, just need to wait for the oil to fill. ill disconnect the power to the rest of the system EXCEPT the oil, let that fill, then turn it on for 100%. cant slosh if every pipe is filled to the max
cant slosh if every pipe is filled to the max
no, but can slosh as soon as one machine starts producing
(but yeah, full pipes are happy pipes)
actually never got the point of full pipes
if its planned correctly it will just approach full pipes just like a manifold will fill eventually if build right
if it sloshes backwards into a machine, it'll think theres no room and that machine will pause production, when in reality the pipe wasnt full
sure, but filling the pipes makes it easier to determine build issues, rather than guessing if it's still filling or will never fill due to an issue
and always save right before doing something major, easier to go back than if you accidentally put copper ore into a system that needed copper ingots. pain in the butt to remove that
so its the same as prefilling?
i swear some people think of it as utterly broken if you dont let it fill first, which i never do
I have seen many cases where prefilling helped, so it definitely does something
it's kinda not-explored territory for me, but it can't hurt and can help, so I recommend it
never said it was broke, its just easier to set up
didnt mean you
its just that in my experience broken builds wont magically work by letting it fill and working builds will fill by themselves
but i get the debugging point, having to wait till its full can take a long time
no but it helps figuring out WHERE its broken rather than if
the debugging is main case for me, as it's easier to tell the person "prefill it and it will work", and if it won't work, the person will figure it out very soon and come for followup question, rather than telling them "wait unspecified amount of time and check if the system works or not, if it doesn't, it's also possible that you haven't waited long enough, so you never know"
so many times it's probably not "you need to prefill it for it to work", but rather "it will work eventually but this will speed it up"
i see. ye that makes sense
it's a good habit to learn anyway (especially for new players), as that will show them faster if a build works or not. But who knows, maybe there's some cases where non-optimal build works only with full pipes but has issues or can't reach full pipes on its own
I know full 600/min pipes can get issues when saving/loading (and that filling from the top usually fixes it) but I wanted to ask if full 300 mk1 pipes are known to do the same or not
I know the fluid sim is Stanky^tm hence why mk2 pipes are their maximum, but I'm not sure if that stank works the same in the smaller pipe
save/load bug with pipes was fixed ages ago afaik
im stuck with 2 blenders at 100% and 2 at 60%. i have 2 100%s and then 2 60% in the same chain. only 4 blenders hooked up in sequence....
Then frankly not sure what my ongoing issue with the 1.0 save fuel setup was, all the maths checked out and I'm 99% sure it was some manner of unresolved pipe jank doing it
That or clock speed also being a little bit jank which atp I cannot be surprised by
does a well pressurizer work at a consistent rate or is it variable?
consistent
is it completely stable after youve loaded the game for a bit/
I would broadly assume extractors are fixed-rate and thus far have no evidence to the contrary
It's mostly going to be "are your pipes flowing right"
wish it would flow consistently then. if a pipe can act like a manifold it should adjust the rates, but its holding stead at 60%
yeah. i even have a pump on it, despite it not needing headlift since its a gas.
something wrong with the layout I'd imagine then
Tbf it was a finegally system (lots of things feeding in circles into eachother) but it at least initially worked great!
Then when loading in, or when the game autosaved, something would always start misbehaving - usually the 600 pipe of heavy oil I was running up a wall
oh
generally I would say 'dont have things feeding into circles with each other'
THAT'S THE BUGGER
Also yeah it was super janky as a system but I was very proud of myself on the grounds it would've absolutely worked if the pipes weren't Like That
often times a janky system will seem to work at the start and then definitely not
the only time I've heard about that pipe jankiness is with npps
not that it means its impossible for it to happen elsewhere, but you did describe jank
I mean, it was only janky in the selection of numbers and maybe the clock speeds, since that was before I was informed that the decimal is in fact not tracked past the fourth digit percentage-wise
On paper it entirely should've worked, though I don't have the numbers I set out whilst making it handy
I was utilising a combo of polymer resin and diluted fuel alts that fit surprisingly well together at scale
"(lots of things feeding in circles into eachother)"
I can't see it, but you described jank there
With adequate buffers so they'd settle eachother out with time, yeah?
I did account for "So what if one system has a hiccup for half a second" and for restarting it from 0
It just so happens I like having autosave on so the system kept hiccupping which I uhm
Did Not Consider :/
generally fluids buffers are to be avoided
was this gas you were doing? or liquid? cause buffers are even worse with gases
Heavy Oil was my problem element, no pipe buffers
I was saying buffers re: solid item bins (since in all cases I could justify I packaged things to avoid fluid jank + for recipes)
look, w/o seeing your system, preferably with overhead shots, I can't really make a proper diagnosis. But it sounds really over complicated. And over complicated with fluids is easily death
Oh very overcomplicated yeah
Were my PC not off atm I'd be temped to just send the whole save for diagnosis, if only to see how stupid (but fascinating) it was
hence why, even if this issue, that I've only heard of happening with npps is a thing in other places, I would say you likely have some core layout problems
It certainly doesn't help no
In any case, I mostly just need to figure out if the new save/load bug on pipes affects mk1 pipes or not so I don't scuff my 1.1 save
imma be honest theres a 99% chance that its not related to the bug at all
sounds like theres other issues
first port of call really should be removing teh jank
now you've got Zyra agreeing with me. See what you've done?
I mean the short version is I'm not fixing that system (and the entire topic was a massive tangent that really should've never been humoured in the first place)
Partly bc abandoning save for my new 1.1 save, partly bc I'd need to gut half of it to export fuel instead of canister loop
I mean sure, but learning lesson should prob be taken from it for future pipe stuff ๐
The lesson is "Stop trying to be a clever perfectionist it has ended well for you exactly never" mostly
that's a fairly common lesson, yes
At least it looked cool and chaotic, which is a vibe I do want to go for in future projects
Something about 9 million belts weaving around eachother, I might have a screenshot handy somewhere
with pipes I'd suggest having a bunch of fake ones not actually properlly connected to the system with the real, sane, pipe moving through it
belts you can slap around silly and do whatever yo uwant with them and they'll basically work
not so with pipes
The pipes were largely arranged function-first yeah, they're more Like That on account of questionable routing decisions
sometimes things get out of hand ๐
Yesterday I noticed that recently all production facilities have simply stopped producing. The whole thing takes a few seconds and then it runs again. There are no missing materials or anything like that, they just stop briefly.
Is anything known about this?
I play the 1.0
were you wearing a hoverpack?
Yes
that can happen when wearing a hoverpack and yo uhave multiple power grids
it won't really affect any of your systems though unless you're doing extremely fancy things
Yeah, probably hoverpack just killed a grid for a minute
A good justification for having batteries sitting around
how would batteries help?
(batteries are an item)
Ah
Batteries as in power storage yeah, sometimes forget abt that
hover pack just resets all teh machines. Power back up wont do anything
Ah, does it?
That's sort of obnoxious, I assumed they were just knocking out their power grid with it
The actual number is 1 per 14.4s
many use 240% OC (1 per 6s aka 10/min). Above that you need more decimals.
nah, it's weird, they reset the machine to the shortest reset. Which is very brief
and unles syou're doing something like sushi load balancing you won't really ever notice impact
< Unnecessarily enjoys sushi belting, especially for convoluted components
regular sushi belting would probably be fine
honestly it's probalby just single input sushi that would be impacted
Ok thanks, I just thought something was going wrong for me.
wait isnt 600/4.16.. a whole number?
what is the issue with 100%?
ah nvm it doesnt work with 600 -> 250%
no stress ๐ common, extremely low impact, issue
thx ๐
@devout stag so there's a few things that can make setting up rail a breeze if you're interested?
yes please.
first - keep stations off to the side like this
excuse me if I don't reply right now I have a few things on my hand, but I'm definitely interested and will read every thing
the rectangles are stations
2 lanes on top for traffic
2nd
you see in the image the line of foundations? and the pylons holding the rail?
zoop foundations the entire path first, then use a blueprint to put the pylons on that.
its fast, keeps rail tidy, and very fast to set up
plus doing the whole zooped line helps you plan around terrain
those are probably the 2 methods to make rail quite fast
that and probably have a jet pack to jet around
I think rail can go about 12 foundations length max, so if you put pylons down every 10 foundations you'll be solid
it also looks terrible though
i mean even the curves. the whole point of using the auto connect is to smooth that out. looks janky
this is more recent and uses the same method
yes but also 2 tier 3 blueprints will make them line up very nice
the turns in the other pic are also perfect and gentle though. I have no idea what you're talking about
I'm not sure what that has anything to do with it. if you're just putting pylons down every 10 foundations or so.
if you're not doing straight lines you're better off putting the rail down manually
no i just wanted to confirm that it is 12 foundations (actualy smth like 12.5 foundations)
and just added an extra point i discovered on top of that
what's zoop?
oh... you poor person
look below your cursor as you're buliding items
its a build mode press r when you have a foundation out
there's different build modes
I've only done that with the elevator belts to change the input/output
a lot of objects have different build modes. It's a good idea to look. Foundations and walls too. Zoop lets you build many in a line
that will also massively cut down build time
lets you build multiple foundations and walls all at once all in a line, well you can do it in 2 dimensions with mods but that is for another time
I could've done that the whole time!? ๐ญ
what are pylons and why do I need them? I've only used foundations and ramps to guide where I want my rail ways
pylons just help keep the rails off the ground
its just a some some foundations stacked up ~12 m high with a short rail segment on each side you make a BP of it and use it to quickly build supports and connect the rails together
essentially that, yeah.
once you put the pylons down you can quickly link them up with rail.
also some other build tricks you should know
-
if you hold E while building an object, it'll bring up a radial menu of similar objects to pick from. you can make more compact hot bars
-
while holding E you can Right click to swap between material types if available. Different concretes for foundations for example
-
middle mouse button click on an object to eye drop it and build it
-
whenever an object takes multiple clicks to place it means you can alter them between each click somehow. Like pipe stands.
in general check out your options under your cursor
i think in terms of buildables, Cobalt is using pylon/pillar interchangeably
what do ya'll use to decide how much of something to make, especially end game?
like, im at the point of needing to make turbo motors and whatnot, my beginner bases made less than 10 per minute. do you just start over at a new base?
I just look at how much I can make using the nodes around me / area
for something that end game, its not as simple and seeing 240 iron ore and thinking i can make 2.5 turbo motors or something. damn things got like 40 things that need to get made first
Depends on if you are doing it to Finnish the game or a goal in mind
build enough so i can build the things after that
i wiped out an entire storage chest of motors that took hours to build up simply putting down fuel generators
looking at the interactive site, to simply make 1 turbo motor per minute, its 240 water, and that water needs to be split into 6 different places. obviously i would have multiple machines. just wondering how people plan out builds when it looks like a spiders web
Fun thing with sampling (eye dropper) an item with middle mouse like cobalt mentioned in number 4: it copies the color and the settings too (recipe selection, clock rates, switch settings)
Whoops sorry cobalt. Didn't mean to ping you. Wanted to reference the post, not talk to you ๐
pillars are in game object buildables, while a pylon is a structure that servers a purpose. Which can be made of pillars ofc
no stress ๐
i make a dedicated manufacturing facility and bring in the various components once i get to this point in the game
because there's usually at least one resource that's a pain to obtain in an otherwise convenient area and generally gonna have to do some logistics anyways so
It can be very helpful to segment your design into smaller, more digestible blocks. Each individual step is pretty easy to understand.
my first full playthrough i made a modular manufacturing blueprint where you could go set a few smart splitters and throw all the various mats into a single storage container and it would distribute them into a fully slooped/overclocked manufacturer that would pump out these final tier items
and then just brought in the components by train or drone from other places
fused modular frames were the biggest pain in the butt for me personally and i had to do those in their own workflow
yeah, i cheated and bought some items from the shop to get things going, like mk3 miners, but i need my own supply. im only about 50 hours into this playthrough
gonna need to spend some time putting blueprints together for trains to make it look decent
wyld. i am at MK3 miners after 288h into the game ๐ its my first playthrough ๐ maybe 50h afk ๐
ill do the aesthetics later. Factories are functional. No spaghetti, or at least super minimal. nothing can be helped about belting in items from a distance, but overall my stuff is organized
The Orange Boxes are Porductions steps. I wan't to kill myself.
You might want to touch grass at least once
can we get a high res pic lmao
cus its too low res to see anything
thats a lot of green boxes
i personally prefer splitting 50% to storage and building my planner for 1-4 end items
Hiier are your Pictures so you can see everything
its still not readable XD but yeah lots of green boxes xd
i mean mine isnt better xD
just less green
whats this for ๐
my factory
end goal is 40 warp drives
some tier 5 stuff to finish elevator like 10 biochemical sculptors and 2.5 ai expansion servers, pasta comes from warp drives
but this makes all the other things in the process which i then just split to storage
bruh thats like 3x more complex then the most complex way you can do hmf
ie:what im working on
well yeah this is some steps above hmf
its HMF->FMF->PCC->Pasta->singularity cell->warp drive
im actually supper capped by HMFs
i should really expand those
whats your hmf production at
end goal is 45
right now its like 6?
๐ u only have 6 rn?
thats a bit rough
per minute
Clock your generators to 240% and they will consume 10 RF/min. makes the mental math easier
4.16666*2.4
Sheesh, I was scrolled way back 
just a bit. ive already built the entire factory since then lmao
288 fuel gens later
What website is this ? Im new to satisfactory
program not website
satisfactory modeler, available on steam
https://store.steampowered.com/app/3187030/Satisfactory_Modeler/
Model your Satisfactory builds. Set up your machines however you like, adding optional limits to the number of any of those machines and the tool will calculate how the parts will flow and how many of each machine type are getting used.
This does advanced calculations that no other Satisfactory planning tool can do, including figuring out how spโฆ
there are 2 main websites to use. the interactive map, and satisfactory tools
Ty
and always remember to hit N in game, it brings up all the items you can search for and its a calculator too
I'm am quite happy there's options for what tools to use
Do priority pipe junctions work for gasses?
I'm trying to figure out a way in 1.0 to get packagers to use existing canisters first, then use canisters from a different source only if the preferred ones aren't available. The only way I can think of doing that is by prioritizing fuel to some packagers over others.
they may not even work for liquids ๐
cant you just priority merge?
in 1.0
ah
are you doing diluted packaged fuel?
I'm doing packaged rocket fuel for drones, and I'd like whatever isn't being used by drones to overflow to fuel generators. That's set up, and now I'd like the used canisters to flow back into the packagers rather than sinking them.
Priority merging (for solids) is possible in 1.0, but not as easily as in 1.1
I'd recommend separating fuel for gens from fuel for drones
not for canisters
For anything
I'd like to set the system up to be flexible, so that as I add more drones and they consume more fuel, it pulls from this factory without me needing to go back over there and rebalance the machines every time.
but that also means that you will get less fuel to gens and some gens will starve, possibly crashing your power network
man is living in the past
power storage exists
power storage doesn't fix your power generation problem
I'm ok with fuel gens going offline as I add more drones. They'll die one at a time, since I'm using smart splitters to feed them.
I'm at about 112 GW total right now, and I have a feeling I'll need to set up more power to make it through Phase 5 anyway
I thought a bit about it, and I haven't figured the solution for that.
Mind to explain?
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Is Dark Matter Crystallization a bad deal?
#math-and-meta message this one lets a canister through every 2000 years ๐
There's a few solutions. The easiest one (using just mergers and splitters) gives high but not perfect priority (up to 99.999...% priority) .
More complex versions can give perfect priority but require to also use production buildings or Industrial Storage Containers (so they are quite big)
it makes build simpler but makes you use waaaaay more sam
cuts on some diamonds but not proportional to the more sam you need
wait perfect priority? ๐
I see, brute forced saturation.
Try looking for "priority merger with ISCs", that might bring up the right post/video
i was pretty close to that idea lol
Very nifty idea. Worth a read if one likes that sort of mental gymnastic
That's accounted for
This is pretty cool. Thanks!
interesting actually never tried that
guess its too late now xD
What is the maximum items per minute that you would consider viable for drones? I have an aluminum factory thatโs making like ~500/min aluminum plates and 400/min casings. Should I figure out where to put a train station or just slap down some drone ports?
First Google result for "perfect priority merger industrial storage container":
https://www.reddit.com/r/SatisfactoryGame/comments/z38vth/a_perfect_priority_merger/
@thorn bane
read throguh post
url is pink
god dammit
You can easily test it with a sink. You can increase throughput on the receiving port by adding more sending ports
i swear i remember that video and something wrong with it, but its like 3 years ago...
Iโve only just unlocked drones for the first time (never got this far in previous playthroughs) and so far I have one drone delivering empty cans to my biofuel plant from my oil platform. But the one drone I had ran out of fuel at the drop off. I think I need a tutorial video on drones. Donโt they only need fuel on one side of the trip?
What is peopleโs preferred drone fuel distribution method?
depending on distance and fuel type, you may be able to do that volume with a single drone per item. it is right on the hairy edge of their limit, so conservatively, i'd plan on 2 drones per item
i deliver drone fuel by drone ๐
They can run by providing fuel only at one port, but they may get stuck if they are provided less fuel than needed for the round-trip (eg: drone taking off before the Drone port has piled up enough fuel to fill it)
Thanks all for the tips
anyone know why the chart breaks when i connect the coke?
Need a priority splitter? Otherwise it's only getting 300 of the needed coke and it'll cause a clog?
here it is in a better planner. You'll have to change the recipes yourself though as there's nothing labeled in yours as it has a terrible user interface https://www.satisfactorytools.com/1.0/production?share=bU5DNlE1vbflWLiICQTA
how is it better? i find the pictures more easy to understand
how do the pictures tell you name of the recipe?
because the plan took me literally 2 seconds to put together, is clearly labeled, and can be modified in a moment
plus has all the actual names and recipe names
It might be ok for the actual creator, as you made it yourself. But it's dog shit sharing images like that
i already know them all because i put them there in the first place
but we don't, so we can't help you
it also takes 10 to 100x the time to use modeler
maybe more if you're editing recipes
though I took the time to decypher your thing and make it in Tools, if you want to give it a try - https://www.satisfactorytools.com/1.0/production?share=g8odmfvWCX5jZAorJ2NK
i didnt ask for help on the recipies, i asked for help on why it was bugging out. you guys seem pretty hostile, ill see myself out ๐
I can't help you with why it's bugging out if I don't know what's going on on the screen in the first place ๐คท and I'm not really trying to be hostile
just pointing out flaws in a system
Here you go.
that makes modeler even worse if that's how it works
Without a priority splitter, it will send 300 coke to the assembler and 300 to the sink.
Your assembler won't get enough coke, which will cause your refinery to back up
It models what splitters do, so if you use a normal splitter in that scenario, your production WILL get backed up and nothing will work.
It doesn't make it work, it's telling you that your build will fail.
That's a feature
thats pretty nifty
Yeah, it's great. A bit unintuitive at first, but handy once you understand the quirks
huh interesting
you need a put a priority splitter in this case, didn't see it was already answered.
Greeny made the Satisfactory Tools website and is a little paternal towards it like a helicopter parent. take his views on it with a pinch of salt.
sounds about right
my opinion about modeller has nothing to do with SFTools
feel free to reach out if you have any questions
Are there any mods that have bigger trucks, I wanna build multiple bases across the map or experiment with a lot of materials but I always run out of inventory, is there any mod that adds like a bigger logistical truck I can drive around.
pre-1.0, i used to use the truck as a rolling storage container for building materials, but with the addition of the dimensional depots, the need for that sort of inventory management has disappeared for me
i.e. you just set 1 or more depots on top of your mall storage boxes and everything is always available for you
(or you can honestly forego the mall centralization entirely and just put a crate feeding a dimensional depot at your production factory ๐
Research dimensional depots in the MAM
Tier 7 megabase here and I dont have a mall of storage place yet, am I doing it wrong lmao
at some point you need some way of getting your building materials into your inventory w/o spending tons of time running around, idk
There are a few mods that give you 100+, 300+ inventory space if that's your thing
yeah, if you're open to mods, seems like the xl inventory one would be much less hassle
alternatively, you can just edit your inventory size in scim
next project. it's a nasty one but it's prepping for the phase 4 space elevator parts.
hey guys im new to the game how can i produce 270 coal \ iron per min i only have miner level 2, should i over clock it 3 times?
yes
overclock it to max and you get 300/min if its on a normal node, or combine 2x 150/min from 2 impure nodes
you can clock it to 270/min exactly (write 270 in the output field) to save 3% power but i personally dont bother
ty so much
and is there a limit to how many devices i can over clock? or to how many shards i can make?
not really
it depends on how many slugs you find
||and you can automate them later||
Overclocking non miners though basically just saves space though, so early on you probably want to limit it to them to conserve shards
Overclocking producers has one major benefit: pairing it with ||sloops to boost output per sloop||
Where I have built my factory there is only 1 iron mine that's why I wanted to overclock
Yup , getting more from miners is very useful
been "adventuring", anything good here?
copper rotor
steeled frame
automated miner
plastic smart plating
adhered iron plate
would be my pick, but thats like my opinion xd
alr
everything is good, depends on your preferences
if you don't know, flip a coin or keep for later
you can get them all anyway
so no rerolling?
ye dont do that
rerolling is for when you're looking for specific recipes
if you're gonna get them all anyway, it's a waste of time
if you leave it as it is its easier to unlock recopies you haven't gotten
stiched iron plates is neat
a lot of good recipes there. probably the one that stands out most early in oil tech is electro circuit board, which is a nice recipe for making a small volume of circuit boards just off of the rubber & coke your intro oil rig kicks out
you may also want to just nab the autominer recipe to get them automated and into a dimensional depot ๐
Does anyone ever really research the alternative recipe - BioCoal? I think it would be sweet to turn local fauna and flora into diamonds
That would be a lot of biomass
yeah, some people do. I've seen it used e.g. for ammo production somewhere without coal
Also - you can turn plants and animals into quartz and sulfur with Reanimated SAM
heck. oh god, you can turn plants and animals into anything with the biocoal recipe
what amount of Alien Power Matrixes should i go for? im asking since even with fully overclocked mk3 SAM miners, there's only a total of 10,200/min and a full 50 APMs/min needs 30,000/min, and im dedicating a few SAM nodes to my nuclear power plant
Depends on how much power you need
well i wanna boost as many APA's as possible while keeping them consistently fueled to reduce fluxuation
however many APAs you want, times however many APMs each one needs
Each one boosts power by 30%
So the question you gotta ask: how much power do you want and how much of that are you willing to create normally (as the APA needs some base power to boost)
biocoal & charcoal are useful with ammo & filters. also, while i'm not completely sure it is worth the trouble, you can conceivably make an ammo plant that just takes biostuff & sam as inputs if you leverage converters
and, um, the biocoal and charcoal recipes unlock automagically with another unlock (i believe it is the compacted coal research in the mam)
charcoal would be great if you could set up coal power plants to function like biomass burners, only activating when they're needed.
same with liquid biofuel
I suppose you can use priority power switches to configure an extra steel factory to be on a lower power priority than everything else and have the coal go in there with priority and overflow into coal plants. When power gets short the extra steel switches off, coal backs up, goes into power instead. But that feels super messy and I imagine will shut on-off constantly, not the same thing and not worth the hassle than if the coal was consumed immediately on demand
yes that too
Hi everyone, I am quite new to Satisfactory and I am getting Power Production Spikes, I tried using the following setups. Am I doing something wrong?
or is there some sort of "debug" tactic I can go for?
they used to work that way in the early game versions... the throttling of the fuel led a lot of people to confusion about how much water was actually needed
can't have nice things because of confused people :\
you have a 300/min pipe connecting more than 8 generators. i think you're probably oversubscribed on water or coal
Oh I have 2x8
note that the number of generators in the picture is 8
and each 8 pack have their own 3 water gens
2 separate pipe networks?
so more-or-less a standard build that you're having issue with
I may just need more patience maybe
it was jumping back and fourth each minute but I think it jumps less the more I observe
turn the generators off and let the pipes fill completely (they're full when their flow rate drops to zero), then cut the gennies back on
They probably also have to stabilize I assume
i run into this issue every now and then when i build a coal plant that has elevation changes in the pipes
are you feeding the coal with a manifold or balanced split?
1:8 splitter
so 2-2-2 split?
i drew it on paper let me find my phone haha
i ask because if feeding on a manifold, the first 6 generators (or 14 if you are feeding 240/min to 16 gens) need to fill completely with coal before the manifold starts distributing evenly
its not a manifold
so most likely that the pipes need to fill
try cutting them off (with their power button), waiting for the pipe to fill and turn them back on
This is the belt setup I used
I think it is stable now?
I had like a long time no spike
maybe it was a patience thing
perhaps
that screenshot is like garbage haha didnt saw that
little bit of a black art to tell which
but you get the idea i think
as i said, i sometimes have problems on coal getting the water feeding it all to behave, it is just a matter of getting the pipes to be more full
I mean to be one the safe site I might just tr to keep my consumption to 1000MW and the other 200 is like a emergency thingy or overclock thingy
might try that if I observe it being funky again
well, eventually your power needs grow orders of magnitude, so your 'safety' generation won't be safety for long ๐
haha yeah I mean for now I think 1000MW is more than enough
as my current consumption is 380MW at max
anyone have the link to that recipe tier spreadsheet?
"that"?
there's many and they don't agree on practically anything. There's no good way to "tier" recipes, as every recipe has different benefits and drawbacks, and I'd heavily recommend not to follow tier lists
Does this make sense for a basic turbofuel setup?
turbofuel doesn't make sense
looks fine I guess, up to you ๐
might i suggest not aiming for 600/min
yeah, you can't clock gens to consume 600 exactly, though if you package some and use for vehicle/overflow to sink, it's fine I guess
I'm at the point where producing 10 per minute of something in the game consumes thousands of ore and water per minute. The very end of phase 4 of the space elevator. Is this normal for this stage of the game
Specifically pressure conversion cubes. The final teir of modular frames (i think)
10/min is a lot for late game stuff, might wanna make less
Should I just do one manufacturer/blender/particle accelerator for those parts then? The main ones I'm thinking of are pressure conversion cubes for nuclear pasta, supercomputers, and the four space elevator parts for that phase
That's like, 3-4 per minute of each at that point
yes that seems more reasonable maybe two
Ok that makes calculating what resources I need a lot easier.
Also please explain the 600/minute pipes thing in your name. Is there some reason why it's bad?
just checked im doing 1/min pasta 2/min TPR 1.25 ADS 2.5 MFG
mk2 pipes have issues in long manifolds splitting 600->570/30 or w.e. resulting in backflow that causes flow of less than 600, more like ~550 so its best to not use them at max throughput in uneven splits
Yeah stick with one machine of your endproduct unless its easy to make (cough, pasta)
I guess my goal of producing at least 10/min of every item in the game was an unreasonable goal for the first playthrough that got past phase 3 XD
Also results in mostly nice ratios
its just that items get more and more expensive the further you go
And at phase one when I produced 240 reinforced plates a minute i thought that would be easy ๐คฃ
I'll come back to my 10/min thing some other time. It seems like it could be doable. Just way harder then I thought initially.
it's a bit misleading, 600 pipes are fine, just splitting from 600 pipe to machines requires some care to work right
I can't just use mk2 pipe everywhere?
you can
Ok because plastic continues to be my go to conversion for oil refineries that produce polymer.
So i have tons of it.
ur using the wrong recipes ๐
i wish there was alt recipes for late game items
Idk if it's just me but byproducts give me the same feeling sushi does
As in you always want to sink the excess if you're using both
I think they would need to add more harddrives, doesn't the current number of alt recipes use all but like 2 hardrives?
600 Turbofuel per minute complete :D
I like those that give the most output / machine tbh
Still feels so slow
Like
Planefilter Slow
Just everything
do you just need an input of fuel for recycled plastic if youre looping it back
or is there a cheaper option
calculator says i need 9 blenders
ive got 340~ crude going into 900 plastic
yes making it from fuel is the best way
usually via heavy oil residue->diluted fuel
yeah, hands down worst is modular frame
...really shouldn't need something like this just to build enough of them in one place for the endgame needs
w
that much is that being turned into power gen
that's not a ton, i'm burning 1200/min right now
the white machines are placeholders for a rocket & ion fuel conversion down the road
not quite sure i'll do ion fuel yet, but reserving the space seemed like a good idea
don't know if this is the correct channel. so if its not lmk and i'll delete this and repost it where it should go. but does this work as a rail t-junction? the errors on the two signs in the image are because it doesn't go anywhere after the signal. just trying to figure out trains.
looks good, very textbook
Path signal at entry, block signal at exit of the junction.
here's the image with poorly drawn arrows showing what is going which way
yeah, the bad signal as mentioned is due to a dead end track
Block green line, Path orange lines
you'll not have prolems with that intersection
thats how the signals are set up :D
This shouldn't be a thing then
in recent playthroughs, i've taken to enlarging 3-ways to be big triangles that join the 3 rails from odd angles
its a dead end
read back
yeah haven't build that section of track yet XD
its a rail track for a Delorean!
bypass intersection tho, with a station midway
btw, interesting take to put the station in the middle
this particular t-junction is way overengineered for what it's doing. I want the caterium node that's nearby and ship it somewhere else, thats the only reason why there's even a junction here.
more than likely
i have it split into 4 seperate connections of 150 p/m so i can mix and match what i need
prolly do 450 for pwoer and 150 for jetpack fuel
always a good idea to build power in logical chunks that work independently
yee, this is what i have for one of the chunks
although is the piping overkill?
i learned today about loopbacks
not crazy about that manifold
Well I would go with a splitter tbh. Just more stable.
I was traumatized by turbofuel with something not unlike you have set up.
not complaining tbf
No overclocked generators?
nop
has no downside, just saves space btw.
if you stick with mk1 pipes, many pipe problems stop existing
ive been slacking on my slug collection tbh
sluggish one might say
har har
badumm-tzz
nice to see the turbo fuel works spent half hour troubleshooting my regular fuel plant turns out i forgot to add one polymer resin output to a sink and it backed the whole thing up ๐คก
dont train stations transfer power from station to station?
they do, but I'd think twice about it all, it ends up getting messy when down the road you start trying to isolate things from your grid
must've forgotten to hook up the other end then. whoops,
i'll drag a line from a train station to provide some quick power, but prefer to run power towers for distribution because you have more explicit control over things
well this station is litterally here to move caterium and iron (if i need it) to somewhere else, doesn't make a whole lot of sense to run a power tower all the way out there to me. for main factories yeah power towers are great, but for this random outpost?
just my idea of efficency
fair enough
what is this making?
i see the station in the corner
whats "DC"
in dc mf
The green is wide open, aside from maybe his own nose poking into it.
Lots of Fuel๐ค
dc = desert coast, the factory itself nets this:
i always called it the oil coast
dune desert coast
yeah, i'm moving the canyon oil out to the coastline
with a big pipeline or trains
it was just more convenient to move the oil to water than vice versa
train, it is only 900 oil, 300/min per car
short trip, ezpz
probably wouldn't be too awful to pipe it, but that is quite a distance
in any event, mod frames are done!
I hope it works, but it's overcomplicated
oh, and you're feeding from buffers ๐ฆ
when both you and i look at something and say it is too complicated, there's probably a pretty likely chance that there will be issues
it looks like a smallish manifold. if they flood everything, including the buffer, it could work
quickwire
perhaps, but i wouldn't bet the farm on it ๐
Just getting a idea. How many pressure conversion cubes should I automate?
A handful? have a look at what they're used for
until you're making permanent factories with a specific end goal it's really hard to gauge
nuclear pasta, and then some alt recipies, but only ever like 1 a minute for any given recipe.
so ... like 3pm maybe?
it really is how much pasta you want... the turbo pressure motor alt, which is the least resource consuming alt for them also uses cubes, and then the plut rod alt takes them as well
oh yeah, that plutonium rod alt was looking pretty good. although if i wanted to run a maxed nuclear plantm idk if i can make that many pressure cubes.
i'll just make 1 per minute just so i have them on hand if i need them and then come back to them if i feel i can afford it
the alt is pretty nice, but very aluminum heavy. if you're just sinking the rods, you're probably better off with the base recipe
fyi, a max nuclear setup takes 6.75 PCC's per 300 uranium
I was planning on using some rods for drone fuel, and then sink the rest
Hey! I'm producing around 1420 turbofuel per minute, but I'm a bit confused about how many fuel generators running at 250% I would need to use all of it efficiently. Can someone help me figure it out?
Feed some to a fuel generator, look at how much it's burning, then divide 1420 by that number
i feel smart for figuring out balancing stuff
and you'll feel smarter when you realise there's no need to balance anything
NEVERRRRRR
True, but counterpoint, getting the load balancer just right is one of the most powerful feelings in the world
That being said, I can't help but ask if you've doublechecked your math
Something about decimal places and inconsistent rates
it checks out probably
these are only sketches, i've yet to put them in practice
I mean they're like
In the ballpark of right, it you've got weird decimals in play since you're using 5s and 7s
oh nah the loopbacks sorta prevent recurring fractions i think
i forgot to put arrows on the rest of these
yeah they work fine
Nnnnno
The loopback especially causes the recurring fractions if not employed properly
Generally (best I'm aware) the practice to hit 5s and 7s with a loopback is to split out to a much nicer number (like 6 or 8) and then refeed the extra line
Note that doing so WILL mandate a higher belt speed
general setup for any ratio split is round up to the next 2^x *3^y, split to that, merge back the non-outputs back to the start
at least the single digits are simple-ish :v
If I can ask, how are you getting to these numbers out of curiousity?
I know at least I, personally, tend to keep my belts to pretty clean numbers for sake of the machines not doing Stupid Shit^tm
which numbers the starting ones or the end ones?
I mean 1. How are you getting these split/merge routes
2. How have you ended up in a situation that warrants an 11 > 7, 4 split
^
so if you want 5 (as 2:3 or 1:4), you split 6 ways, send 1 back
sometimes you don't need to split all the way since you'd just re-merge some lines
- i trial and error combinations till something sticks, usually with starting numbers that aren't divisible by 2 or 3
- hey you can never be too prepared imagine if you had to split 220 ore into 140 and 80
Ah yeah no I see they are following the pattern now, I'm just being dense
And, with my utmost respect, I think if you've done that to yourself you have bigger problems
There's this idea in software development called iterative design.
Where you make a skeleton of the project first and then you try to fill it up
I sometimes do simple ones, I know manifolds will work eventually but if it's something like a base 5 ratio that's easy enough to balance, I do like to do that
i like my factories efficient, no overflow or underflow 
unbalanced splits will work once they back up, the whole principle behind manifolds
I do too, which is why I restate
If you've gotten a series of exceedingly stupid numbers to balance off, I reasonably believe you have bigger problems to worry about
and have overflowing machines? yall crazy /nsrs
always got the other option of just not putting it all on one belt in the first place ๐
if you need one set of 140 and one set of 80, make them as two sets
See, I will either make a system that's a series of closed and well balanced modules, or I will put everything on a big sushi belt and just have my numbers set up to Work
I'm that sushi belt guy
There is one thing I don't really like though and it's splitting a belt into multiple places.
Normally I say X machines go here and y machines go there
If one of the places changes, then I add more machines on the X or on the Y, without affecting the other side
So if I were to make a train, each wagon would have its on amount of rips, but I would absolutely mix it with other parts because it's easier to handle sushi in this game than to handle distribution
I have the unfortunate mix of fascinated with sushi belting on paper, but also comprehending that they are Very Complicated to get right
I usually only sushibelt up to a mk1 worth of components, meaning it's pretty exclusively for stuff like frames, computers, and some FICSMAS parts
Note that this applies to a limited degree with trains, wherein I will absolutely make giant dumpster trains full of who-knows-who-cares bound for my storage room and/or sink
I mean sushi is pretty simple. Put everything onto a belt as long as you have the capacity, and then sink the overflow
From MK3 belts onwards it can be done easily
Of course, you have to watch out for high throughput things like screws and quick wire
And you want to just use direct lines if you can
If you're making plates into rips into mf those are direct lines
Yeah no, high-rate components like that just plain aren't welcome to the sushi belt experience in my saves
Usually I run those on the bottom, since the main appeal of a sushi belt is just in looking really cool
My main appeal of sushi is just reducing the amount of spaghetti I have in my base
I rather deal with a sushi belt than 5 belts all over the place
Normally on the bottom I run my storage items. Well, used to
Once you get the depot you kinda done need it anymore
And before you get the depot your throughput is kinda low, so I just end up not using sushi
I do see a good compression of spagetti angle yeah, notably for prior-mentioned computers/frames/etc where you don't typically need that many per machine.
I will also make a special pointer to space elevator parts for being low-output items that don't typically warrant their own belt
Just use load balancers and manifolds together. No need to pick a side
There's load balancers, manifolds and segregation
Also integration
But idk man most of the time manifolds will balance out on their own
to be fair this is basically a manifold wth a bottleneck and a merger
Integration?
sushi belting is very easy
put the right parts per min on a manifold
over flow to a sink until it balances out
done
Yeah you can string up manifolds with an integration splitter
Like if you got a manifold that needs 200 and you got like 140 and 60 then you can just run the 60 down and when it runs out stick a smart splitter between the regular splitters and integrate the 140 belt
Its not neccessary since manifolds will balance over time but it does help with belt speed limitations
Ah, belt compressor, with priority merger (optimally)
It doesn't really distribute 1 belt to multiple places, it's more for distributing multiple belts into 1
Yeah
Integration
Only time ive ever needed to use it was when i was buildin turbofuel but idk its a nice trick to know
that's an injection manifold
smart splitters are expensive, easier to split it in half tbh
and you might as well just make 2 manifolds at that point cause that's what an injection manifold is. Multiple manifolds linked up. Just clock each group of machines to need X or Y ppm
this is an automated game. Basically everything is free once it's automated.
fair point
The thing i used them in was putting solids into refineries since i didnt want to split my refinery manifold and deal with pipe problems
you don't have to split the fluid manifold, just clock machines as needed
you can have 2 solid manifolds feeding 1 fluid manifold easily
Yeah i just connected the 2 manifolds
I think ive posted it here
See the big refinery line? Didnt wanna split that
you're generally much better off splitting fluid manifolds into smaller sections. Hell you could leave it in the exact same layout and still split it
Yeah i know
Its lierally just like 1 smart splitter tho
Fluid manifold is fine lol
You could argue that its unnecessary but arguing about it is also unnecessary
Is there a way for me to do a walkable factory that is also easy to understand what's going on?
Signs?
probably cat walks and/or signs, I feel like this is more fit for #design-and-architecture
Hey! Any guide, walkthrough or something I can follow? I have 14 hours and stuck at tier 2, dont know where to follow to coal power and goals? I tried follow Nilaus youtuber lets play, but he gets things done outside the videos and is a little difficult to follow
Check whatdarrenplays
Yeah he makes good stuff
Perfect! Thanks
Do you recommend start over again or I can go thorugh my old save? I have the legs that make me more faster and a lot of things unlocked
Got me through that coal/steel complexity spike lol
Satisfactory modeler got me through thermal rockets
you can recover from anything imo, you can still get far even with a "bad" start, or you can say there isnt a "bad" start
its getting me through making a giant nuclear plant rn
This game has so much resources you can just set up shop somewhere else, but with all your upgrades
With that said, I recommend making 1 or 2 machines just for items going into storage
At first I was like "Oh, I can use these plates to make rips"
And then I'd run out of plates for myself
yeah i do smth similar where i dedicate an entire speparate production line BUT only for most early game items which arent too complicated, as its not that hard to just get more raw resoucres and make a new fully separate one for the next item i find out i need,
however when you get to the more complicated parts first you automate a full new one for some things but stuff that requires other complex items i just steal some from existing production
(no idea if that made sense)
When it comes to stuff like hmf, some times it's better to just go big to start with
yes
I made a big 10 hmf per min factory recently, and honestly it kinda sucked
I needed like 50 modular frames per minute
but not too big. even 1 overlcoked hmf machine finsihed the game
and the stuff needing hfm later didnt use up all of the hmf bcs i didnt go too big (mostly bcs my poor pc cant handle it)
generally the game is designed around experimenting yourself, if you follow guides, you may have issues later when the game expects you to know what it was supposed to teach you in early game
so I'd recommend experimenting on your own and only coming here to ask concrete questions if you're truly stuck
I think there's a lot of qol you can find while looking guides that you won't expect
mostly the game follows a loop of:
- figure out next item you need (e.g. which milestone you want to unlock -> which item(s) that milestone needs
- automate that item
- route it to central storage/dimensional depot/whatever so you have it available
- repeat
But honestly I prefer to find this stuff on my own
for sure, but for those cases it's better to look at specific issue rather than just generic letsplay and follow it blindly
I just learn a lot from other people
i will go little by little, first concrete, then rotors, modular and then coal energy to power everything
As long as you gotta plan
So I have some lines with different priorities, and those lines have supporting belts to help with capacity
and I just realized making everything not cross while making sure I leave space to expand is very tricky
I am still p new at the game, only just finished the first basic coal setup with 8 generators and had an idea: the inputs happen to require 75 MW and each generator produces 75 MW. what if I put one of them on a separate grid with the inputs for all 8, so that when I build too many production buildings and my grid shuts down, coal is still getting mined and water pumped => no cascading failur and no extra starter (biomass burner) to get the water going is required ๐
this probably straight forward and a "duh" moment, but felt like a cool shower thought nonetheless ๐
Honestly I wish I thought of that more often
it's going to be moot soon once I get a better miner or boost technology, but it almost seems like it was put there by
on purpose ๐
you do. I'm a total nubโข๏ธ
You're just early
but you have the right idea
Also, I see people using trains for power
I'll just say that case is hard to use with the separate grids
oh, you also have priority switches that can help you control your grids
as in transporting input resources for power? or magnetic brakes (if that is a thing in the game?)
ye, but I have not even unlocked vanilla switches for now. also, spoilers, I think ๐
color me surprised. nice : D
you can actually get them super early
the vanilla switches
I might have seen them in the MAM, but I haven't started on steel yet, in case they would need steel stuff
Off memory power switches are "available" from unlocking copper sheet in the coal power milestone
You just need a fucklot of quickwire and that takes a minute
a fuckload is probably not too much. ๐ I haven't used Cat at all so far, but had a constructor turning ore into wire for a while. there might be enough there already
True
Caterium is pretty exclusively used for wire and quickwire so if you have a node already going it should be fine, it's just not often I see people bother with it that fast
not sure if you mean just the unlock or to build the actual switches ๐
I mean "You physically cannot acquire the switches until this is unlocked"
They're made with AI limiters, which are iirc 20 quickwire and 5(?) Copper sheet
50 AI limiters + 100 steel beams, to unlock according to the wiki. I haven't got that far down the research tree yet
AI limiter is 200 quickwire + 50 copper sheets to unlock, so basically nothing ๐
Ahhh
Yeah, they might need steel?
Should get enough of that off crash sites to tide you over though
I did go exploring for a bit and might have some left ๐
I mean there's a hundred someodd crash sites, you definitely have at least one somewhere
I'd only worry about running out if you do what I did and refused to build a proper factory line until unlocking near everything up through tier 4 just off crash pod items
I have 10 or 12 hard drives so far ๐
Oh yeah you've got loads then
Iirc the full count is 117?
You don't even need all those drives for recipes, and most of the good ones aren't available until you have the foundry unlocked
Could I interest you in 3-phase power towers set? https://satisfactory-calculator.com/en/blueprints/index/index/idU/49577/user/Tomtores
I mean most of the good ones you dont unlock till you have the refineries
The refs hold some of the absolutely bonkers recepies
I honestly couldnt tell you wich recepie I ever used in the foundries except for the one where you can make steel out of irong ingots
Well, yeah, but by that point it's a lot harder to fish out a specific one
Solid Steel (Iron ingot + Coal for more steel than normal) is a definite favourite
I've recently gained an appreciation for the Copper Alloy foundry recipe, mostly bc the place I opted to put a starting factory has exactly 1 impure copper node for half a mile
Cant say ive ever used any alloy so far, but my playstile is pretty heavy on the water usage anyways
See, in my 1.0 save I had the very intentional idea of making a massive water bottling plant that distributes via train so I figured "Oh, pure ingot recipes will be fine and lovely!"
I am uh
Not doing that one again
Oh i dont use trains
I just put down one big pumpwork at the waterfall
And send the water to the rest of the world via pipes
desgustang
But yeah, I see qlloys when someone doesnt like to fiddle around with mass ammounts of water
Pure ingot recipes are fun dude. One time i was turning like 7 pure iron nodes with it
I mean in an ideal world I'd like to use the sulphiric acid recipes and full-clock Mk3 miners
Unfortunately that's just not the reality I seem to live in right now (mostly for a lack of the excessive quantities of sulphur I'd need to do that)
Yeah the etched recipes seem so bad to me. The beauty of the "pure" line of recipes is that water is effectively limitless, as long as you're willing to build the infrastructure to get it. Not so much with sulfur or sulfuric acid.
I use pure recipes whenever I can. Even in the desert you're never too too far from some water.
I've also never gotten into a position where I feel the need to package it. That just feels like way more work.
They arent bad, people are spoiled by "water is free"
And if they get Refinery PTSD from pure recipes, honestly its deserved 
I honestly struggle to see peoples sulfur bottlenecks unless every single one of them uses Turbofuel / Rocket fuel to the max
Nothing in the game truly requires sulfur if you wanna beat it. Turbo / Rocket fuel and Nuclear are both optional after all.
Some people think inside the box some people think outside the box
Only packager setups i make are for liquid biofuel and its usually a temp setup
I just did the math to verify that im not spoiting nonsense:
Base nuclear alone vs Nitro turbo is already a 7:2 difference in terms of power per sulfur
(aka nuclear is 350% more sulfur efficient for the same gross power production)
I have one packager that packages up 1 turbo fuel package per minute just for uploading to the DD for my jetpack lol. It's peeling a tiny bit of fuel off from my power plant setup.
I'm now in the process of trying to figure out how I wanna power the uranium pickup drones and the plutonium waste dropoff drones for my nuke plant. Logistically it would be bad to try to get plutonium rods to where I need the drone port to be for my layout and I don't want a mile long belt full of PFRs lol. I'm thinking I might have to make a completely dedicated fuel/turbofuel/jetfuel plant just to power the damned drones.
Base Rocket fuel seems to be a lot more sulfur efficient.
Guess everyone that uses Nitro Rocket uses it cause its so dead simple, not because its efficient
Honestly, thats just fuel power vs nuclesr in general tho...
I've unlocked it but actually haven't built any rocket fuel yet. Didn't wanna muck around with my already working turbofuel power plant.
Nitro rocket fuel being the โlow complexity higher resource costโ is definitely the niche.
Maybe I should just build refineries to upgrade my turbofuel plant into rocket fuel and peel some of it off for use in drones?
Just package normal fuel
or blenders or whatever the fuck makes rocket fuel
You don't need an efficient fuel plant for drones. they dont use much
Yeah I guess just finding a nearby oil node and making regular assed fuel is probably sufficient.
I wanted to play around with batteries so just used default battery recipe for drones.
Diluted fuel my beloved
so I guess I need to add a drone port to bring in the fuel and belt it to the uranium and plut waste drone ports?
Btw there is drone velocity (throughput) scaling for drones with improved fuel. Kinda a reason to not use low tech fuel.
I actually ended up just shipping the batteries to my drones lol
Afaik its only marginal tho
Not like "double throughput" levels of efficiency increase
Just google for the numbers. Iโm remembering like 20-50% scaling.
Besides, you are still limited by the long ass dock time
I've only just recently decided to burn my PFRs and need to work out a waste storage facility somewhere.
Itโs one of the things where you either need the throughput to stay on one port vs two or you donโt. So just run the math. Iโm just mentioning it as itโs a consideration for fuel choice.
Pile of boxes in the corner of the sea should work nicely ๐คท
I stored my waste in a container and now im just turning it to ficsonium and just..... Store it
You can trash ficsonium (the ikea lamp) btw
I'm only moving 300 uranium/m about 800m so I imagine it should be ok.
Not in the sink, but still, you can drag it in the trash and it gets deleted
Why not just burn the ficsonium?
Honestly ive never made a nuclear power plant
I wonder if one of my worlds is close enough
I havenโt yet either. Was scoping out the alts recently as have been getting the satisfactory itch after taking a break from 1.0 playthrough. Ficsonium part of nuclear seems like a lot.
It is decently a lot. The pasta specifically
So I'm just about capped out on power from my first fuel power plant and my old coal plant. Just finished everything in Tier 7, got blenders unlocked and I'm planning my Turbo Fuel factory in Blue Crater.
I'm ok with most of it, but the number of fuel gens I'll need seems quite daunting. Like, how realistic is it to build 600+ fuel gens? I'm a little overwhelmed.
The rest is kinda just "Hocus pocus SAM and dark matter"
In my personal opinion anything above 100 generators is lunacy
But imagine the power...
You need to be a special kind of person to do this to yourself
A special kind of masochistic maniac
No power in the world could convince me to do this
well I already have 2000+ hours in the game...
That doesnt mean much in that regard
If you fully oc it cuts down to like 300 ish gens
Still a lot. Prolly just start buildin lol
If you wanna be that special kind of crazy person, make a blueprint and use lots of power shards
Put about 2000 more hookin all those gens up

Hmm, just checked,apparently i have like 2700h total
well, I can at least save some time using blueprints, and I'm in 1.1, so they'll autoconnect the pipes
I got like 950 ish in 1.0 but i had like 800 in early access
Tip: keep your pipe networks small and simple
Yeah
Dont be the genius to try and make one huge connected pipe network with 600/min throughout everything
Subdivide this as much as possible
I have to benchmark pipes, but i think the threshold for breaking stuff with uneven splits is around 90% capacity (so ~270/300 or ~540/600)
yeah, I could divide the 1200 crude by 4 and plan out 4 subsections of the plant, each using 300 crude.
if you're over 50-90% (depending on how daring you are) you can split that in half before sections with uneven splits
Mk 1 pipes are a lot more tolerant with this tbh
I rarely, if ever, see them break from that
in my experience no
my second coal plant got gigafucked because of it and i was trying to figure out pipes for like 6 hours ๐
because my first one worked fine, and the design was almost the same.
Its always easier to subdivide stuff. 4 coals gens to 1.5 water gen then just stack it.
Each block uses 60 coal
this is even better
88.88% underclock on gens
1 extractor = 3 gens = 120 water, 40 coal
Its simpler. If pipes arr troublesome for you then yeah simpler = better
max 40% of pipe flow rate on a design which would be fine at 100%, no uneven splits, no headlift/pumps, minimal pipe length.
i am big fan of that design ๐
Yeah im just sayin its better to do that then to run em all off one water manifold
Ye
Doesnt matter what ur block looks like tbh. If it works it works
Never thought the 3:8 coal setup was too hard to get working ๐คท
It's much more breakable, i broke it my second time around and people regularly manage to break it in new and inventive ways
for a lot of designs i try to cut them down to only the absolutely required complexity and highest margins for error
instead of being something that can work, i try to make stuff that can't fail or that requires the greatest number / size of simultaneous fuckups to break - especially those which are easily and always visible on screenshots
1:3 instead of 1:1 is a compromise because it's a large efficiency boost with only a minor complexity increase (1 even splitter) and doesn't significantly affect margins
well, I managed to blueprint 4 gens in the MK2 blueprint designer.
wait you can actually connect the junction that way?
i made mine above and it looked janky as fuck
Guess he said he did it not that it actually connects all the pipes, hmmm.
well, I connected the pipes between the gens and then snapped the junction on it.
just hooked up the blueprint for a test run and those junctions do work!
Here's the blueprint if anyone wants
That's pretty cool
Yeah t might snag that bp for my oil setup lol
My train allways tries to drive trough the Trainstation but there is a Train, and doesn't turn left to the free way how can i fix that ?
Is that junction from 1.0 or is it a 1.1 thing?
looks like 1.0, why?
1.0
Okay I wasn't sure
trains will only take a detour around a station if
- it isnt on their timetable
- the detour is not longer than 200m
Realised that the Train doesn't have to be connected to that so the problem is solved ;D
LOL
wait thats smart
this is the abomination i used xd
500 hours*
well, it's 3 rows of 25 blueprints. If I overclock all the fuel gens by 200% I can get the same output without needing to build another 300. but depending on how much space that actually ends up taking, I might just build the other 300 and not overclock.
Can always go up too
That sounds like you're not overclocking in the blueprint and doing the overclocking by hand. You know you can overclock right in the BP right?
yes, If I decide to OC, I'll set it up in the BP first
What is the most effective way of making sink points using only iron? The best I could find is motors.
yeah theres nothing left after that
motors is the last thing you can make with iron only, if you use alts
I was tempted to make smart plating instead
automated wiring can be made with only iron, and gets 89k sink points for 2400 iron while motors only get 62k per 2400
hold on, this is interesting
less points per item but more total items produced per unit of iron
Yeah, with the current setup I get like 10k more points
Im confused, the headlift should not suffice for that elevation, yet it does.
that's more than 10m
might have the infinite headlift bug
slap a pump on there
what wrong with my water supply? i need help
gonna have to be more specific (and maybe a clearer image of the pipes), but guess from the blue is you're exceeding pipe throughput limits
yea ik srry but like my water isnt pumping till here
those look like mk1 pipes?
yep
how much water pm you trying to push through it?
and how much does it say a mk1 pipe can move pm?
300
so....
2 pipe lines i get now
!wikisearch cg
Coal Generator Schematic.png
The Coal Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal Generator...
some simple coal gen layouts , highly recommend you stick to groups of 3 extractors and 8 gens. Keeps things simple
and that's 1x mk2 belt of coal per group.
it's just a suggestion
you could just make 2 pipes feeding it as well
these are just convenient layouts that help beginners ๐
#math-and-meta message even better imo
i very much favor the first layout shown, nearly every coal plant i ever build follows that basic design
i am
i mean in that diagram the bot fetched
I have a drone dedicated to delivering uranium to my nuke plant. If I decide I don't want to feed it plutonium rods for fuel and I want to feed it packaged fuel, could I have the drone visit a platform somewhere else that has fuel to refuel, or do I need to bring that packaged fuel into the nuclear plant?
well drones only go between 2 points
so you'd need fuel at one of those points just like now
and remove teh p rods
yeah, you can have the remote port supply the fuel, you just have to bootstrap the first transfer by stuffing fuel into the port by hand
whats the best way to get these grey pipes 600/min each, from here. to over by that massive platform? just run them over?
ended up just running them over :/
yeah, too short of a distance to think about trains
just a little copper (should be around 7600/min)
Personally, I like to build foundation highwacs to have those pipes run on (if many) or below (dangling from the ceiling) if few.
Making sure the "highway" matches the elevation of your destination is recommended.
elevation isn't a problem in this case, since the nitrogen node i'm exploiting is like 30 4m foundations higher then where it needs to be
elevation should never be a problem with nitrogen since it's a gas
Terrain matched foundations would be fine
is there a gallery of train station configurations anywhere?
I would just deconstruct the drone change the fuel and place the drone back down, I'm not really sure on how drones fuel inventory work in all honesty
I cant think of too many train configurations just the loop and back and forth ones
Push pull,
loop,
bidirectional
Mix and match
If there are two stations and only one train that runs between them, is there any downside to setting the train to wait at the unload station until it's completely unloaded? It seems like an easy way to reduce traffic, if traffic were to become a problem.
Back and forth trains reduce traffic too
how do valves work? does the game always try to fill them first? same priority as everything else? cause i need to ensure a pipe has a full 600 minute, without backing it's inputs up
Nope
Quick answer?
They dont
Also 600 pipes work less at max capacity
electrode aluminum scrap recipe has ruined my day ๐ฆ
Yeah
is there some other way i can dump the water then? since recycling it seems like it's going to be more effort then its worth
don't mix fresh and waste and it's a breeze
Vales just limit flow and in one direction, the flow of a valve is properties to how full the pipe feeding the valve is from memory.
yeah... how do i deal with the waste water then?
like basically no effort and saves you space and time
by having some refineries ONLY run off waste
don't mix them
fresh is blue, red is waste
ok, what if i just want to dispose of the waste water. is the only option to package and sink it?
You can recycle it but cobalt used it to make more aluminum
It really is a personal preference
all keeping it split needs is clocking
ah well... time to do more math. figure out exactly how many refineries i can feed with waste water. although my specific situation is really bad bacause some of my refineries are running off of the excess from other refineries running pure ingot recipies.
for example, the clocking for sloppy+electrode in groups of 780 and 600
780 items per minute? because mk2 pipes limits to 600/min pipes
that's mk5 belt limit
780 and 600 bauxite
you just need to adjust the clockign and possibly layout for different amounts
oh yeah. thats fine. although i think the root of my problem is located in how i'm getting my fresh water. I'll figure something out
that seems unlikely? should be the simplest part
you'd have to show some overhead shots though
and i made it complicated.
There should be plenty of small water puddles around
and most bauxite is right next to water
You didn't need a huge amount of it either
maybe all of it honestly
oh water i don't think is an issue... i'm just being lazy...
"oh yeah. thats fine. although i think the root of my problem is located in how i'm getting my fresh water. I'll figure something out" <--- you just said it was
ok i could get more water. i just didn't want to run another pipe
i shipped the bauxite from the forest with the giant trees over to the blue crater.
if you're reusing the waste water within the system it should either need the same, or less water depending on what you did
i'm trying to run them off of the excess water produced by a different refinement process
well the valves and changes in elevation won't be helping either
as well as interlinking multiple fluid systems together
where's the waste water from?
The blue line up high would be the "waste water" i just haven't built it all out since I was trying to figure out how to get it to work
where's the waste water coming from?
When I recycle I have the refinery alternate sloppy / electrode makes recycling easier to deal with
Yellow is "other refinement" white is alumina production, red is aluminum scrap production
what is the yellow?
It also quarts it looks like
A mix of pure quartz and pure caterium alt recipies
those don't have waste water byproduct
But they don't consume a full 600 pipe of water. Just... 450 of it
well that shouldn't be an issue, you just need to use the leftover + alumina waste water for your bauxite
get rid of the valves and have 2 sections of alumina refineries
If I split the lines the first refineries don't have enough water
it's much simpler to keep every fluid section independent, much easier on you too, but this is doable
The ones that would propagate the whole thing
how? just clock them
or something like that. I don't have the numbers you're working with
Because there isn't enough water to fuel one of those bauxite refineries unless its underclocked. Which it cant be because then the next step doesnt have enough aluminum.
ok, currently, as is, is there enough fresh water + waste water to run the system?
Yes the total sum of fresh water + waste water is enough
that's the caterium/quartz/alumina
then this will work
the Waste Refineries will just take time to spin up
basically no different than this except you have other refineries first with not waste
So underclock the first refineries, and then overclock a different one to make up the difference?
clock them how you need it, yes
for example the bottom one here has a refinery at 90% cause that's all that needs processing on fresh
clocking is your single most powerful logistic tool in the game
well here's the underclock, now to compensate by overclocking something else by the lost amount. I should probably just run a fresh pipe over ๐ฎโ๐จ leave 188 water as just lost
why? you'd be doing exactly the same thing as you are now but with one more pipe
in fact you'd be clocking things exactly the same
don't get me wrong. IMO you should keep fluid systems independent from each other as much as you can.
but you've got this all set up and it will be minimal work to get it functional