#math-and-meta
1 messages Β· Page 299 of 1
And even after you double and triple check stuff u find something wrong. Drives me crazy
accidently thought that the pure iron ingor req 65 iron ore per min instead of 35 (65 was the output value of iron ingots) INSULT ME
spent around an hour getting iron for these refineries, even went and overclocked shit, all while thinking that i need 260 iron ore per 4 refineries
At least it won't be hard to fix. Clock down your iron miners and you're good to go! Don't beat yourself up. Mistakes happen.
Oh no
I built an entire factory. It produces so many things
But I forgot to make iron plates and steel pipes.
It doesn't produce the three things on top. And it's going to take ages to fix the factory so that it can
Guess it's time to get to work, though
has anyone else tried slooping the default ion fuel recipe? it seems like whenever i try (regardless of what i have the clock rate set to), the refinery goes idle on its output buffer not having enough space
is it also over clocked?
even at default clock rate it goes into idle with sloops; i think it is because the cycle output when slooped ends up being 32m^3 of gas
internal buffer should be able to handle it.
unless it's not being consumed fast enough
i'm just trying to figure out what's going on with it and it really does seem like it is the sloops. setting the clock to 200% still allows the machine to function at 100%. odd.
After being fully slooped, it'll produce 32 ion fuel per cycle. The output slot can only fit 50. The machine won't start until the entirety of its output can fit in the output slot. Therefore, when slooped, it'll wait until it has at most 28. Which is more than 32. So it'll pause every cycle until at least 4 is removed
but you can OC it to 200% to make it produce 32 as well
and it's apparently not doing that
oh yeah duh. Morning brain
It's definitely what's happening. In my mod, I added a recipe that makes an entire stack per cycle and is therefore unsloopable. It just stalls forever after sloops are inserted. And it stalls every cycle, of course, but it does produce items
Though that can be bypassed with a stack size increase mod lol
well, it is fluid so there isn't a stack size π¦
Kinda weird scenario. Are there any other parts that fill more than half of the output buffer if slooped? It feels like a mistake. I'd think output buffers would be at least 4x the production amount so a fully slooped system could run unimpeded.
i'm sure there's probably some other recipes as well
I don't do a lot of slooping so I wouldn't know
There is. 50. This is how many the slots always hold. And it matches the cargo wagons. The item ones hold 32 stacks, the liquid one fits 1600, 32 "stacks" of 50
i have a feeling that this is sort of a whacky edge case of fluids and the fact ion fuel is 1.0 newness
Biomass from protein would behave similarly
It makes half a stack normally
so a full stack slooped
biomass from protein has another problem as well
I think they do actually
I hadn't noticed. Is the output buffer always 1 stack?
the internal buffer isn't big enough for the cycle yield
ion fuel recipe. output is gas
the default cycle yield for it is 16; when slooped the yield goes to 32 which is over half of 50
I'm referring to the game in general with that question, and as other have pointed out fluids kinda have a stack size.
Those are the only possible stack sizes in-game
yah, i'm pretty sure that that all is what's happening, i didn't mean to split hairs, but stack sizes don't exist for fluids and the buffer is always 50 m3
i'm kinda surprised though... the devs didn't think to test slooping the best non-nuke fuel in the game?
"best" lmao
not going to get baited into that argument π
Lol
i was just playing around with making some for the jetpack and drones, but i may try doing an rf->ion conversion at some point
in any event, if it were sloopable, the calculus on how good ion is changes quite a bit
It is sloopable. Doing that just slows it down. But you still get double the output for the same input
kinda sorta... you'd have to fuss with it to see how many extra refineries you'd need to sustain the rate you want with an oversubscribed rf input. doing so would probably require 2x the number of sloops
If it was an item, it would be easy. You need to remove 4 before it can start again. So the time per cycle is the normal cycle time plus the time to remove 4 items. With belts, that's constant. With pipes, eh...
I mean the cycle time is still extended by the time it takes to remove 4 m3, but I doubt that's constant
yeah, in my brief playing with it, even putting a buffer on the other side of an mk2 pipe wasn't enough. i can't think of anything else you could try
depends where you're placing it
and how much youre making and how you like to move things
im just tryina make like 10 probably
For items that require multiple resources, there rarely is a "best"
sure. but where abouts?
I always just use the caterium alts tho
i could make it anywhere rlly ill just train over the plastic and/or rubber needed
then there's no real best chain of recipes if you're willing to move anything
part of choosing 'best' recipes is tailoring the choices to location and what else you're doing
so for example i dont got caterium wire and ai limiters truly automated yet
i could combine that into my computer factory
and do the caterium alts maybe?
Just pull up Satisfactory Tools and play around with different recipes until you find ones that work best for you
sure.
well that sounds like a good option.
Caterium CB and Caterium Comps means you only need oil and caterium to make them
not many places have those in the same location but it does reduce the types of raw material you need π
I'll often use silica CB and Cat Comps because I'll make a lot of computers and this way it extends both resources
jsut an example on needs and planning that affects 'best'
many? very few?
best advice - don't future proof
Impossible to answer
is this the sort of game where you that once you finish phase 5 you'll be done with thegame?
or will you treat it like a sand box making your own plans?
ahh ok
this helped me relize there isnt best alts just different ones based on needs, thanks guys
but also don't over think things. You can treat tiers 1-9 like a long tutorial that gets you up to speed and get teh skills for yoru own projects π
i played alot when at like update 4 and 5 but i overcomplicated things alot lmao
assume whatever you build now won't be exactly what you need/want later no matter what you plan
that happens π
i finally noticed that if i make smaller factorys for separate things its alot easier for me lol
yeah that's part of the planning process π
I keep tabs on things in a spread sheet
rather than 1 steel factory trying to feed every other factory that needs steel and keep my building stock up
ive been using that planner website alot its helpful
personal notes are good too π
but yeah there's 2 main ways to build.
low level factories like you were talking about , 1 main steel factory for all
pros - don't need much factory planning
cons - needs lots of logistics planning
and then the reverse
local factories that produce high tier parts on site.
Pros - minimal logistics planning
con - more factory / location planning
and you can take a middle road too. Depends on what you like
I've always wanted to do that. Just make one giga-factory for every single item
One factory produces like, 5000 iron ingots a minute and those are just sent around the map to every other factory that needs iron
it's a massive distribution issue. But if you enjoy that sort of logistics go wild
I do ultra local factories
imho, it is a real trap to try and do bulk processing like that. especially with ingot making, ingots don't transport very well. try to boil raw resources down into things that aren't 100-stack items
But what if it's a like
Really really big train
It'd basically be a manifold for your entire factory. Like, your rotor factory won't get screws at all until your entire reinforced iron plate factory has maxxed out screws
Or wait, I guess you'd not be able to sink anything, would you? Because your entire logistics chain would rely on factories getting clogged
Nah, you would plan for them being @ 100% but just send more materials than it takes to do that
the problem then is that your belts/trains will have throughput problems unless scaled way up
(any latency problem is solved via buffering, but throughput is not so easy)
There is one project that i have been thinking about for a while
The biggest reason by far for not building e.g. all of the rotors that you'll need in one place is that you don't know how many that you're going to need in the future.
If you already know what you want to build before you build anything, especially if you have all of the tech, you can work backwards e.g. I want to build 10 per minute of X which requires 20 per minute of Y which requires 40 per minute of Z. Add everything up, and you have the total amount of parts that you need to make out of ore and for every step above that.
Logistics for anything like that - actually moving large quantities of many different parts to where they need to go - is a challenge, but not unsolveable
Well that's why you build way too many rotors
You can't really build forwards with that kind of design unless you build WAY TOO MANY of everything, which is a huge efficiency problem
Like when they built the sewage system for London. They knew they needed like, two foot wide pipes now, so they decided to use three foot wide pipes for the future
So build a like, 800/m rotor factory and you're probably good
It's hard to say in advance though.. do you need 20 rotors? 200? 2000? You'd have to overbuild by ridiculous margins unless you already know, especially if you didn't play through the game once or twice already
whereas working backwards, you can say that you need 270 rotors per min and build exactly that
you can also say exactly how many of which resources it would take, before laying a single foundation
and one of the harder parts, you can figure out how much space you're going to need to take parts from A to D, G and F (and how the layout should be to minimise those difficulties)
Maybe you could make the factory modular, so if you ever need to increase rotor production by like, 30/m you can just plop down a blueprint
you can do that pretty well even by just leaving 1 axis unbounded and expanding that way
but i would prefer to have all of the numbers in advance for such a huge project π
I've been doing centralization for a while, its a fun challenge and i learn a lot of how to handle the logistic
you can separate each floor to its own production, for example smelter floor, assembler floor, etc
does anyone know why they are separated like that?
names changed
oooh I'm blind
I just looked at the numbers
you could say playing satisfactory screwed with my perception
can't really fault you for missing it, was a lonely singular change
Well it's 4:30 am and I'm thinking about trains
Mostly how I'm not using them correctly
The only incorrect way of using trains is putting more than one train on a bi-direcrional rail
I've also discovered it's possible to deadlock trains if a station area gets too busy, which is fun
Can't say I've ever managed to do that while using duplex
Just use path signals for crossings and it'll be fine
if you don't have enough track leading to the station that a queue backs up onto the main line it can prevent the train at the station from leaving sometimes
If you have duplex rails split with blocks every ~100 metres and paths at intersections, no
Or I guess unless you have so many trains that there is an unbroken loop of them along the entire track and nothing can move
just modeled my factory in satisfactory modeler and it says i should get 20 gw. problem is, i have 15? turns out one of the four lines of generators wasnt connected to the grid...
ive been playing for many many hours thinking thats just how much power i have because i never bothered to check.
yay free 10gw of power
Was about to make a reference that basically never happens anymore cause nobody uses real cash... #oldguystuff
"Like when you find an old $5 bill in a pocket. You've always had it, but now you have it again. Free money!"
Like that card in Monopoly. βBank error in your favorβ
in germany its not that uncommon yet, many places are still cash only
do ficsmas gifts technically beat ballistic warp drives for max theoretical points?
If I have 250 rocket fuel/min, how many fully overclocked fuel generators can I supply?
the fuel gen tells you how much it needs
Rocket fuel calculations are kinda inconvenient, since it has a repeating decimal
that's mid/late game for you π€·
do the math with it as a fraction then (25/6)
And?
Wdym and?
It doesn't actually, it's 1 per 14.4 seconds.
divide by OC factor
that's how many per gen
divide rocket fuel/min produced by that, and you've got a number of generators
Thanksπ
Oh hey@edgy leaf
What do you think of belt logic?
wdym? belts as logic gates?
A number is a number. You can divide by it. If you don't know how to convert it to a fraction, just put in 10 decimal places in a calculator and round the result.
Or use the energy value from the codex or the burn time that also shows up in the generator
Sorry i dont deepscroll chat lol
Afaik game goes to the 4th decimal point to you got like 10,000 numbers between each whole number
9999 between whole numbers
yup
i've managed to make a 0-9 display with it
How? Sounds interesting
are belts turing complete?
you can make not gates, and gates and or gates, is that enough?
Eh, is that not just filtering stuff to certain belts with splitters? I wouldnβt count that as logic gates
how do u make a not gate?
with 1.1's priority merger
you need a second element. If you have a 1 coming in, that second element isn't put in the belt
If you have a 0, it is.
Then you use a smart splitter
On one belt you'll get the original out, on the other you'll get the inverse
how would that filtering work?
Hook up the belts displaying the number 3 to splitters that put that item in?
Would there be any practical application to this? Iβm having a hard time coming up with one :p
Still cool as a PoC ofcourse, but cooler if it has a practical application
Is there a practical application to most math you've learned in class?
Well, some people play this game to build good looking factories, others efficient factories
I realized I can build logic systems so I'm gonna try doing that
yea im still confused
imagine satisfactory programmed in satisfactory π€―
Logic is uncommon these days lol
Have used pretty much all of it in Satisfactory lol
addition, subtraction, multiplication, division (incl remainders and modulus), algebra, pythagoras theorum, trig, calculus. You can get by without a lot of math but there is no shortage of ways to apply most levels of math to make your life easier
Uh, yeah, yeah there is :p
Again, itβs cool as a PoC, Iβm not denying or contradicting that, I was just curious as to if there was a practical use for it in addition to it simply being interesting
No need to get hostile about it :)
alright. Well, we haven't really found a use for it yet
just trying to see how far we can develop this
Google can offer several answers for that ^^
In satisfactory?
Oh btw @frosty owl
I have with me a save file of a guy who made the whole game using 1 sushi belt
By the whole game, he actually started on steel
Yes, of course!
While new additions to the game added wider ranges of possibilities, logic gates up to and including "xor" were possible as far as Packagers were introduced (maybe earlier too) and many quite different versions have been created.
If you wish to find some comparisons for the version you made, there's probably quite a few "models" you can find ^^ (they greatly differ in size, complexity and response time iirc)
i need help, how can i manage to split it 105/135?
1 splitter
it self balances
like any manifold
oh okay
Uhm, just for clarity, I'm not trying to be like "people found out before you", just letting you know that you can look into that if you're curious about how many ways that can be achieved π
the other main way would be to make 2 groups of smelters.
1 group that makes 135, the other 105
You have my interest π (thank you for throwing me an @ me about it)
Do they also have a YT channel by chance?
If they do, I'd prefer touring that rather than the savefile itself atm ^^ (I haven't played/updated the game in a while)
Depends what belts they have available. With only mk2, it's not 1 splitter
"How to split..."
"Just merge
"
This is a flyover the entire 18Km of the Sushi Factory.
This is a Satisfactory 1.1 factory with a single sushi belt.
Enable subtitles for detail of every set of machines.
Logic gates needed smart splitter and sink (or other way to make NOR gate)
Why not? Part of machines goes left, part right, rest go to 1 splitrer
And the new priority mergers really help
I don't recall wether it was possible to make them without smart splitters or not, but a sink is not quite necessary as one can use machines or even just storage container to keep things running
Oh yeah, I did see that one π
Thanks anyway, I like not to miss on the little sushi content we have 
sorry, i need to empty my computers bucket so it can run again
Depending on throughput, that may not be a concern (like with Plutonium Waste pre-1.0)
Use a smart splitter in front of your storage container to send overflow to an awesome sink. This will keep your production lines running continuously

has the value-add of getting you some coupon points!
more than some, even
you sink overflow
i build my factory to sink
we are not the same
sink that factory!
I mean most of those points are from my 10/10/2.5/2.5 P4 factory. After it was completed, it was only used for points
dude i got so much unused power rn i probably wont need it for so long
ahh, we've all said that. a week goes by and we start eyeing the power graph after every build again π
I already had like 150 GW of headroom and then added another 100 GW via a boosted APA just for the hell of it
i just got into p4 too
tier 9 inhales power so dont worry π
@vapid gorge
oh I was totally misreading the recipe. I was thinking petroleum as the oil recipe. yup
ok I have no idea why you would every use petroleum coke for diamonds
I guess if you have HOR byproduct??
yeah, resin
Except if you use DF and the recycling recipes, HOR isn't a byproduct
Well you can use default rubber and plastic and still make DF if you feel extra funny
At that point though you'd expect to have the other recipes at hand.
I might like biocoal better
what is you guy's go to for supercomputers? thinking of making a large factory that produces RCUs, Cooling systems, and supercomputers (using the OC supercomputer alt) all in one place this time around
Either default or the one with batteries (super state?)
yeah super state
OC takes a lot of bauxite iirc so I don't like it
fair
thinking if I should sacrifice the efficiency for the convenience of just making it from RCU and cooling system because I'll be making those in that factory anyway
super state all the way
oc is bait
it uses A LOT more resources
I mean I was making all the ingredients for super state too
yeah I think I ran the numbers on it once and it basically took all the resources the base recipe uses plus a ton more bauxite components
I generally make a factory to produce an item for DD/central storage, then leave that factory alone for the rest of the playthrough and make the next factory from scratch. I don't produce any "leftover" control rods or batteries, and don't plan to (as I don't need them for personal use)
Since I'll be automating RCUs and cooling system soon anyway it would be more convenient to just make that factory/factories bigger and produce super computers from that, but looking at the numbers now I'll just stick to super state
bro use paint and combine them
All per 100 SCs, all alts enabled, SAM disabled
I'm on phone
That's exactly what I'm doing
yeah, was also looking at numbers myself, I think SS is the way to go, modeling it now :p
are all the other recipes in the chain Base? Default seems really high on caterium
^
ai limiters and HSCs use a lot of caterium
oh is this using caterium computer?
ah yes caterium computer and caterium circuit board
so no quartz
Yes, it's the lowest WP
I definitely want to do a bit super computer factory with Silicon CB and Crystal comp. With the purified crystal recipes π
The bauxite cost is a bit inflated here because "lowest WP" involves default alumina and using the byproduct silica for silicon CBs
yeah this is a big problem when comparing recipes, you have tons of options for intermediates
still think that chain is underrated
i used it last playthrough and its insane
50/min silica from 1 machine is so much
im suprised quartz purification and silicon CB + crystal computer isnt better WR than caterium CB + computer
WR?
weighted resources
SFtools' weighing? I tend to completely ignore that.
ye im just suprised its still picking caterium circuit boards and caterium computer
why wouldnt it
Nitrogen is quite rare
And so is quartz
12k Nitrogen and 13.5k Quartz
vs 15k Caterium
I guess the Oscillators are so damn expensive
Even though Caterium ore to ingots usually results in less output, quick wire and the quickwire alts can massively boost the yield there
While quartz and nitrogen both are always used in high amounts and make less product
(Except for silica)
ok I think I've landed on my silly quartz purification SC recipe chain https://www.satisfactorytools.com/1.0/production?share=zZosyB2bbFOZ20js0RwL
the only thing I don't like is the extra 433.333 dissolved silica
But I suppose I could alter it somewhat to do some pure crystal
Thinking I'll go for this production chain, thoughts?
I know it's not optimized for efficiency, there is some ease of use in there as well :p
doesn't have any recipes names shrug
no but looking what goes in and what goes out makes it quite self explanatory no?
not really, hard to look at comparison possibilities.
you know what you've made because you built it with modeler. It's absolutely terrible to sharing or comparing with anyone else
I'll add some recipe names
cram it into tools, much faster
no, I prefer making my own
tools feels like it's playing the game for me. Nothing wrong with if that's what you enjoy, but I don't like it
besides, tools optimizes for efficiency, this way I can much more easily make some changes that I prefer for ease of use, even if they are slightly less efficient
tools uses recipes you select. You can simply select different recipes
here it is with titles
yeah, but I find this easier/more fun and when using tools it just feels like I have less of an understanding of my production line, at least in the "early" stages, before I start actually constucting the line
it's just a personal preference, use tools if you want, but I prefer modeler
yeah that's fair π I was just pointing out that you can change recipes in tools
id use copper and iron alloy
and def. stator with fused wire
i also prefer def. electromagnetic control rod with plastic ai limiter over HSCs
i wonder how good coke steel would be in this over iron pipes
You can convert the resin to more rubber
I'd either do fused or iron wire
Default stator
Default control rod
Maybe Default HSC, but you're already using silica for CBs, which I wouldn't do either
Why tf would you do that? It's still 1:1 baux:ing, like sloppy, electrode, pure
You're just adding quartz for no reason
And 144 coal instead of 24 oil
coal is a less valuable resource than oil often times
im comparing aluminum solution and alu ingot not electrode scrap
ofcourse electrode makes it just better
6 times more?
my point is that sloppy alumina + pure alu ingot is just better than default solution + ingot
maybe π I've often done huge builds that have left almost all the coal on the map unused but oil used up as it's so flexible
Also, using up all bauxite only costs 10% of the map's oil. There's plenty left
Doing it with default alumina would cost 17% of coal (7380) and 27% of quartz (3690)
Compared to 10% oil? I don't think that's ever worth it
well some people to like their local resources for some reason π€·
like kyo said, 12.3k bauxite only use around 1.3k oil
for electrode alt
just bringing bauxite with train is far easier than both with coal
It depends
If the location has oil close, it's good
If the location has coal close, it's also good
one area wont have enough coal for all bauxite in the map
you will eventually bringing them in from outside
The blue crater has barely enough coal I think. And there's barely enough quartz neaby-ish
But it also has more than enough oil
Havent even hit t8
there's enough coal, oil and sulfur in blue crater to process all of the titan forest bauxite w/ whichever recipe chain you choose. if you plan on adding in silica for ingots. there's quartz in east dune forest in ample quantity
in my last playthroughi did a lot of building in that area and the only resource that was really in short demand was copper, but i was able to convert some sulfur to make up the shortfall
Should I avoid making 600/m pipes?
mk2 pipes in long manifolds dont do 600/min, more like ~550
thats cause junctions splitting unevenly like 600->570/30 creates backflow that reduces the overall throughput (#math-and-meta message)
splitting evenly like 300/300 is fine
you can fix this by splitting your pipe into 2x 300/min pipes at the manifold, for example by building a loop that feeds 300/min from the start and 300/min from the end or by connecting it in the middle so it splits 2 ways
Thanks bro
and by 'splitting' they just mean looping your manifold
it's still a 600pm pipe manifold
No
You probably should avoid 600/min pipes with 30+ junctions
For a sufficiently long run of junctions, loops stop working. I have a hypothesis I need to test about an all-purpose solution for manifolding pipes
looping manifolds is stupid imo
just connect in the middle
its way easier π€·
I usually connect to one end. Even the 600/min ones
#screenshots message Seems to be working?
There's some slight weirdness in that the final refinery gets water before the second and third to the last. This is in 1.1 if that makes a difference.
The hypothesis is that if the water has to go over a rise that is taller than the pipes, pressurized water coming in will be preferentially used instead of gravity-fed water from adjacent pipes.
That's 12 refineries consuming 50 water each. I'll need to test a longer run later
feeding from above helps but doesnt eliminate it
feeding from below is really bad
equal hight is "fine"
from above is better but still has issues
this is the refinery blueprint i use:
This is neither feeding from above or from below - the feed pipe is exactly on the level with the refinery inputs
The refineries are feeding from above, the feed pipe is feeding from below, I guess.
well it goes up and then down
the important part is that is buffers some fluid before the machine
That's half of the important part - the other important part, assuming my hypothesis is correct, is that the "push" from the feed line arrives before the "pull" from gravity
The water tries to reach an equilibrium level, which, with a perfectly horizontal arrangement, means you get backflow - a refinery earlier in the chain pulls a chunk of water out, and this lowers the level at the feed pipe, which means the adjacent pipes try to balance it out from both directions.
yes, same reason to feed from above
thing is while this helps it doesnt eliminate the issue
it just makes it 580 instead of 550
but its still not 600
The feed pipe, however, never gets drained in this design - it's always full
Feeding from above lowers the feed pipe level
i mean its easy to test
build some fuel gens (or reuse yours) and send 600 fuel in
just did that and got 33750MW
where it should be 36000MW
difference is 94% or 560mΒ³/min throughput
the thing is that the feeding pipe says 600/min but its not actual 600/min left to right because part of it is coming back from sloshing so you might miss it
in the same way that buffers can have 1200/min flow
(also i used this abomination that feeds from above so it might actually be worse for a normal layout https://discordapp.com/channels/370472939054956546/558721941410807812/1367225920246648964)
It took a moment for the final refinery to fill, but once it did, the output is perfectly stable. (If it wasn't, the third-to-the-last refinery would begin to accumulate excess water whenever the second-to-the-last refinery shut down.)
how long is the manifold?
Twelve machines eating 50 water each. Need to test with a larger line next. I suspect it will stop working for a sufficiently long manifold, mind, as at some point I think the gravity-fed water may arrive "sooner" than the pressurized water coming in
ye 12 is a little small
its most noticeable in turbofuel plants which consume 7.5 so 600/7.5 = 80 plants
so ye for that small feeding from above or what youre doing fixes it but probably not for longer manifolds
Personally it has been most noticeable in an old save I have with severely underclocked refineries with hundreds of refineries in a row, lol
But that, uh, led to severe performance issues, so I don't use that save anymore
@wind spade you happy now with my name?
Increased machine count to 30 and dropped consumption to 20 per. Waiting for the manifold to fill up
Works with 30 machines
try with fuel gens
easier to check power as well
I do ionized fuel, that would take a long time, lol
Also I don't know if it would work with gases
(I'd have to run sulfur lines, as with sloops, ionized fuel generates more compacted coal than it consumes)
The line appears to be delivering very very slightly more than 600 m^3, though. Or the refineries are consuming very very slightly less than they say
Hrm. Nope, there appears to be a very slight periodic backflow, possibly. The third to the last machine is slowly filling up, and the second to the last periodically shuts down. Or it could be the third to the last is getting a very slight preference over the second to the last.
look at the efficiency numbers on the machine
I'll need to reset it, I started tinkering
Is this the recorded instance of people thinking about pipes for hours?
Oh. I'm working too hard. If there's backflow water will start accumulating in the water extractors. Emptied those and observing
Okay, no backflow. But there's some wonkiness with the last three refineries. Of those three, the last refinery gets the highest priority, then the third to the last, then the second to the last.
So the second to the last starves occasionally until the other two are full
Hey, looking for someone to elaborate on trains as its my first time touching them in 700hours, can a single train station have multiple freight platforms that all function at the same time? so basically what im wanting to do is have a train with 4 freight cars and im wondering if the game allows me to load and unload all 4 or if i should just do 2 trains with 2 carts (also does it matter which side of the station those freight platforms are on? its a push-pull system)
You can have multiple freight stations, as many as you can fit (I have a loop with 22, which didn't even end up being enough), but each will only load OR unload, not both.
Don't rely on a given freight station moving more than 1600 items per minute, though. You can, if you get the timing right, get a little north of 1800, but around 1650 is the more realistic figure.
Aight thanks for explaining, also good to know that 1600 is about the limit, that limits per singular freight station right? so the whole train station can still move whole lot more
If you use "depart when empty/full", you can consistently get the max theoretical throughput out of your platforms
Do keep in mind that it depends on the stack size and belt speed
Yep! Cannot comment on depart when empty/full as that isn't how I use trains, lol. Also there are a few items with stack sizes of 50 with even lower throughput rates, but I've never run into those issues as I tend to carry mixed cargo.
Tractors or trucks may situationally be a more efficient option, depending on how much cargo you're delivering and how far you're delivering it. Or, if you're intent on maximal efficiency and also not using belts, factory carts, which don't consume fuel (but can only carry one stack each).
However, tractors/trucks seem to clump up on save/load; I would guess factory carts exhibit the same behavior.
there's an issue with that where the level trigger on the full or empty jumps the gun as soon as a inventory slot has one item
So their performance degrades considerably for long distance transportation
also, the 'depart when full/empty' doesn't do the right thing if there is more than one car on the train. the setting should really be per car instead of per train
(i'm not saying that it is broken, just it doesn't all work as you'd expect and until you test it all, you won't know if it does what you want it to)
Yeah mostly going with trains just because i havent tried em before, so far my preferred method has been spending hours on way too long conveyer lines but this time around im going from grass fields to top of northern forest so i really wasnt feeling conveyer belts this time lmao
Yeah, unfortunately it sometimes leaves with only 1-3 items in the last slot. But if you use this setting on the unload side as well, the load side is ususally able to fill up and it'll transport the full 32 stacks
Trains are great but incredibly space-intensive. Or space-extensive? The platforms get huge.
If you balance them, there are no issues
KYO loves balancers, as it transpires.
good point. still, the settings require some hoop-jumping
that part of the train configuration has always felt a bit unfinished to me. hopefully it'll get some TLC in the future
I just want the station to continue operating while loading/unloading, sigh.
out of the advanced schedule settings, one that i do use a lot is to filter the loading of trains exporting stuff from a factory so i can get away with less export stations
...that all works pretty well
Meanwhile, I always have one station per item type
But I'm almost always moving 1000s of items per min
Oh, on that note, if you do mix cargo, I will warn that un-mixing the cargo becomes a small nightmare. Or, if you mix a -lot- of cargo, a large nightmare.
yeah, i used to do that for its regularity. I've since started exporting loads in 4 car trains regardless of the volume (for balancing reasons), so i often have tons of spare capacity
sushi output belts from train and truck stations take some considerable thought to mitigate the latency
#screenshots message <- My train station, plus the two sides of sorters (using different approaches to sorting items, still not sure which I prefer)
So, yeah. Mixing items saves a bunch of freight stations but requires a lot of extra work if you want to sort it back out later.
(Granted I built that in 1.0; I could really improve it with the new* vertical splitters and priority mergers.)
what i was saying i do is set up the filters to load only specific items into each train so that the collation gets done as the trains are loaded
something that i've only recently started doing, but i find it a good option so far
That whole train line is delivering to this one station, lol. It's one of several low-level material processing centers, so everything coming in is going there.
hi why i cannot place oil pump there?
that's an oil well. you need the phase 4 well pressurizer to tap it
An interesting choice of channel to post this in
ahh ty
theres no other channel for this
general you cannot place screenshots and in questions and help it takes to long for an answer.
but what problem you have here mate? I ask for help 1 people helped me in one minute and you only barking here
it takes like 5 minutes tops for an answer there, especially for a simple question like this π€·ββοΈ
chill the fuck out mate hahaha
And you are?
dude leave it be, simple question, simple answer. done.
ignoring people here too xD
#1038092680493801533
literally you have a question and need help
oh I thought that channel was for posting screenshots
anyone got a design for cast screw reinforced plate factory
here you go, 10,000 reinforced plates per minute
no, that's #screenshots π
oh I thought that was for baking recipes
Stage 1: 60 iron ore into 60 iron ingot (2 smelters)
Split one smelter in half for 15, merge the other half with the second smelter for 45
Stage 2A: 15 ingots to 2 constructors (cast screws); merge output
Stage 2B: 45 ingots to 2 constructors (iron plates); merge output
Stage 3: Assembler taking both, outputs 5 RIP/min
Inside mk.1 belt capacity, independent, and doesn't waste assembler capacity
tile as desired for 10, 15, 20 RIP/min
Yes, it's in the trash can over there together with all the other recipe chains that involve screws
no, that's #off-topic-media
screws are fine π
isn't that to discuss the math and meta of satisfactory?
just realized I'm being a massive prick today, think it's about time I log off
prolly just need to eat, i get grumpy when im hungry lol
hangry
So what's the math then?
Yes
Damn you manage to have 60FPS, crazy
My poor 3070 laptop doesn't keep up (maybe it's because i'm end game and there is a lot of buidlings)
My rig uses a 3070 also.
CPU is more important than GPU late game like that
Make sure your Turbofuel production can keep up
It's not bad, but you might want to consider upgrading to a better one soon, as that is over 4 years old now and the more recent CPUs have 2.5-3x better performance (depending on how you measure cpu performance, ofc)
oh wait, not over 4 years yet, but will soon be
Damn, already ?
Q3 of 2021
yeah I don't mean the age of your specific cpu, but the cpu model is from Q3 2021
I'm still a student, and a laptop carries it
I saw a way better CPU on my young brother's laptop
Evolution can't be stopped π€·ββοΈ
fair fair, I use a laptop too (also student), though it's only a couple months old now so it has fairly recent hardware
Logic
yeah it goes quick in the hardware world, one minute you have a high end pc, the next it belongs on a trash heap :p
Well i mean my fps on Satisfactory aren't that bad
I may be like between 40-55 fps
It will have to keep up until i move in a new appartment π«‘
It will be fine on Turbo mode
hello
yo
so this link has some basic rules that are good for all situation #math-and-meta message
as mentioned in it it's not the only way to build pipes, but it's a good standard for any situation and if your main goal is to just get them to work and not do anything fancy? solid rules to go by
let me know if you have any questions about the link and I can go into it more
You call what I say nonsense and then your explanation says the same thing? I say "you should loop or split a 600 pipe" and you call it nonsense and say "you should loop a 600 pipe"
I am very confused XD
im gonna hop on my creative world just a sec
I also don't look at every blocked msg so if that's directed at me I'm sorry
is there a time set day command
I'm not super aware of console commands sorry, afaik most of them don't work w/o mods?
!wikisearch console
The console in Satisfactory can be used to access debug data (like player coordinates or a list of radiation sources) or for changing some options not available in the game's settings, such as disabling the fog, anti-aliasing or enabling an FPS counter. It cannot be used for cheating (e.g. spawning items...
might be something in the console page in the wiki?
say i have something like this right
do i do the looping thing in the image per output manifold?
no command that I know of, but there is a mod for it (allows you to set time, lock time, set weather and fog)
i don't really play with console commands, but if youre playing in 1.0, theres a mod that let you lock the day cycle
is this group of 12 using 200 fluid pm?
group of 10
"SkyUI" by d4rk
ahh only mods
so 2 of those aren't part of the group?
not to scale with my actual build
its supposed to look like that just imagine it hehe
i want to do the 3x200s
since you're building 3 lines do the 3x200s. no need to loop
do i have to do this per 200 pm pipe?
just split the pipe before feeding it into the 3 manifolds
do you have to? no. but your flow will probably be easier to manage
how you did it here it's correct, no need for the loop though
ok in this instance I would just do this. You may not even need the loops
200 is a low throughput and short manifold, those 2 things will make it more stable and easier to manage
just make sure you manually turn of gens to let them fill up before turning them on (and start consuming)
with pipes you generally want the entire system to be saturated for more stable flow
like in the link of 'rules', I'd just flood it, and let run run π
they fill without connections, and they dont if theyre paused
well generators are the only machines that will will on standby.
no, it still fills
it just wont start cuz no connection
but they still accept inputs
Or just don't bother? I never pre-fill my pipes
it's very useful to stabalise flow if something is awkward and very good for trouble shooting in case something is off.
more important for manifolds running at 600 ofc, or any other system that is less simple. But it's a good habit in general
I guess it might be helpful for troubleshooting? The buffers in machines and pipes are fairly small so if you messed something up, they'll drain pretty quickly
Filling from empty with everything running takes a while
But other than that, I haven't noticed any major differences myself when I did or didn't do it
yeah but if you start off with a system that's chock full, you won't have empty spaces in the pipe that might cause back flow, and you'll know very quickly if there is a flow issue with it
If a setup worked with pre-filling, it worked without, and it didn't without, it also didn't work with
it's just a good habit. And like, maybe you keep really short manifolds that are just realy easy to maintain? like these 200 pipes will probably run perfectly w/o doing it. But this is more to get core skills to manage any pipe situation. I don't know if they'll want to try 600 pipes, or bottom feeding.
I've had any number of systems that definitely needed pre filling xD
When 1.1 drops, I'm just gonna install the mod that makes all fluids gasses. I'm tired of dealing with the "realistic" liquids that are fucking superfluids
like these definitely needed prefilling
the only thing that solves is headlift. You can get back flow in gasses too
and headlift is trivial
I guess I should probably test it properly to make sure, but I've never noticed sloshing in gasses
like go ahead and get the mod, but it's not a silver bullet for piping
or maybe get a mod that makes every item a liquid xD
Backflow itself is not strictly an issue. It's the infinitely repeating sloshing that kills flow
I know it existed pre 1.0
get a mod that makes all fluids solids π
that's back flow π
and pre filling does solve many sloshing issues. don't give it space to slosh
prefilling also isn't a silver bullet though
The issue with that logic is that once machines start drawing fluid, there is space
there is. And that's why you sometimes need to loop manifolds
but for pipes running maybe 300 out of a possible 600 they can usually overcome those gaps
w/o extra effort
shouldve let us downgrade to U2 so no more headache about fluids
There is one?
probably
Huh, weird. I tested it, and gassed slosh too.
they do apparently slosh in a slightly different way, but they do slosh
There's gotta be something different about them, because I always built gas pipes assuming they don't slosh and they always just worked fine
afaik liquid will flow to the most empty section, while gasses will try to equalise with neighboring sections
If I did the same thing I did with gasses with a liquid, it definitely wouldn't've worked
I have been pretty frustrated by βrealisticβ fluids just because theyβre so inconsistent. Iβve had theee levels of the exact same build all behave differently, even when I prefilled them. Building everything so input pipes are elevated over the input ports has helped. But really I just wish it was a simpler (and more performant) system or, at the very least, pumps should actually create pressure (not just headlift) the way actual pumps do.
show over head images of your layout
though I'll have to reply to them in the morning as it's quite late. Be thorough with yoru angles
Are you asking so you can fix the build? I fixed it with new designs. My point is that itβs super confusing when you build the exact same thing and get different results based on random fluid timings, especially for new players.
Yeah, it's really fucked. I had setups that I couldn't get to work but got fixed after rebuilding stuff the exact same way, setups that magically fixed themselves after 40 hours, setups that suddenly broke after 40 hours, setups that worked perfectly even when I ignored all the advice I saw on the internet and setups that didn't work even when I did
Wube did a write-up on the problems that led them to drastically simplify the fluid system in Factorio 2.0 and I think Satisfactory fluids have many of the same problems but worse. It's just so unclear what's happening while the rules are unintuitive and feel inconsistent. I get the desire to provide a fluid simulation challenge, but I think the end result is just pseudo-depth (either you know what to do or you don't) and extra frustration. Factorio 2.0's system may actually be TOO simple to be interesting but it really does "just work" and I commend them for realizing that just getting out of the player's way is better than an opaque, frustrating system.
Frankly speaking, up to 3/4 capacity, pipes do work just fine. But if a pipe says it has 600/min capacity, then it should f-ing work the same whether it's carrying 60 or 600/min. It's a game, for gods sake. Foundations can float, belts don't need power, tiny copper wires can transfer TWs of electricity; why would pipes need to be realistic?
Daily pipe appreciation
It would be cool if machines had a constant fluid usage and not just one cycle at a time
Then you can have more consistent pressure
just use a valve then
valves emulate constant consumption
if it doesnt work with valves, then it wouldnt work with machines doing the same.
No "buts" around that
My slooped ionized gas refineries would love this
Since they go "Produce, pause, produce, pause" as the slooped ionized gas output is more than half the stack size
your slooped refineries would do fuckall better with a change like that
it wouldnt change anything
the way recipes work is always in batches.
they could change how machines accept or output fluid, but the limitation of stacks and how recipes work would always be there
this is not the pipe system at fault
its the recipe itself that is flawed
"Constant consumption/production" would correct the issue.
But yeah, I understand how recipes work, and that's not actually a viable fix for performance reasons
you can have machine accept and output fluid at constant rates while also having them work in batches
A man can dream, though, can't he?
factorio machines work the exact same way
it takes some stuff, waits a few seconds and abracadabra, product is made and ingredient is consumed
you know what could fix the issue? a bigger fluid stack size for the refinery.
but it wouldnt make sense to change it for all recipes just cause ionized fuel is a flawed recipe
Idk never done ionized fuel
good.
It's pretty much only useful if you sloop it, otherwise don't bother
(Excepting for specific purposes like jetpack)
If you sloop it and the rocket fuel, though, you can generate more compacted coal than the turbofuel consumes
So situationally useful, like if you don't want to run a sulfur line
But you'll eventually have better uses for those somersloops, so, like cast screws, it's situation where it is a great recipe for a limited period of time.
Doesnt exactly seem like the right channel for my question but this is the closest thing i could find without making a whole thread for it (which seems tad overkill?), how do i make my railways between blueprints connect? i am on experimental as its a new-ish feature if i remember right
you place blueprints with the build mode set to "autoconnect"
if a blueprint comes close enough to another one that has open connection points, it should try to connect to it
yeah the rails will be directly touching each other already, just freshly discovered that, that alone isnt enough for them to connect π
be aware the auto connect feature in 1.1 has a decent amount of jank still. It does work but itβs not flawless at this point
Not sure if you have whole lot of experience with using autoconnect but do you know if its currently broken on experimental? like 3 out of 4 times when i press left click it just cancels the blueprint while 1/4 times it works correctly without me changing anything
Yea was about to say it definately still seems experimental lmao
Truth in advertising
Well atleast the auto connect does seem to work when it actually places it down, these are gonna be some mighty painful next 2-3hours of me placing these from grass fields to north spire coast
Auto-connect only works when the "link" icons show up. You can AC rails that are touching I think, but you need to initiate the connection with them a bit apart
yep, it was showing the link and was blue, after which i left clicked and the blueprint just disappeared, ive played around with it for a bit and im pretty 100% its a bug, the blueprints all just want several attempts for some reason, though now that ive discovered blueprint - autoconnect mode instead of default autoconnect mode it has become quite a bit easier for me
@unique cypress
well there are more and less stable ways to build pipes and this makes huge differences especially if you're running close to the limits or doing things besides the simplest layouts.
there are ways ot build pipes where, at worst, you just need to tweak things a bit, and generally will just work first time
Hey, quick question, how should i connect up my resource nodes for late game? its my first playthrough, pretty much just got coal power set up and i want to like plan a base for everything iron, but how should i connect my resource nodes up? its giving me a major headache to the point everytime i load up and try to do the math for somereason my 2iq brain cant put the pieces together - Miners mk2 on 3 normal iron nodes is making 360pm but mk2 coveryors can only pull so can i even connect all the nodes and distribute them efficiently? sorry if this doesnt make sense.
Yeah, but my point is this #math-and-meta message
If you do something that most people without specific pipe knowledge would say should work, then it should work
some things require specific knowledge and this is fine
and as an example, if you're feeding 600 in one pipe to like 3 machines and just split it from 1 junction? that's probably all you need. Nothing else special
you can run with very very basic knowledge and rarely have any issues. The main problem is they treat pipes like belts
Like today I built a setup that I've never built, but according to everything I knew up to this point, should've worked. But it didn't. Like Zyranex always says, I got ~550 instead of 600. Putting valves on every single fucking pipe brought it up to ~590. But still not 600. Flushing it made it work. Until I flushed it again, and now it didn't
This shit just doesn't make sense
yeah valves fuck things up and Zyr often has bad advice
people slap valves and buffers on things and expect it to be magic when in most situations it'll make things worse
essentially valves and buffers really need the person using them to know exactly what they are doing or you're just throwing fuel on the fire. And I haven't come across a situation where there wasn't a simpler and more reliable option to avoid them.
The setup I built was simple. A double sided manifold with 15 HOR refineries, and then a single sided manifold with 20 DPF refineries. 600 HOR/min in and out.
Didn't work. At the start only did like 400-500/min. Flushed it, did 550-560. Added valves set to exactly what the flow through the pipe should be on every single pipe, got 590. Flushed it, got 600. Flushed it again, got 590 again.
Both manifolds lifted a few meters above the inputs/outputs.
Until I started adding the valves, this was how I've built pipes for years. Never had issues with 600/min pipes, but I've also never did it with 40+ junctions on them. 10, maybe 20 max. And it always worked. No loops, no pre-filling, no valves, no buffers. The only thing that makes my setups not "as simple as physically possible" is the lifted manifolds. That's it.
Also, the issue seems to be on the production side. Adding the matched valves to the consumption side didn't do shit
" single sided manifold with 30 DPF " yeah, you hit the limits of what even a looped manifold can do.
my general theory on pipes is that you want to keep them small
so a while back I discovered length limits to manifold loops and that breaks right past that
it doesn't get talked about much because you generally don't see set ups as long as that
my theory on that is that there's too many injection points creating instability and the loop can't overcome it
most consumers on my pipes end up clocked near to max
that's one way to help with that
That was supposed to be 20 DPF, sorry.
And no, that doesn't hit the limits, because I've had 20 HOR refineries on a single manifold fed from 1 end with 600 oil. Worked fine
The only difference is what's on the production side
yeah 20 should be within the limits, I've seen 25 have issues though.
Without seeing the system and how you laid it out and pre filled it I can't really go further though. Most pipe analysis is very visual
but in this example having 10 on each side would be more stable
Well yeah, but this was a test setup.
Like I said, I've had the exact same consumption side, just with 20 HOR refineries. Exact same pipe layout.
oh sure but that's the sort of thing when you approach edge cases
The only difference is the production side 1-4 oil extractors vs 15 HOR refineries
but often times the 'exact' layout isn't quite exact. Small differences can crop up
and that makes a big difference
raw oil and fresh water outputs tend to be much more stable and forgiving
for example you can often run 600 raw oil unlooped
I have a standard pipe setup. Same spacing, same angle, same height. Those setups should be exact same apart from fucking floating point errors and orientation in the world. If that matters, this is fucked beyond belief
That's why I'd say Zyranex is kinda right kinda wrong. You get up to ~550/min of 600/min on long manifolds, but not because of the consumption side
the main thing about what's wrong with Zyr is how they present it. Their name is confusing to people who don't know what is going on. they present looped 600 loop as not being 600 pipes
but yeah there are small knowledge points.
I'm not surprised that a system that ran fine with raw product was more unstable from a secondary step
I haven't gone deep into testing cause... I just can't be bothered with that sort of thing, but it seems like the internal bufers of extractors being larger means they can output more stably and manage back flow a bit better?
But there are still steps you can use to get reliable piping, and at worst have to do minor tweaking if all you want is working pipes π
I guess tomorrow I can test it with packagers with alumina solution. You can get up to 300/min from one, so the output rate would be just like from a normal extractor but the buffer would still be 50. Judging by what I saw in the pipes I don't think that's gonna make a difference, because I'm pretty sure the pipes lost flow first and that caused backup in some machines, not the other way around but we'll see
Anyway, I gotta wake up in 5.5 hours so I'm off
What's the "readout" for loss of pipe throughput in your tests? You looking at the machine efficiency number or using a different setup? When I explored the 600 fluid/minute pipe bug pre 1.0 I used the wet concrete with overflow splitters to an ICU. If the pipe throughput dipped below 600 fluid/minute it wouldn't stoichiometrically consume the limestone causing overflow into the ICU.
Kinda makes me wonder how other people did their testing like the ones that had the very low throughput on long manifolds.
It's good to avoid any "fancy" belt manipulating. If I'm making larger factories I only do basic belt combining for things like impure nodes. Then I use a calculator with the alt recipes of my choice to get the production chain. That gets scaled up or down to fit within a single belt of resource. Or a like 1/3, 1/4 of a belt if I'm using multiple identical modules of production. If I really really need more than 1 belts worth, I just run multiple belts in parallel and build additional identical produciton modules.
yeah no stress. But I wouldn't bother with the testing.
One of the main reasons I can't be bothered with it is that there are so many variables that what may work in an isolated test might not work with general set ups. It's why I have a boiler plate method of 'this just works out' method.
well the pre 1.0 'bug' is just managing back flow.
unless you mean the pre U7 bug where fluid actually got deleted from buffers?
I'm talking about the thing you're talking about.
"do pipes really not get 600 fluid/minute?". That thing
right, just fluids being bi. It is a problem π
It is kinda funny looking back on my own experience with the "600 fluid/minute pipe feature". I was pretty convinced it wasn't a thing as it seemed ridiculous that pipes wouldn't actually give the throughput they were listed to give. But people kept mentioning it, so I did my thorough testing to fully answer it for myself.
Even chatted it up with you on the topic at the time 
I'm sure xD But yeah it does just boil down to fluids flowing to more empty spaces and having the pipe set up so that never happens in a way to stutter the system backwards
And there was at that time what looked like very slight on save load fluid weirdness for water extractors. Was really not a large effect at all, but with a sensitive readout it was pointing to it being a thing. Want to say WhatDarrenPlays was seeing on save load power output dips on his most recent save.
Yadda yadda, seems like there's non-zero additional funkiness with fluids which makes the most prudent choice to just say "eh, good enough" and not fully dig into the details as that's a path to furstration.
yeah, hence my approach of essentially doing all the most stable options xD
so that when I want to tweak a little weirdness into it it's generally not much of an issue
Yea. My save file I just did a "maximized it just works" style to not worry about it.
Anyway 
funilly enough, my approach mostly came out of me wanting to bottom feed all my machines reliably xD
My suggestion: donβt try to centralize all iron production. There is plenty of iron on the map, so just build near resources and make what you need on-site
agreed, there are very few places on the map where iron is sparse unless you are trying to build something for basic components in someplace like pink forest or spire coast (nb: don't do that!)
The liquid discharge rate from the liquid tank should normally be the maximum value supported by the pipe, but I am getting discharge between 80 and 120, why?
and are your machines consuming the maximum?
coal generators are active and the liquid tank is 30% full but I can't get it to drain at full speed
a buffer is redundant for coal generators
are you diagnosing the entire system or just the fluid buffer
- Buffer is pointless.
- If the tank isn't getting any more full or any less full then the flow out of it is exactly equal to the flow into it. It's not max flow because it's not receiving max flow.
I wasn't using a buffer but I wanted to test it. 2 pump could run 2 generators, but it couldn't run the 3rd one. That's why I was suspicious. Since the liquid was not delivered at full speed, when I tested it, yes, it was like this.
3Γ45=135>120
A buffer won't give you any more supply. It will only hold things.
2 pumps sory
Pumps or water extractors?
-
- The tank is 50% full but the discharge rate is not full speed
extractors
2 water extractors running at 100% (120 * 2 = 240) should be able to supply enough water for just over 5 coal generators (240 / 45 = 5.3333).
The flow rate out of the buffer will only ever be as high as whatever is consuming the water on the other end.
I prepared a platform 50 meters above ground level and set up the generators on it. I started 2 water extractors. I tried to start 5 pumps. The liquid was insufficient. When I reduced it to 3, I saw that it worked smoothly. I changed 4 and 5 pumps to move the liquid up.
Get rid of the buffer and use math to determine how many extractors you need.
Use pumps to get sufficient headlift.
And get consistant with calling things by the right name cause if absolutely everything gets called a pump then nobody will know what's going on.
thanks for help
!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...
yo
To answer the actual question:
Below 75m3 fill level, buffers output fluid proportional to their fill level
You are at 31 m3 fill level
31 / 75 = 41.333%
So the outout rate will be around 300 x 41.333%, which is 124 m3/min
The fluid can leave in either direction, so this value seems accurate / close enough
I got 3 belts that need to go into a factory but they all have different amounts, and I need them to be split evenly then excess going back into the main line once it gets full how would I do that
Max belt Mk.4
if each of those factories needs 209, you could just use smart splitters with overflow
because i do not think theres an actual splitter setup to turn 300 into 209
each belt has more than 209 on it so all 3 could be solved with overflow
My buddy said a balancer with over flow going out but im confused on how to make it cause all 3 splitters at the beggining would be full
would something like this work (450 coming in at the top)
question: what are you doing with this stuff afterwards
like, the excess
cause that 300/min belt is technically not needed at all
you could just use the 450 and 225 /min belts
you only need 627/min total
hold on ill show
Depending on where the 4th belt is going, I'd either do a normal 3:4 balancer or a 3:4 balancer with smart splitters to move items away from the 4th output as much as possible
Is this good or too skitso π
It needs to go back out onto the main line for other factorys
or production lines I should say
I'd never build anything like that so frankly idk how to help. I'd've balanced all belts at the start and then connected them to the production lines. No mixing/overflow afterwards
could i do a 3:3 balancer then a smart spliter after the mergers then send it back?
I guess if the 3 main lines have equal consumption, you probably could
Mine never are equal, so it's not an option that I've ever used
6 * 50 = 300 > 120
You're trying to fit what looks like 300 screws/min on a belt that definitely can't fit 300
when stuff clogs up it 9/10 times is due to a belt not having enought throughput^^
I can't tell if it's a mk1 or a mk2 but it's definitely not a mk4, which is what you'd need to move 300/min on one belt
I can never tell the difference between a mk1 and a mk2 in screenshots
the line makes it pretty obvious in-game but the only thing I can see in the screenshots are the lights on the side
and I have no clue how dense they're supposed to be on a mk1 and a mk2
Not that it matters here because both are insufficient
mk1 belt light are smaller but more lights, but when it comes down to it I also start doubting myself if it is just the angle or if I am seeing it correctly
true lol
Whatβs your production plan here?
im pretty sure thats mk1 , mk2 i think is a bit more built up
i cant tell actually
you might be right those lines dont look as straight as from first glance
i was looking here at first where they look straighter
Best is probably to build a second particle accelerator at 15% and make 3 Dark Matter Crystals or how do you handle such byproducts?
Dark matter trap looks like a good recipe i'll look into this.
But this solution also uses 2 particle accelerators
Trap + crystalization is the best way to get the exact number of DMC you need from your residue byproduct
Alternatively you can just use one PA overclocked and sink the extra DMC. Dark matter trap at 120% will convert 180 residue into 72 crystals
Even the vanilla crystal recipe would work which saves you from also having to convert diamonds to time crystals
for reference this is an extra 128,160 points/min
these are just examples for something i said in #satisfactory
imo second one is easier to read and more suits my build style - rather than producing all parts in one place (like all wire at one point) i prefer placing the needed machines near or in front of the machines that need it, plus there isnt lines going all over the place to different things (with more complex factories it becomes even harder to understand other planners for me because of how many different things are needed for other parts e.g quickwire)
sure the second example takes up more room but its easier for me to read- especially showing how much of a resource i need to allocate to one section of my factory
i only used these 3 parts as examples since they all used reinforced plates
the first example is a little bit similar to what i would expect from a different planner like tools or logistics but i do still see why people use those planners (although i never met someone who uses logistics)
heres how they look on tools/logistics (without moving things around) - i know i could move them around to make it look neater, but particularly take note to the 3rd and 4th screenshots, how even after tidying them theyre still a bit all over the place
plus having to organise something the planner made for me takes longer than just organising it myself because of how many different places one part may go to
anyways thats enough yapping, im not trying to discourage people from using different planners ofc just explaining why i prefer modeler since it was relevant at the time of writing to the convo in #satisfactory
dumb/weird question - does truck station have to be level with the floor or can be slightly above or slightly sunk? what are the limits?
where can i find a list of balancers? looking for 1-5
no, there is some give in the area in which vehicles can be loaded, a little up/down as long as you're not driving into the boom is fine
their area of load is actually probably a little too generous
Unsure why this has inconsistent efficiency.
Some of the wire constructors are really low efficiency randomly, and rarely let out their stash, which currently have 400+, while the pipes struggle between 60-80% sometimes.
you were just told several times in main chat
I was told to move it here to show it so
if you have enough throughput and parts per min it takes a while to balance out
yeah, probably about 10-15 as an estimate
is there something you don't understand that needs further clarification? feel free to ask
sounds like the belt is not actually delivering 480
or consumption is higher than on the plan
What do you guys use for the diagrams?
satisfactory tools
Thank you
i find that looking at a build in a tabular list (ie spreadsheet) is more useful than the diagrams past a certain point. those flow diagrams get really difficult to read
why didnt u used the wire rotor and RIP ?
tldr
because its an example
this is why i use modeler lol
I don't see how a list is more readable than a graph tbh
what tool is the darker images from?
Satisfactory logistics
On a normal Merger, does the center Input have priority over the right input?
Idk if im dummy dummy but i feel like this should work, except it doesnt and the 300 Belt creates backflow, instead of the input of from the center manifold belt
All three inputs have equal priority on a basic merger.
Disregard the splitter at the end the beltline ends there
without a smart splitter before the merger, this won't work
the second splitter doesn't split 500/200, it splits 350/350
and as always, i'd just use a balancer instead lol
Yeah i can tell
Middle red splitter should be priority splitter with priority to middle refinery afaik
Didnt wanna balance 12300 bauxite
Ahhhhhhh yeah i guess
either a smart splitter with overflow at the second refinery, or a priority merger
Or google βinjection manifoldβ. I prefer to use setups that avoid the situation entirely for simplicity.
I just made it flow back into the manifold before the second splitter it works now but looks ugly
Thanks ill look it up
if you are on 1.1 then priority mergers make injection manifolds simpler to think about, if you give the injection path the priority (and dont over-tax any belt), but without those you can do the same with overflows
Ye im stuck in 1.0π€
You could consider clocking your refineries to take as much as you are supplying so you donβt have to attempt to do any balancing or injecting at all
then priority splitters or a balancer π€·ββοΈ
aluminum lends itself pretty well to building in modules that take in 300 or 600 bauxite or whatever
or math
No im not gonna remake 4hrs of beltwork
in this house we love math
Ye ill do that
So, is the only reason people would use the leeched copper recipe because it uses fewer buildings or something?
Well, I don't use it
Yeah, it doesn't seem worth it. Copper+a near infinite resource providing more final product than copper+sulpher.
And with a proper blueprint, spamming refineries is easy
Leached definitely feels like it has niche use. If you have excess sulfuric acid you need to sink maybe. For regular production the pure recipes usually win out
I would only consider the pure recipe for copper and normally for nuclear pasta production
Only really thought about leeching caterium
i still haven't found a compelling use case for leached cat
Like I only want to use it because it would be only leeched recipe I would consider using it with and in my save I want a nice mix of recipes. Not just what everyone deems to be the best.
I'm using alternating iron and copper alloy because the design is cool. not because it makes for the best recipe
it's more caterium efficient.
Satis calculator is suggesting I supply 0.002 water per minute to a machine which is getting the other 287.998 water per minute from a feedback loop. Do I need to actually feed that 0.002 or will the game consider that a rounding error?
that is probably a rounding error on the calculator's part
Oof, my brain is not mathing today... I need 24.6 refineries for sloppy alu, 32.8 for electrode scrap, and 164 smelters for ingots ..... I'm trying to figure how I would separate that into blueprints.... Trying to take @unique cypress 's advice π
I'm assming, mk2 BPD, 1 sloppy, 2 electrode, and however many smelters .....
good luck finding a .6 refinery, I've been looking for one all day and all I can find are .3's and .5's.
Plug the same plan into sf tools and see what it says
the ratio is 3:4:20 for sloppy alumina, electrode scrap, pure ingot
I'm obvously going to round and fudge the overclock amounts lol. But my brain isn't working at how to even distribute all that.
Er, yup lost me. is that 3 refineries for sloppy, 4 for electrode, and 20 smelters?
yeah, the thing is that when you're caring about caterium, you often want to marry it with fused quickwire that goes well with pure copper & cat
Yeah. Assuming all have equal clock speeds, obviously
there's no reason why you couldn't do pure copper and leached cat
What I am going for is to process 12,300 Bauxite. And, from your suggestion earlier, I am trying to figure out a way I could use blueprints. But, I am trying to remain symmetrical with amount of buildings. And just assume 250% anywhere/everywhere as I have plenty of power to spare...
I like doing fused wire and fused quickwire together
there is a perfect spot for doing fused quick wire just north of the blue crater. has water, copper, and caterium right there. provided you've unlocked resource wells.
well either way, you end up making more cat ingots with leached than you can make with pure copper, so you always need to bring in extra copper
Wanna have some inspiration from my setup?
Sure, why not?
Itll be in screenshots in a min
Edit: whoopsie i posted in design and architecture
There you go
What's the hook object built roughly in the center? Marking the middle?
Looks like walls anyhow.....
Its marking the ammount of constructors in use for casings. I just marked whats running so I can problem solve idling and wouldnt get cobfused with an entirely idle system
wow, just figured out why my HOR refinery hasn't been working - I've been supplying it with the wrong quality of oil the whole time.
I would have loved to use vertical splitters for the 6x smelter stack but im in 1.0 so i had to do spaghetti.
is putting sloops in uranium fuel rod production ever a good idea?
Depends on how you get rid of waste
shouldn't it be a really good idea?
assuming you handle the additional waste appropriately
I use the recipie which uses uranium, so It would mess with uranium to uranium waste balance. It wouldnt work for me
cuz like, if you want twice as much power, youd stuff the sloops into plutonium fuel rods, and save yourself the aluminum
but that creates plutonium waste, which is way more difficult to process
and you can sloop both U rods and Pu rods
now you have 4x as much plutonium waste >.>
that would lead to 4x more Pu rods and waste
How much Power are you aiming for?
@slate pagoda Where I am currently at. Center is all RF production, either side I am toying with for Pet coke, and then build out towards the front. Roof will be drone ports delivering fuel across the map and other alu products: #screenshots message
i havent gotten to the "how much power" stage yet, all im tihnking of using a normal uranium node for all it's got
and how much power really depends on what recipes i choose or whether i sink at plutonium or ficsonium
and, well, whether i sloop the funny green rock
Ye then do whatever you want with it
It really just depends on the setup youre running.
You only really shouldnt sloop the fuel rods if youre using the "fertile uranium" non fissile uranium recipie, because at a certain point you will have too much waste for too little uranium on the map.
ive not heard anything good about that one
Why?
it uses up uranium that isnt used to make power
Fertile uranium prioritizes plutonium over uranium
yessur
So if you are trying to max out plutonium rod production it is a good choice
Excuse the pixels, this is my math. Pure uranium is the power made thriugh using all available uranium for fuel rods, excluding plutonium and ficsonium managment
i was wondering why ficsonium was so big, then noticed the decimal point
so in your thing, are you using fertile uranium?
Are you using sloops here? Or sinking plutonium?
Not using sloops not sinking plutonium. Ive only realised plutonium cell production. The ficsonium is just theory so far
Using shards or similar to make DMR? Or from SAM?
Nah havent gone into any recipies so far. It might be possible that there are bottlenecks i havent looked into yet
The main bottleneck for Ficsonium is SAM. The 1.2 TW you calculated is impossible if you don't use sloops, don't sink plutonium and don't make any byproducts
usin up all the sam on the map π
fell victim to one of the classic blunders
Dont build whatever i said I was wrong lol
I mean the 630GW from "pure uranium" is correct assuming 2100 uranium ore/min input
Idk what the rest is so I can't say how correct/incorrect it is
I just went through the numbers
Total power if there are no bottlenecks
Even with the normal fissile recipie, is the instant plutonium cell any good?
Idk what's the top, but the bottom is correct for 50.4/22.4/112 U/Pu/Fs setup
But you're gonna need some sloops for the SAM
So the bottom one is possible?
theoretically, with sloops
OK, so basically a bp with 1 sloppy, 2 electrode, and 7 smelters will work. And just need 150/min water to maintaing ..
Lmao I jzst put the waste outputs i had calculated into the satosfactory tools calc and it calculated 2,1 TW
The bauxite?
Yeah. 24 of those, and then one clocked slighty under (BP that is). Would be 500/min bauxite, 150 water (to maintain), 200 pet coke in, 500 ingots out.
Sloppy at 250, electrods at 166.6667, and smelters at 238.0952% for the 24 blocks.
Am i bad at math or is electrode better
180 alu solution 80 pet coke in and 300 scrap/105 water out at 100%
Less scrap out than base, but less water too.
How much crude oil are you using
I have 2700 at the site.
I see
sec..
for pet coke production : 1,230/min
That's 18 refineries for HOR and 18 for Pet coke, clocked accordingly (less than 250% but can't remember the number.)
Ye makes sense
Technically I could get away with 17/17, but I am trying to keep the numbers of buildings symmetrical.
I guess ill consider doung that if i ever have to optimize for casings
Yeah, not sure the numbers of each I will be making at the moment. current plan is 12,300 ingots to 4100 sheets, 3,075 casings
Using both Alclad reciepies.
Ok wait so why is ficsonium so bad when the whole process of making it is a pain in the butt
ask the devs
Have you?
though so far they've refused to answer me
Oh rip
I think they just pulled some numbers out of their ass because it doesn't make any sense to me.
did you ask nicely?
I mean im not gonna complain about 1.9 tw, its gonna be tough to use that even. Maybe im stuoid and its impossible to use that much power? Though i havent gone into any of the phase 5 stuff so ill see.
But 1TW was possible before 1.0 and therefore 4TW with Augmenters and no Ficsonium
or 630 GW and 2.52 TW if you want waste-free
and there's Rocket Fuel
and bauxite to uranium conversion
there's 0 practical reason to make ficsonium
ficsonium is essentially a recycling setup, as a bonus its kinda energy neutral, dont view it as a power production setup
putting plutonium into the sink is a recycling setup
why would I make ficsonium only to get rid of waste which I can already do for free
its a choice, because burning the plutonium gives you plenty power, and afterall building complex factories is what you should aim to be doing, its like .. the game π
The game was never about fun. The first word you learn when you take your very first step is efficiency
and its more efficient to get the power out of the plutonium, instead of throwing it away! ficsit does not waste!
the point is that it's not
you could just make more uranium if you want more power and you'll spend less materials
Sunken cost fallacy. Ill finish the thing regardlessπ₯²
Make more how? via converters? or did I misunderstand the comment?
I'm making a mod specifically so I can actually motivate myself to make it. Because in vanilla, it's so garbage that I've twice lost motivation to continue playing the game
Ye I saw the WP sheet you made it looked promising
More uranium rods. And if you run out of uranium ore, you can make more via converters, yes
Yo, if you know coding/modding, is it possible with current UE, to make the smoke more 'physics based'? lol
(Yes, yes, off topic, my bad π )
That would crash my game instantly
I had asked chat gpt one night. Gave me a whole bunch of code snippets that I have no clue if they work/what to do with π€£
I've dabbled enough to add/modify recipes, and probably modify any "data" of a bunch of other stuff, but not something like that.
You can try asking the modding discord
OK, then here is one for you, You have a method of modifying saves (specifically 1.1 in this case) As I have a rogue elevator car that I can't get rid of and it's driving me bonkers lol
Outside of SCIM that is.
you mean scim doesn't work or you don't want to use it?
It doesn't work. The elevator car doesn't show up.
It's just the car, Not the personal elevator nor the stop.
Once again, probably ask the modding discord. I tried to decode the .sav files myself and I couldn't figure it out. I can get some data with a hex editor, but it turns into gibberish a few lines in
Fair. Though I feel I had asked before for any updated for 1.1OK, nevermind, looks like I hadn't.
a little late on the reply, but your numbers seem to be discounting a whole bunch of variables that shift the calculus around
Well, nice... so far the BP I've made based on my numbers earlier seems to be working like a champ. 150 fresh water, 500 baux input, and 500/min ingot out. With recycling waste and everything pegged at 100%. Going to let it run for a long while and see if I get any backup from the electrode scrap refineries.
The middle refinery is Sloppy alumina and the outside ones are electrode scrap btw. And pure alt for ingots in the smelters.
Now if only I can find a way to shrink this design down to a 4x4 π€
something you might want to consider doing is making a balanced split for the scrap so that the manifold doesn't take ages to fill. that would require some clock changes to the smelters though
The manifold for the smelters is being fed from boths ends from the electrode refineries.
It filled almost instantly.
Though, when you have 500 being fed from both ends heh. 1000/min fills 7 smelters really quickly.
Though, I did have the output stalled for a sec while setting up a sink for testing.
Still though, I am slightly leery that the 'simple' recycle piping will hold up. Only time will tell.
It has been mentioned to me that stutters in the game can apparently have adverse affects.
i don't like waiting for the manifold to stabilize on aluminum. too many other problems can crop up & it allows you to see if stuff is running correctly by just watching the smelters for a few seconds
that and 500 scrap sitting in each machine kinda sucks when you go to delete stuff π
Currently, all machines are pegged at 100%. The electrodes are emptying water as soon as it comes in, and the counter I have on the single mk5 belt is staying around 500/min (not sure how accurate those are)
sounds like you know what your doing π€·
Ahh, well yeah, usually I have a sink with like 4 ISC hooked up for such occasions π€£
By no means do I consider myself a pro/expert, or anything in the vicinity lol. Though when seemingly 'simple' stuff like this works, it makes my question why the large consensus is that aluminum is such a bear. But, I will happily eat my words if this does end up getting clogged over time. Namely the water 'recycling'
Huh, just checked the water extractor as welll, and it's pegged at 100 too... nice.
I'm also assuming, with watching the alumina solution piping, seeing it stay at 300/min flow and at a constant fill (in this case 7m/21.8) is a good thing?
i never put much stock in the flow rates from pipes. the readouts are too ephemeral and hard to really get a good number from
And this is just a bp I am trying. If this works, it will be 24 at current clocks, and a 25th sightly underclocked from current, to produce the worlds bauxite.
Though, not counting the Pet coke setup, but still.
I mean, I know the 21.8 is due to the length of the pipe. But I'm assuming seeing that stay constant means that things are 'purring well'
yeah, that isn't too bad. it is pretty much 2 hor + 2 coke refineries per 600 bauxite
I think I ended up with 18/18, to keep the number of buildings even
for 12,300 baux.
if you're doing it all in one place, yeah
most i've ever done in a single place is all the pink forest baux at crater lakes
Did a straight run through the center, grabbing all the baux nodes along the way, and am taking it all to the swamp.
If I want my machines to show 100% efficiency do I need to preload them?
They should get there as they run,
Preloading just makes it happen quicker.
they are all sitting at 98% and its making me rather upset lmao
I should say quicker-ish probably. As I believe the machine calcs the efficiency as it runs.
i've barely gotten myself out of the desert
Something is lagging. Maybe whatever you're feeding to?
Niice. That a rail along the NW corner?
oft times patience helps when you use manifolds. if you're dealing with 98% on aluminum refineries, that sometimes ends up being a pipe problem
the belt it is exiting into isnt full
yeah, new track, just floating foundation at this point
its getting a flow of 30 raw iron/ min
need plastic out on the coast
Ahh yes, the 'many other projects that get started and will get finished when we get around to them' satisfactory π
all four of my smelters as well as all of my constructors are doing the same thign
What's the miner doing?
miner is doing 100%
Is it feeding enough fast enough? ..
OK, what's being fed by that setup? is the output steady or small stop and goes?
without question, it needs some work, but i can deal with it being like this for now
These are just all the questions I ask myself when trying to get stuff pegged at 100. which has only becoming a recent endeavor lol
Awwlll boi ... I see a shwanky bridge in your future π
Don't ask where shwanky came from... no clue
we'll see, i'm not much of one for just building non-functional stuff