#math-and-meta
1 messages · Page 303 of 1
Just don't mix fresh and byproduct water or use one of the prioritization techniques and it's basically just another factory
Nothing wrong with mixing fresh and byproduct if one desires. works perfectly fine when done right
Just like 🍣
Nah fresh and bypriduct water doesnt make my factory unefficient unlike sushi😭🤕
Sounds like a skill issue :P
🤕
Tbf, one could argue that sinking solids is easier than "sinking" fluids, thus making overflow management easier with belts than pipes 
We ignoring the name?
Does anyone know the number of drone ports it would take to transport the total number of materials on the planet?
Considering a drone can move up to 312 ore/min between ports right next to each other, a lot
At least 300 ports just for iron
Hmmm would it be possible at all to fuel all of those?
I know drones are able to use liquid fuel now
With Plutonium Rods, probably
Didn’t think of plutonium
It would be much easier to use trains for that, though
Oh 100% but I’ve had this mega project in my head for a long while of a large space ship sitting above the center of the map- so I’m just trying to theory craft to see if it’s even feasible
Unless you make a ton of early-game parts, you'll never use up all iron, limestone, etc. You'll run out of other resources (mostly SAM and Bauxite) fitst
So you can save a lot of drones by simply using a third of the iron (or w/e)
Exactly I just need to figure out exactly how much of each material I’d need
Hell I need to figure out a design for the ship too
Calculate how many machines you'll need first, the area they'll take up and multiply that by 2 to 3
That's how much buildable surface area you'll likely need
Unless you make ultracompact blueprints or something
My average foundation coverage is about 50% but working in inconvenient, pre-determined shapes might bring that number down by a lot
Tbh in my old world
I had like 5 drones at my Battery Depot
and their sole job was to drop off batteries
for other drones
worked pretty well
it'll also depend how far you're moving each node
what?
22.5/min is bad but 16.6667/min is fine?
if you don't like seeing .5, get ready for .625 or .875 coming sooner than later
lol
No spoilers, please)
But this is a spoiler for the upcoming fun
?????
Never mind...
80% clock speed makes all the numbers whole. Dunno why you'd care about that though
So I can balance stuff properly? If it's whole numbers it's easier to figure out how many refineries/generators. I keep getting issues with my current fuel plant. Im Producing 400 fuel/min, with 18 generators conduming 20fuel/min and a packager consuming 40fuel/min. There's too much being produced somehow
Neither do you need to balance anything nor do fractions make it any more or less difficult
wdym balance?
I know liquids don't work exactly the same way trying to figure it out.
By balancing i mean like some iron node producing 120 per minute. I need say 2 smelters asking 60 per minute. All of them work at 100% efficiency
so just everything running at the same time. That's easy. Figure out how much total clocking you need from the process, spread it among however many machines you want
'balance' means something very specific in the game. Manifolds don't 'balance', they simply provide items in a timely manner
are you trying to figure out how to provide fuel for the turbo step here ?
Yeah 16.667 is akward to work with unless i use 16 and figure out how to sink the 0.667
wait. Are you trying to figure out how to provide fuel or how to use the turbo fuel you have produced?
I think I'm good now. If it needs 20 fuel/min, I'll need 20 refineries for my 400 fuel/min input. Which i get 333.34 turbo fuel. I just need to have one generator running a bit less
yup. No need to 'sink' it.
clocking is your most powerful tool. Decimals are basically meaningless
Burn rate is 7.5 so i need 44 gens an a extra one undeclocked
or over clock a bunch. It's pretty common to OC them to 250%
and if you sloop your slugs you get lots of shards to use
Yeah that's what I did. Have a ridiculous amount now🤣
I can go grab a screen shot in a few minutes. What i dont understand now is that the setup is have right now before playing with turbo Is producing 400 fuel/min. I have 18 generator asking 360 total per minute. I have a packager for the last 40 fuel. My fuel is still backing up and there's like 3 refineries that get filled up and can't continue producing Not sure if I'm clear with this
your packagers aren't keeping up you mean?
this is for diluted packaged fuel?
No just regular fuel. Just got both alt recepies. Will be used once i switch to turbo
ah so what part is backing up?
3 refineries that make the fuel from the crude oil. I got 10 total of them at 100% so 40/min each
and they aren't getting enough oil?
- check the math on your pipe capacity. 2) i find dilluted fuel a lot less hassle when you take 1 blender's worth at 200% (for a total of 200/min) and pipe that into generators instead of trying to do something where you try pushing 400/min through an mk2 pipe
Nevermind i got the other alt recepie. Cant remember the name. I haven't gotten to the blender yet
Produce too much fuel. They stop working for a few secound because they're full.
if you're making fuel with the packaging loop, keep the packaged fuel on belts and distribute it to generators on the belts with an unpackager direct piped into a small number of generators
are you sinking the excess packaged fuel?
hard to tell from that honestly. If the yare stuttering because they are full on fuel I'd guess you haven't mathed something quite right. or maybe the packaged fuel is backing up
that'd also do it 😛 bad math
no stres xD
well, as i said, check the math first, lol
tha math was correct. i just didnt count to 18 correctly lmao. switching to diluted package fuel now
kinda funny how we have production rate for equipment but no way to automate them
and '+2' is an important math 😛
I don't think that's an accurate rate either
It would be cool if we could like populate the planet with something else than factories
Yeah, you make 8/min by hand
But each recipe has a "craft time" and a handcrafting multiplier. Dunno why the normal time isn't just 7.5 and the multiplier 1 but whatever
i think hand crafting 'dinks' are tied to the production rate listed as some fixed fraction
or they are just listed wrong xD
I think I'll be able to turn on my first nuclear plant this weekend
Do you use uranium for anything other than nuclear power/nukes
no
Only equipment I know that can be automated is the portable miner alternative recipe
Haven't been that far into the game yet though, only halfway through tier 5
So I can use all of it for power?
@thorn bane (Asking you as you suggested the tool to me 😆)
Do you happen to know if there's an easy way to use one factory's inputs to calculate the limits of another factory?
Eg: Factory A uses 1k Iron Ore, the plan for Factory B (including a maximized production) starts off with world resources minus 1k Iron ore (from plan, not manual input)
I'm talking about the XYZ solver you suggested to me ^^
Would be a handy feature to have in SFTools too, assuming it's not already accounted for... 
( @wind spade )
TLDR: Use one plan's required resources to limit aviable resource for another factory plan
Modeler does this rather well. Though takes some setup for sure.
How so, exactly? I couldn't find a way to do it when I tried
Have you played with "outposts" yet?
I don't think I have...
Thanks for the hint 😆
Utilizing the outposts make it easy to have multiple different 'factories' and to organize the inputs/outposts with them
which plutonium encased cell recipe uses less uranium waste per cell
and uranium in general
Instant
aight ty
Unless you use sloops in both steps, then default because it has 2 steps compared to instant's 1
okay
there arent enough somersloops in the world for me to do the 2 steps with how many machines i have 😦
what silica recipe would be considered the best taking the amount of the ores used into acount
sorry no idea i havent used it much
Cheap if you don't need quartz crystals and distilled if you do
okay
When you're doing distilled silica and you sink a significant amount of either output, it's no longer worth it. So if you need both but in a different ratio than distilled normally spits out, make the rest with pure quartz/cheap silica instead of sinking one of the outputs
I suggest you use Satisfactory Tools or another calculator. It'll answer all of your questions about recipe resource efficiency
okay ty
<@&387163995947270144>
Calculate how many machines you'll need first, the area they'll take up and multiply that by 2 to 3
That's how much buildable surface area you'll likely need
can confirm
Planned... ish
just curious, how much control do you have over the placement of the items in the Visualization portion? Or is it just a self-contained SVG black box or something?
😭 100 constructors for wire
Why are radio control units so evil
Fun. I can reply "maybe try using different recipes, then" to 2 different messages at once
use different recipes and a better planner that lets you edit things faster
Ew, what are these recipes lol
https://www.satisfactorytools.com/1.0/production?share=Ybf0j2vgVfdSlFS5nhaw
This calculator optimizes for resource use, even if it means using lots of machines and recipes that complicate logistics. That's the cost of finding the most "efficient" resource use.
only if you allow it to use all recipes
It's possible to find solutions that use fewer recipes or buildings, but if you optimize for them they are terribly inefficient and you need to pull lots of resources from all over to make them work
gross over generalisation
for example that link was optimized to use fewer types of resources
and less resources
for example the Iron Alloy recipe is compact and very resource efficient
same with Copper alloy, as iron is a trash resource
Yeah, it's a trade off. If you use recipes that use more resources to produce faster, then you use more resources. It's a balance that has a lot of room in the middle.
not always?
bolted plates do that, but it doesn't use very much more at all
and it'll also depend on the recipes used in other steps
i never found bolted plate very compelling to use
back when steel coated plate was a thing, it had a use, but now, meh
the current plate alts do fine with it
yeah, i've just not found a compelling place to use it
most of that is because the combo of adhered plate + coated iron plate is so good
they use basic resources. Jsut about anywhere does the trick.
but using a combo of coke stee + plastic can make for very nice sushi lines.
eh adhered takes up a lot more oil iirc
and isn't nearly as fast
yeah, it makes a lot more rips per biome though
all depends on what you're goal is though
Yes
In the grand scheme of things, is using 90/min Crude Oil to get 182/min more Concrete out of the same input of Limestone worth it?
up to you. But it sounds like you're using the less oil efficient recipes for that
OK, answered my own question.. if I did this for every bit of limestone, I would need almost 14k/min Rubber, which is probably 2/3rds of the oil supply
are you using the recycled rubber recipe?
+diluted fuel + heavy oil residue
when you're making a lot of HMF's the extra output is just enough to avoid tapping the next biome over's limestone for what you need, but it is a lot of power and wet concrete is a great way to go as well
yep.. just not the heavy oil residue... it's 2x basic rubber and 1x plastic, then a blender and recycled rubber. Trying to keep it within two blueprints. Adding in resin and the processing for that got complicated. I'll probably just do wet concrete. Yay "free" water.
Refineries are just so dang big
iirc, heavy encased frame with the proper alts needs 540 concrete/min, which is just what rubber concrete makes off of a normal node
the heavy oil residue alt really is needed to pump out the extra rubber. much more output
i don't have the numbers in front of me, i believe that's enough for 22.5 or 45/min hmf
yeah, it uses a fair bit of rubber. kind of a trade off btw the oil and not having to build transport infrastructure for the limestone
situationally, one may be preferable to the other
For the 156 Rubber I needed for a full belt of Limestone, going for h.o.r. and a loop seemed to have too many refineries, but I'll try the math
i'll note as well that once you satisfy your hmf and eib production needs, the only further use for concrete ends up being singularity cells in phase 5
raw limestone otoh is also useful in making silica
i should mention basic iron ingot as a thing too, but i feel like that is more of a midgame recipe
looking at some old notes, i think the better ratio to look at is that 240/min rubber turns 1200 limestone into 1080 concrete
or 120+600 etc
My goal is to get the BWD factory done before I hit 500hr playtime (according to steam). Also, before I leave town for vacation
Decorating will almost certainly have to wait till I get home
You'll never run out of Limestone or Iron if you spend as much of them as possible, so for world scale optimisation you should spend as much of them as possible without trying to convert other resources into them. Wet concrete, iron wire and iron pipe rather than copper/steel etc.
Other resources such as bauxite, copper etc run out first and prevent you from building bigger.
Any thoughts on having a central concrete plant serviced by train, versus just making it on site?
Seems like it would probably be unnecessary, but the thought occurred to me
like any system that does deliveries like that it's generally a lot more logistics planning.
but if you find it fun , do it
It'd mainly just be to address getting nuclear fuel up and running
So yeah, guess we'll see. I've been waffling forever on how to do it
personally I would try to keep nuclear stuff as centralised and independent from everything else as much as possible. Because if you tool around and your power hiccups that could be disaster
make a centralised concrete system for everything else
Hmm that's a great point
I'm just risk adverse with my power, especially nuclear.
I really don't want a large interconnected system that if I have to modify it I have to take extra care to not cripple power. Or just accidentally turn something else anda cause a domino effect cause I just forgot
Cause I will just forget
That's what I did with my fuel power plant. Self-contained, and has giant tanks of spare fuel behind closed valves just in case.
(And a ton of batteries too)
well if it's all self contained 1 priority power switch will make sure you never need back up these days
Technically full control, practically it's done by a lib
i was just wondering if there was any easy way to prevent the crossing of two item flows from always putting their text right over each other by default. For example: https://www.satisfactorytools.com/1.0/production?share=ber4cUxDIiPov0ThNKVN
i was more thinking that if you the text could be placed either at the beginning of the line or the end of the line rather than in the middle that might do the trick, and that the positioning of the text allow the line might be a setting ( ie. start, middle, end )
no biggie, just wanted to mention it in case it was a 5 minute fix
Probably is, but I don't feel it would be good
And the texts could overlap anyway
I was looking at turbo fuel, and considering Sulfur, as I understand is the main issue, Turbo Blend Fuel is probably the "best" turbo recipe right?
Say the line Bart
are you planning on using all the sulfur on the map?
im planning on going a little nuts on nuclear, as much as I can
and Im guessing it will consume a fkton of sulfur then
"max nuclear" (without converters/slooping) doesnt even use all the sulphur on the map
iirc its like 2400 for the uranium phase and 3500 for the plutonium phase
and the map has over 10000
even if you want to go hard on nuclear, you can afford to be wasteful as long as your turbofuel build isnt too big
yeah, so im probably fine then, my plan is using +- 2400 sulfur for the turbo setup
thats totally fine, just consider whether you want to retrofit it into a rocket fuel plant later
since that might involve adding more sulphur
im doing rocket from the get go actually
but Im probably missing a recipe then, I dont have one that uses sulfur
nitro rocket fuel skips the turbofuel step but uses much more sulfur (and nitrogen)
prob a stupid question, but is it the "meta"? or smt like that
there isnt one "meta", it depends on your use case
but if you are optimizing for, say, maximum power output from all the resources on the map, you dont use nitro rocket fuel
since you actually do run out of sulfur
you use base rocket fuel instead
oh nice, I REALLY appreciate the feedback thx
nitro rocket fuel is the easiest way to make rocket fuel though, super simple production chain
make fuel and throw it in a blender with nitrogen, sulfur, and coal
thats it
yeah, I dont really mind going for a long run, the turbo setup seems like the way for me
yeah fair enough, IMO for most players the nitrogen cost is more onerous than the sulfur cost
running out of nitrogen is actually something that can happen in "normal" endgame play
"normal" in the sense of building big but not like, using the entire map
i havent considered that yet, but Im betting the if the sulfur is feasible, maybe the nitro should be fine too?
there are some alt recipes that are very heavy on nitrogen
like OC Supercomputers or Quartz Purification
so if you like using those recipes then you can actually run out eventually
if youre only using nitrogen for basic aluminum products + power then youll be fine
I was considering OCs, but never tried quartz purification
i really like the nitrogen alts personally so i typically hold myself back with rocket fuel
though on my current run im making a 200 GW plant lol
thats actually helpful, if I go over 200GW im probably in the danger zone
default rf recipe use less sulfur, while nitro use more sulfur and nitrogen but skipped tf
but nitro has nicer ratio to work with than default rf
nitro rocket fuel also saves coal and oil fwiw
obviously coal and oil are both more abundant than sulfur and nitrogen though
yeah I was really not minding coal and oil at all
coal does end up being pretty limited in endgame if you go really hard on diamonds
well, i guess "limited" is the wrong word
theres plenty, its just a big project to collect it all from all around the map
like copper powder
if you have spare quartz, you can use pink diamond to cut coal cost for diamonds
and its also use converter instead of particle accelerator
i am a turbo diamond addict personally, but yeah theres a bunch of options for cutting coal usage if you really need it
probably even combine a purified quartz with pink diamond for a better output right?
no, pure quartz has better yield than purified
quartz purification is worse at getting quartz crystals than pure quartz
purified if you want both crystals and silica
the draw of quartz purification is that it gets you quartz crystals and silica
if youre heavily using pink diamonds, you want way more quartz crystals than silica
so quartz purification ends up being more awkward
you can still use it ofc but youll probably have excess silica
oh I get it
it's great if you're using a combination of recipes that need both. Like silicon circuit board and crystal computer
the thing with coal is that theres a tooon of alts that can be used to remove coal in some way or another
or reduce your usage of it at least
iron pipes, oil-based diamonds, aluminum beams, etc
I just looked at the turbo diamonds, Idve probably never considered it if you didnt mention it
so even if youre "wasteful" with coal in power generation, you can often compensate elsewhere
seems insane
turbo diamonds are logistically difficult but very resource efficient
personally i enjoy the logistics, and also... yknow, "TURBO DIAMONDS"
who can pass on something called "TURBO DIAMONDS"
pink diamonds don't use particle accelerators though 😛
if you have "excess" coke, you can use potrelium diamond
iirc oil diamonds is more efficient than coke
yeah, hence i said excess from burning byproduct hor
my eye is really drawn to pure quartz and pink diamonds after this convo
pink diamonds is a fun recipe yeah
my mega factory has excess coke around 5k, so i just use all those for diamonds
you do kinda need to spam converters a bit
but its easier to spam converters than to spam particle accelerators
I truly hate Particle accelerators 😛 it's why I like pink diamonds
i like particle accelerators, but in moderation
technically it's less power efficient. But I don't care
which is part of why i like turbo diamonds so much - its the fastest diamond recipe so it needs fewer accelerators than the others for the same output
yeah but I'd rather have Zero and use more power
i once tried using cloudy diamonds because "limestone is basically free" and it was absolutely miserable lol
except my power plant is big enough, particle accelerator power consumption doesnt matter
thats a respectable flex
the caveat is that turbo diamonds is very very hard to triple overclock
its technically possible but you need to sushi belt one of your inputs
and the ratio needs to be correct
kinda cursed
right, so you need to sushi it with the packaged turbofuel
you cant have 1 coal belt and 1 turbofuel belt
helo guys !
can you give me advice how to copy this megafactory ? Because i make nuclear power plant and i need 2 more of this factories and because this is so complicated i didnt know what to do...
maybe there some kind of mode like shematica in minecarft ?
aproximate size of this shit is 27 x 55 x 15
well first you'd need to know what the final output is and what recipes they are using
this isn't particularly fancy or need anything special to replicate it as long as you know those 2 things
"final output" you mean like final resource ?
yes
yes but main problem is belts because i made it like that
and it will took at least 10 hours to only conect and understand how this work
machines is easy to bulid and place but belts
oh so this is your system?
you can make blueprints of like 2 or 3 machines with al lthe belts and power systems connected already, that speeds things up
as for the under belting it looks like you could organise the sections to feed into ieach other more closely
are each of these belts going to like 1 machine port?
no
there are alot of system like 1 to 5 spliters and 1 to 13 and atc
right then obviously it's going to take ages to load balancing things. Manifold them and it'll take liek 1/10th the time
oke thx for advice )
yeah no stress 🙂 if you like load balancing thats fine, but you gotta accept that its a LOT more work
is satisfactory calculator working for anyone else?
Down for me as well
https://www.satisfactorytools.com/1.0/production isn't down (like ever)
And it's a better calculator soo...
Except when 1.0 hits
Performance anxiety
More like server ddosed by sf community
Should've taken longer to update kekw
a lot of low-volume sites use hosting services that leverage content delivery networks and caching web proxies to reduce the amount of server and internet traffic. whenever you see a 502 error, it is most often because some maintenance was done on the caching proxies and it takes about an hour for stuff to 'heal'
can anyone help me design this and help with the math to evenly split it into 3
split what into 3?
essentially what its supposed to be is a compact auto crafter of either copper/iron items
what im at rn is it gets to 4 smelters to maximize produciton
i just cant figure out a method to merge it into 1 get it to the next floor then split it into 3
merger, lift and splitter?
yea but idk the math for the splitter mainly or a neat way to place it
well the splitter will just split evenly into 3
4 smelters, 60 items/m
60/3 = 20 items /m
* /min, not /m
yea but the hard part is making it look somewhat decent due to 2 smelters being on the side i need it to go into
just connect a lift to the merger and a splitter to the other side of the lift
like this?
that's one of many ways, sure
put the merger on the bottom floor, lift up, short 90* belt into a splitter
passing lifts through floor holes helps with the tidiness of it all
the overall goal is for it to look clean
keep building, as you learn your skill with it all with improve
i figured it out ty for the tips
thanks
1680 total by product water 🤔 Thinking of the best way to cycle it back into input. Each machine is producing 140 by product, so maybe I could do 3 (540) and then on a 4th machine split off 60 with a value (600 total)... since each input is 200, use that 600 water. Keep repeating this with "splits" using valves. Should work right?
@quaint jetty using pure quickwire to take up excess water production is flippin brilliant!
Keep your fresh and waste water separate. Make two different groups of machines and clock them accordingly
Valves only regulate flow rate, so your system can still jam up if there’s any interruption or stutter causing the fresh water to over supply causing the waste water to back up
I was more concerned about if the "split" idea would work. 600 twice, with 480 left over, another 400 to knock down two more machines... 🤔 Leaves 80 left over but I have plans for that for wet concrete to keep my sub space storage capped.
I explain things poorly, I know 🤔
are you using sloops or something? aluminum needs more water than it makes. if you put it back in, you shouldn't have any leftover
See this is what I mean by I explain things poorly... it's just the way the math works out... because I have 1680.. the first 1600 can go back into the system for "even math"... the other 80 can be used for that concrete... the rest will be made up for with fresh water. This uses up all of the byproduct water and doesn't mix it with the fresh 🤔
But the trick is that to get that "even math" I need to split the byproduct coming off one of the machines
thanks
its a perfect ratio with the byproduct water with aluminum scrap as well
Clock the wet concrete to consume exactly the amount you need it to and that’s how it will split
Is there a way to test throughput on train that is not packaging the material and sinking it because I want to test the throughput for an hour before I start building?
you can calculate it
@boreal heron Train throughput measuring:
- Use stopwatch measured round trip time, items/train
- Directly measure the items delivered and total time by collecting items in industrial storage container buffers, stopwatch measuring time
- Indirectly verify sufficient throughput in a setup that has trains move when full/empty by checking where the trains wait; if wait at unload with full trains, you have enough throughput.
Usually people design trains to always have excess item/minute throughput via train to not bottleneck, so #3 is sufficient.
Ok thank you for the tip
or much less scientifically, but just as effective, watch the exporting station for a couple of train trips and ensure that the entire contents of the station gets picked up each trip
(i truly don't understand why people always turn train throughput into a higher math problem)
It's not that hard
just this lol
and you get to know how to fix issues
it isn't actually difficult math - high school algebra is enough to do it. the number of variables affecting throughput though is very rarely modeled correctly, and modeling the bottlenecks and pauses for an entire rail network is higher level math.
as such, you can do the basic and time consuming easy way that models stuff poorly, or you can just empirically test things which is much simpler
just measure the time with a stopwatch and add 10-20% for potential delays
and then calculate throughput from there
my general approach is just to go by the 600/min per car yardstick for a 100-stack item, doubling that for 200 stack things and knowing that for 500 stack items, that exceeds belt capacity
Monkey build train monkey look at green light monkey happy
Monkey see yellow monkey build more train
sounds like a lot of monkey business to me
Totally planned that
This is one of the many reasons why I don't use modeler
Ohh. I was just making a joke. I personally find it handy for making a blueprint of a factory
much quicker to use tools and just make a quick note
i really find a list view of just machines, recipes and clockspeeds much more helpful since i already know what goes into what
So I did technically get my 10/min BWD factory operational this afternoon, but didn’t have enough time to let it bake to see how it will operate long-term. Even without that I can see the coal throughput on the train won’t keep up, as I feared. 1920/min needed for pink diamonds for dark matter trap
I have ideas on what I can do, but it will have to wait until we’re back from vacation
grats on the factory, and enjoy the vacation
i'm still trying to push past 45 BWD/min on mine without having to cart items all over the world
I’m not super happy with how the infra-factory logistics turned out, kinda ended up rushing it a bit. I’ll noodle on it and might revisit the design
Ended up doing a stack of 12 belts running around the perimeter, pseudo-bus style. It’s kinda ugly
considering that mine is entirely bus style, i might take offense to that remark. 🙂
lol, maybe that’s unfair. I guess I just had a different picture in my head of what it was gonna look like but didn’t appreciate just how tall a stack of 12 belts is
i'm just pulling your leg, i know that the general feeling about bus bases on this discord is fairly negative, but I don't let it bother me.
you shouldn't either, even if you are just dabbling with the dark side
oh I know. It’s not really a true bus in the like factorio sense
I did similar stuff in my first playthrough too
oddly i've never played Factorio, so I only partially get the references
Same
It actually makes sense here given how complex the factory is and how many discrete materials are needed. I did my best to lay out the sub factories in a logical manner
i'm pretty much using the entire flat central section of the Rocky Desert for mine, from the big towering rock at the east to the west coast and beyond.
everything is made there, with some additional outside inputs for high volume items that I needed more of coming in by drone to supplement the bus production
looks like you did a real bus there, with all the different modules running perpendicular to the belts?
yes, you are correct
Nice. I watched through Nilaus’s playthrough of 1.0 and he did the same
mine is mostly modeled off of his
i keep trying to do the same type of build in another spot but I can't find one that has everything as close as the RD
either bauxite is far away or oil is
is your BWD factory somewhat modular or is it specifically setup for that production number?
Tailored production for the target number. I spent weeks planning it out in a spreadsheet as I’m using sloops for a number of intermediate steps which drastically changes the numbers that sftools would otherwise spit out
Using a lot of alt recipes I hadn’t tried out before like turbo pressure motor
how did you handle all the DMR required?
pink diamonds for dark matter trap. 1920 coal, 720 quartz crystal, only 300 RSAM
Slooping the intermediate steps helps cut down on the total input amount needed. BWD, singularity cells, superposition oscillators all slooped
i think that is where i ended up having to spend a lot of sloops, because i couldn't make enough DMR for all the crystals I needed
the amount of diamonds needed was insane
Yeah it’s silly, even with pink diamonds
i'm doing a mixture of pink and oil
There’s a cave in western dunes with two pure quartz nodes and a water well, using pure quartz recipe to supply about 1000/min by train, mostly for the pink diamonds
I built the factory overlooking the waterfalls next to paradise island
nice location, though getting stuff there must have been a bit of a pain
Wasn’t too bad, I already had a rail network going along the coast to the oil islands. Autoconnect blueprints in 1.1 makes extending the rail network so much faster
i'm kinda excited and scared about that part of 1.1
i'm just worried about how many of my blueprints i'll have to redo
I was able to keep using my pylon blueprint from before
even though i'm sure they'll be much nicer than before
Thing I was talking about earlier but never could explain properly... not sure if it can work... basically what I'm doing is taking the byproduct water and trying to put it back into the system, but to keep the numbers even I'm trying to create "groups" using values. So if each machine is giving out 140 byproduct I'm doing 140 + 140... then on the third machine I use a valve at 120 to get to 400, then the rest gets "split off" to be added to the next set of 400...
Anyone know off hand how much sulfur "max nuclear without SAM/slooping" uses? (As in, using all uranium, no slooping or matter conversion, standard 50.4 power cell chain processed into plutonium rods and sunk)
Assuming you're not using leached alts or whatever
sloop
there's two ways to feed the water back into the system. you can build the factory robustly and make sure its output never stops (and math everything correctly), or you can partition your machines into a group that takes freshwater and another group that takes wastewater and keep them logically separate pipe networks. partitioning them that way is a more robust way of building aluminum, but i find that if you have your sinks on output lines to prevent pauses, the former works rather well too
it depends on the recipe chains. sulfur use to get uranium->plut rod is equal or slightly more than the amount of uranium ore you use. usually ranges btw 2100 to 2400
if you do infused U cell->U fuel unit -> fert uranium->plut pellet->encased plut cell->either plut rod recipe, you're sulfur use is 2100 for 2100 uranium
@prisma kraken did a new Northern Forest start today after all the talking we did about it earlier, and I remembered why I don't start there anymore. No cables from the drop pods at all up there.
really? its been a few updates since i've started there
yeah, i decided to try it out and ran around collecting a bit before settling and was surprised
that may be much improved in 1.1 since you can dismantle the drop pods
Alright that's around what I remembered, thanks
Was considering actually using leached recipes this playthrough, but man they just use so much sulfur
plus several of the pods are guarded by alpha hogs and are therefore a bit of a pain to deal with at the very beginning
thid is the chain for 300 uranium, you can x7 it for a full max build
there's always some dead spot near those pods where you can stand and poke the hog from safety near the pod
or you can just jump atop them and make faces at the hog
true, but that is time spent doing something that could more quickly be done with a rebar gun later
gonna try a grasslands start and run around the west coast to the RD and see if that fares better, long distance to run though
i think some of the 1.0 changes to North Forest were specifically to foil some of Epiphane's speedrunning tricks, lol
where i find value in a NF start is not only the proximity of pretty much all resources, but also that the rocky desert crash sites are really nearby for early hd hunting trips
i think the 6-7 drives scattered around rocky desert are some of the easiest drives to collect
true, but i'm mostly after the materials to speed up building and help me to avoid having to manually craft anything
yeah, i understand that, especially with the wire/cable
you might want to watch one of epiphane's package-1 runs to see how he deals with the wire in NF
good suggestion
i have a feeling there's probably a crash site that has some that you've missed and it probably is one that he intentionally hits in the first 10 minutes
valves arent needed, you can separate byproduct and fresh water into their own system
for example, like this setup of sloppy alumina + default scrap recipe
its just a math work
and this system is unbreakable
how dare you put limits on my ability to break things
Wanna try to break mine when you get the sloppy and electrode alts? 😏
I just feel like no matter how I explain it I'm not being understood 🤔 Oh well. I've been playing this game for 3000 hours. My question was specifically about if a specific thing would work.
is that default solution + default scrap?
(asking for the sake of others)
sloppy
Are you on 1.1 or 1.0?
1.1 but it won't matter for this, it hasn't changed 🤔
i already have the number for set of 600 for sloppy + electrode
the reason why it doesn't break is that the fresh and wastewater never mix
I have a 500 baux > 500 ingot bp if you want a look. Then easy to expand to 7 assemblers making 500 sheets .. 1500 casings ... is that what you're looking for?
And using byproduct
with number for 600, it works well with system for 300 and 1200
altho you want to add 4th scrap refinery if you overclock the system for 1200
I could do a 600 .. when I get the mk3 bpd lol
if you do wish to mix the fresh & wastewater, i find this design quite reliable which works with all combos of solution and scrap recipes
Oh right 🤔 Each machine is producing 140 by product. I am putting it back into the system by trying to do "chunks" of 400. But to keep the numbers "even" I am attempting to have machines byproduct output "split" using valves. The first two machines do 280 so I need 120, so the 3rd machine connects in and a valve limits it to 120 to make the even 400, that gives me 2 left over which I add to the next set... Adjusting the valves as you go to get "groups" of 400... It's the splitting part with the valves, I've never done it that way before, I don't know if works.
Also a simple one that works
valves don't work as advertised. except if you get very lucky with your numbers, their precision on metering flows can be quite a bit off
i've done gravity based waste water mixing before but never done it using valves
i think the only valve settings i've ever used were 0 and Max
i've found that you can change that junction to be horizontal and forego the VIP voodoo
The only real way recycling work is if you make sure that youre fresh input is not more than "Total needed water for sloppy - byproduct"
This therotically can be done with valves, but much easier by just clocking the extractors.
well, you need to math it all out exactly. the thing that hangs people up is that the aluminum refineries can never, ever pause if you're mixing the fresh & recycled water
I'm not mixing fresh and byproducts 🤔 It's more a matter of 'can I get perfect numbers splitting the flow off a machine using valves'
no
Abolutely not true
Firstly, water does not flow back into the machines.
valve's internally represent the fraction of flow as pipe capacity over x where x is an integer [0, 255]. their precision sucks
Second, if the the electrode stop because of scrap, it will stop, and wait for the scrap to start being drawn again.
🤔 Shame then. It would have been a fun idea.
The one reason I kinda am linking the 500 setup is because with 780 output of mk5, it allows the output to clear quickly once the problem is resolved.
if you're using one to cut a flow in half or quarter, they'll work, but anything that isn't a power of two and the flow rate is rounded
With the setup I have been running, I have been beating the crap out of it trying to break it, but not once has water been left in the elctrode refineries.
Two of the machines have a 98% uptime... the rest are running fine... so close and yet so far
yep, that's that lack of precision
i've also found that even using a standard aluminum build, when i build it with mk2 pipes instead of mk1's, i can hit that annoying 9x% uptime problem. I think it actually has something to do with your fps remaining above a certain number to process the pipe flow in real time
(i've spent a lot of hrs screwing around with such things)
Like, right now I have 24 of them placed.. only two are hooked to baux atm though, and are purpsoly stalled. I could hook the out put to a sink and they will be at 100% within about 5-10 minutes (Since 5 is apparently the minimum it takes to refresh). Also, all the buffers are full, ingot to sloppy.
Except byproduct of water that is
But, the pipes of the recycle line stay full as well
the vip probably does help with that
maybe you could chain the valves using known values to get the exact result you want, similar to using splitters to load balance. Since the 0-255 range is a power of 2 ( 256 ), setting the value to exactly half should be accurate always
'variable input priority junction' as termed by McGalleon in his pipe manual
Ahh
essentially, going into a pipe junction, flow with highest headlift wins
or maybe it's lowest, i don't remember
I believe it's gravity driven, so I would say lowest 🤷♂️
playing such tricks with pipes to me violates rule #1
keep it simple?
It's not a trick?
yep
And how is that not simple?
the simpler you keep your pipes the less problems you'll have with them
I guess I'll know when I run into a problem 🤷♂️
there's a lot of different things you can do that work, don't misunderstand what i'm saying
Hell, just brought 10,800m3 up 485 meters lol, pipes are fun! 🤣
the game does a simulation of fluids rather well, but it has limits. I prefer to stay well within the game's simulation bounds with my stuff
yeah, i'm not envious
the lack of accurate pressure simulation annoys me to no end
max nuclear is-a-coming for me at some point though
Psshh, Hire me! Rofl
I am not looking forward to building my reactors
'pressure' is jsut moving to the more empty section of pipe. which if you flood your system shouldn't cause you grief
Though I did not do this part..
you should paint one of them a slightly different shade of those colors to make it seem odd amongst the group
it would make people look at it and wonder
@prisma kraken as it turns out, Grassy -> West Coast -> RD was definitely the way to go, 600+ cables along with lots of other good starter mats along with the blade runners along the route
For what it's worth, I think the satisfactory speedrun discord did some theorycrafting and believes that grassy would be the best spawn biome for a hypothetical "deathless" any% run
for the reason you described basically
Pick up the easy pods as you head north and then make a permanent base in rocky
Just as an additional data point supporting your conclusion here
well, i mean, if you're pretty good with combat and know how to cheese the mobs, i don't think that area safety is much of a factor
The deathless restriction is relevant only because speedruns use death warps
Deconstructing the HUB and dying puts you back at your chosen spawn, so you want it to be very close to your central base, and grassy is a much worse location than the others for resources
Kind of orthogonal to the main point here, I'm just saying that other people also think grassy drop pods are the best for a fast start :)
what i've found is that NF is kind of close to everything or has an easy route to get places and the shorter travel times really help
being honest though, grass fields with the addition of the quartz nodes near the void hole is a lot more appealing, and blue crater really is one of the best concentrations of resources in the game
speedrunning the game is a different beast though. things you think are good aren't anymore.
i'm kind of surprised, i just built a train line to move the titan forest quartz to the bay in north forest, and while i was expecting to get around 600/min per train car for it, the throughput was more like 480/min
i was reasonably certain i'd need two trains on the route and that i'd be slightly under what a single train could carry, but not by as much as it was under
i think a lot of that is that the downhill from titan forest didn't really end up boosting the train's speed at all due to signalling at intersections
You can get 600/min/wagon for a 100 stack size item for round trip times shorter than 5 min 20 s. And you get 480 at 6 min 40 s. Not that big of a difference in time
With 2 trains, those times double. Though you might need to set them to only depart when empty/full, otherwise they might bunch up and you won't get the benefit of using 2 trains
nah, 2 trains on the loop just does what's needed. no need for fancy
with sulfur being the limiting factor (2460/min in my case), what is the best set of recipes to make the maximum amount of rocket fuel per unit volume of crude. im not concerned about size of factory or building count etc, (im also pretty sure that whatever power consumption increases certain recipes have are offset by the extra rocket fuel). i just finished unlocking tiers 7 and 8. i currently have a fuel plant that uses heavy oil residue alt, diluted packaged fuel (as far as i can tell no justifiable reason to swap to diluted fuel since the infrastructure is already there) and turbofuel alt. it appears that regular rocket fuel recipe is best when sulfur is limited but not sure on how i want to produce the turbofuel.
ask satisfactory tools
nitro rocket fuel has the lowest crude consumption of the recipes, but it doubles the sulfur
the default rocket fuel recipe has a fairly balanced resource consumption profile, 2 oil to ~3 nitrogen/coal/sulfur
i wasnt asking about rocket fuel, i was asking about turbo fuel while making rocket fuel
probably Turbo Blend Fuel into default Rocket fuel
Turbo Blend saves the most Sulfur of all Turbofuel Recipes.
but it in turn needs more oil
even so, the fuel cost difference of Nitro Rocket Fuel vs Rocket Fuel is negigible imo
that comes with the caviat of Compacted Coal byproduct
but you can recycle that with default turbo or turbo heavy.
Though mixing Turbofuel recipes gets messy fast
this is the most RF you can get from 2460 sulfur:
https://www.satisfactorytools.com/1.0/production?share=lz4jQ1t1IWGItLlMS6R7
slightly over 10k/min
good luck burning all that
haha yep would you look at that
Turbo Blend into Rocket Fuel along with normal Turbofuel for the compacted coal recycling
the pure iron recipe is kinda superfluous here but whatever
I only tuned recipes to get rid of tools 0x errors
left everything else enabled
did tools also throw in the diluted packaged fuel rather than just using diluted fuel?
nah
seems that half the time i'm doing anything with fuel it will do that
dpf and df do the same job so ultimately tools doesnt care which one it is
but using a graph from maximize is a mistake
one clouds the visualization display a lot more than the other, which could get rather annoying the more complex the build is
yep but tools doesnt care
plus the power and machine count factor
if it bothers you disable DPF
which, as you said before, tools doesn't care about
i do, just a UI pet peave of mine
I've never seen tools use DPF when DF is enabled unless in maximize mode
it definitely happens most for me when in max mode
then don't look at the graph in that mode
it's shit anyway
copy the output number back into items/min mode
i use that to get a general idea first, then move to something more specific usually
but entering in direct numbers also results is weirdness sometimes from rounding issues
no, in some cases it just says it won't work
case in point, https://www.satisfactorytools.com/1.0/production?share=SI2JWKGB350A0ByBM1gz vs https://www.satisfactorytools.com/1.0/production?share=Gcr744TWQX0UTkSJL1M8
A collection of powerful tools for planning and building the perfect base. Calculate your production or consumption, browse items, buildings, and schematics and share your builds with others!
i cloned the maximize tab and typed in the value that maximze gave and it now says it can't make that
because the .741 is getting rounded from .7407 or something
and, as you said, even if i correct that and type in the 740.7407 value, i then get the 0x machines
yeah, rounding. just decrease the last digit by 1
thx guys, i havent had a chance to run the numbers on blend fuel yet, (i like to do everything via excel generally) thats crazy numbers i didnt realize it was that much more efficient for sulfur
then it also gets worse, because then tools goes off and tries to make residual plastic and empty containers on its own
cause canisters are "free" with a resin byproduct
but ya the amount of crude i would need is now the limiting factor in that setup so i would need to find a balance. can tools take 2 inputs and maximize from there? lets say 2460 sulfur and 2550 crude
they cost water, which in some cases will put you over the limit for your pipes or add another extract
actually, i take that back, it's making the plastic to optimize the iron plates
for tools, water is free
resin -> plastic -> canisters doesn't cost any resources tools optimizes for
so it does it sometimes, because it doesn't matter to it
the odd part is the canisters though, plastic itself is the more useful product, not canisters
i'd much rather have the plastic as a byproduct than empty canisters
tools has no concept of "usefulness"
then why isn't all resin byproduct converted into plastic and then to empty canisters?
because it doesn't care which one it ends up with
if the first solution found was with canisters, then you get canisters
is that the same as the one i made, it looks the same, shape is different cant really tell, same end amount of rocket fuel tho https://www.satisfactorytools.com/1.0/production?share=NmJsNf5ZHHHxCRdT3l40
resin isntead of cannisters?
doesn't matter
wouldnt both have resin?
just sink the resin
^
ya so i have a turbo fuel plant setup from phase 3 and i eventually want to upgrade it to rocket fuel with blenders hence this whole exercise.
it looks so much cleaner when you just supply the iron plates manually -> https://www.satisfactorytools.com/1.0/production?share=uhJcWxMpkDY9KXDYkFBN
if i use the turbo blend recipe im going ot have to start from scratch arent i
as i need to reroute the heavy oil residue damn
if i jsut wanted to take the fuel im already making (maxed from dpf) and maximize rocket fuel how could i do that in tools?
it would mean i have no heavy oil residue to add
i think thats it, i take about 1000m^3/min hit on the rocket fuel but still end up with aroudn 6500 which is nutty
is there any chance 350GW base power (im factoring in around 30GW of power to run fuel plant) is enough to make massive plastic, aluminum, and space part factories for phase 4
technically, it costs very minimal amount, just so that if two solutions with same non-water resource cost are found, it uses one with less water cost
any power is enough, only depends on how much you build
could save water by not making plastic for canisters. and it's not maximize
whats the opinon on best aluminum setup recipe wise?
all alts: sloppy alumina, electrode scrap, pure ingot
depends on what you call "best"
fair, maximum volume with no concern for power
volume?
amount of aluminum produced per bauxite node
I mean... should
private const ZERO_WEIGHT = '0.000000001';
then default ingot. it gives more alu per baux but costs an insane amunt of quartz
im assuming bauxite nodes are the limiting factor but i could be wrong
but still sloppy alumina and electrod scrap?
Sloppy + electrode + pure has lower yield than default ingot recipe but cuts out the logistical headache of introducing extra silica
And it has a nice clean number of refineries per 600 bauxite (3 for alumina 4 for scrap) which is easy to clock so that waste and fresh water aren’t mixed
Or instant scrap.
Its exactly as efficient as sloppy + electrode
its just a matter of if you wanna use oil or sulfur and coal
Instant scrap is nice due to the 1:1 ratio of sulfuric acid to scrap, but yeah you have to supply the sulfur
Depends on where you build tbh
There are a few. Lake forest/red bamboo forest is my go to
hmm... instant is one of the things i would actually consider using alchemy for. to make the sulfur.
you can turn coal to sulfur and then its just coal and sam to make aluminum
i think im gunna build my recycled rubber/plastic first since thats more straight foward
just finished unlocking phase 4 (all milestones researched)
West Coast there are two pure bauxite nodes up on the cliffs right next to a ton of oil below
Anyone have a diagram for a perfect math distribution for sloppy/electrode 🤔 I swear I had one in my folder of Satisfactory stuff but apparently not
Is there anything wrong with doing my coal plant like this? I'm concerned the water extrators won't work properly, but the idea was building it like this would allow me to add on more generators when I can.
can anyone run me over?
Yeah, primary issue is that you'll run into limits with the pipes
Mk1 pipelines can transport up to 300 m² of water
But overall it seems pretty good
I get that, but I'm not sure how else I could set it up without running into this issue.
Each set of 3 generators only requires 135 water/min, which is fine for the 300 limit. But I'm worried about how I should connect all the pipes
The best option would be branching pipes instead of a single pipeline running horizontally
i.e. a pipeline runs horizontal until it can't flow anymore, then it ends, then new input
Honestly redoing my power plant is on today's agenda for myself and I'm on coal as well
So I'll show you
Ah, awesome! I'd love an example!
i would set up 1 or 2 more extractors right behind that gap and fill them in the center since fluids dont like manifolds
That's something I was a little concerned about, I've already built it so that I have an excess of water, but I will add that!
I've been doing two extractors/3 generators. For the middle row, should I just use 1 extractor for each half?
yeah so that it fills it from both ends
This just looks like such a mess lol, but I'll stick with it
That’s where i was planning to put my recycled plastic/rubber factory, maybe I should offshoot some crude for plastic or move plastic to the north waters
there is a LOT of oil there, i'm running 2400 aluminum, 900/900 plastic/rubber, as well as oil diamonds from there
Looks clean, only the pipe splits too soon unnecessarily
Ya true lol
plus rubber/plastic only need oil/water, so they can be made more places
Ah they don't?
Is that why my pipeline math isn't lining up?
3 extractor should power 8 generators but that's not what I'm seeing happen in real time
Ah nvm just needed to wait for the manifold to fill up
That's 8/16, maybe 32, done today
Yeah I stopped at 16, that's a gigawatt added to my power grid
Was lucky enough to find a pure coal vein so I'm using the shit outta that
can you turn all of the uranium in the world into ficsonium or is there a limit? (i havent used any sam btw)
Is there a website with layouts for production, load balancers, manifolds?
Kinda like how Builderment has a wiki for it
thats a thing? I've just been manifolding everything
Theoretically, yes
Practically, you either can't have anything else in the world, or have to deliberately waste uranium or uranium products so you end up with less Ficsonium Rods
well i do enjoy having other things in my world and dont wanna dedicate the whole save just to make power for nothing
tbh i kinda just dont wanna make ficsonium at all
is it even worth it?
Hell no
It's so fucking expensive that I don't know why it even exists with these recipes
Exactly what I thought like 4 months ago
And that's why I'll be releasing my mod around 1.1's release, and it adds alts to make Ficsonium cheaper but even more difficult to make
So if you want, you can use that lol. Mostly made it for myself but there's no reason not to make it public
Even with it, it's still not "worth it" imo, but at least it's not as atrocious as vanilla
Just make plutonium rods and sink them (or use them in vehicles waste-free)
Couldn't make my recipes much cheaper because then they'd become too good unfortunately
You’ll get plenty of power just from burning uranium rods. Doing the full ficsonium chain is a fun challenge but not really “worth it” otherwise due to how resource hungry it is
idek how to mod the game and I dont even know what kind of mods I'll want after i beat the game
Installing mods other people made is thankfully a lot easier than making your own mod. Just install Satisfactory Mod Manager, download the mods you want, enable them and launch the game
Making anything sucks in terms of just the programming cries in actively making a new game engine for my own games
No no, I know about the tools. There is for instance a chart I've seen for exact ratios for various things, I thought I had one for sloppy/electrode, I have one for sloppy/regular alum scrap 🤔
Oh, it’s on the wiki. It’s pretty easy to work out tho
!wikisearch alumina+solution
One sloppy alumina refinery at 90% will take 180 fresh water
The other two sloppy refineries clocked at 105% each take 210 waste water each (420 total)
Making a basic recipe mod like I'm doing doesn't even involve writing any code. It's just unreal editor stuff. It still took me like 40 hours. To add 10 recipes. Half of that was balancing them, though
damm, speaking of mods, do you know of any mods like Satisfactory+ (if there isnt going to be a version of SF+ for 1.1) coming out for 1.1?
Afaik SF+ currently overhauls 2/3 of the game, currently doesn't work on 1.1 experimental and when it's released for 1.1 stable, it likely still won't have all the content
The only overhaul mod I know of is refined power, but as the name suggests, it only affects power generation
well i just wanna make the game way harder/more complex and as far as i know SF+ is the only mod for that
There's also more milestones or something like that
There should also be something that increases unlock costs 100x or something. That should be decently hard, no?
increasing unlock costs just means i need more shit but wont change the unlock reqs, makes early game more monotonous, but after coal it just means wait longer for your stockpile to get bigger
I'm pretty sure there's a mod that just lets you create recipes in game in a few moments
Found it and yeah, like I expected, it's not what I want. No way to set unlock conditions (as far as I can tell) and no way to share the recipes
And no support for 1.0 machines or for byproducts
pretty sure a lot more down steep hills
I was thinking of making a regenerative train power system by hooking up augmenters
i don't think it's worth it, but actually needed to jiggle the handle on some fuel gens, so turned off all the geotherm and started seeing the effect of the train braking. seemed to be in the range I listed
worth it? no. Funny? hell yes
i'm not sure you could properly harness it, honestly
repeated up and down hills with multiple trains could do it I think.
if you ever figure that one out, let me know, lol
yeah, but you need to put power in for the trains to run
kick start it with bio burners, have power storage to catch the excess power from the braking
if you make it work, i'll be interested in seeing it, but atm i have 5 apa's and the amout it generates seems to be less than a bio burner's worth of power
should be +50% of whatever your power station is making, no?
yeah it is, just like the amount from the train braking is so small
I could have sworn the regen breaking was a lot more than that
i think the only reason i even noticed it is b/c i have 5 apa's going
kinetic energy? another battery solution? just trains running around, if only we also had Factorio style logic gates
nah, just double checked, it's like 5-10mw blips for a second when a train is braking
why? also yo ucan make them in satisfactory but they are pointless
wiki says 33mw from braking, but the train uses 25mw
BUT... the +% from the APAs should be increasing the 33mw portion, not what is left over
well, 33 - 25 is in the range i listed
well you'd have a logic gate that would output electricity to the track with forever kinetic train rollercoaster only if the speed of the train falls below a certain point, otherwise you'd be draining energy out of a couple batteries setup there, and when those run out you'd still have the train goin at full speed for a little, i.e. - a kinetic battery
coal generator. so it randomly trips. it only has 5 mk 1 miners attached currently.
Not sure if related, but maybe. i don't understand water. but my water pipe has enough pumps on it, and they're all a couple metres below the highlighted blue area where you place the next one, just to be safe. but it takes forever for my pipes to fill back up after i flush them. forever! like a good couple minutes
it only uses power to accelerate + it's base power requirement anyway
incidentally, the reason i even started looking at power is that i noticed some fuel gens cutting in & out. seems after a few 100 hrs, the filled pipes didn't have enough in them anymore. I'm guessing there's a really small precision error in piping calcs
afaik the speed depends on the amount of water, the closer to max capacity in the pipe - the faster it flows
how much water are you feeding in that pipe?
1 main pump thingy in the water. but the other coal gens are on standby
and the one generator isn't getting enough water? the pipes seem full
is it connected to yoru factory?
idk what the issue is, but the fuse blows randomly and repeats that
what if you didn't want it to accelerate at all until it falls below a certain speed? like if there's a speed range close to max where it would still be moving through the rollercoaster without accelerating
coal gennie is powering 5 mk1 miners
ok disconnect your power station from everything except it's own miner and the water extractor
you would need a fully different mod to completely alter train behaviour
and then I wouldn't care because it's so far outside what satisfactory is that this conversation is pointless.
its now disconnected from the power circuit. just has the conveyor with coal and water pipe attached now
cool, kick start it with bio burners
nah, Factorio style logic gates could do it, what's the problem of sending/receiving direct signals to and from trains on a powered track?
but trains run as a continuous system. If you mod the game to be factorio and enjoy it, go for it, but this conversation is now pointless as it's no longer satisfactory, and I don't want to play factorio
factorio can diaf
trains don't need to stop working like they do, you can get inside the train and accelerate/decelerate at will
that functionality is already in the game
I don't care. This game isn't factorio and that's what I love about it. This conversation is pointless.
I don't care about 'what if this game was factorio' arguments
i mean ok
im not doubting you, but what does this do?:P and its done, its noisy, using coal and water but putting no power out obviously as its still only attached to bio reactor
it's often hard to restart a power station while it's connected to a factory.
wdym no power?
if the 1 coal gen is running it should be putting out 75mw
sorry. im dumb. looked at wrong number
ah now connect it to yoru miner and water extractor
It's generally good practice to have a power station as it's own grid, with 1 power line out to power your factory. That way you can manage it much more cleanly and cut off power when needed
ohh, ok. i had water extractor running on bio just incase it caused issues. will do the own grid thing!
do i leave the bio reactor attached and running to the coal?
well they won't burn unless you go over yoru power limit
ok next step.
how much does each coal gen use in water pm, and how much does 1 water extractor output pm?
sorry, did lots of running around :p
so not sure. it could only be coal or water being the issue why it blew a fuse. coal was fine, there's lots of that. so that leaves water and there should be enough flow for 6 coal generators
again - how much does 1 water extractor output, how much does 1 coal gen need?
300-600m3 a minute for water extractor output, coal gen needs 50m3. noooo. that's wrong? was i looking at the wrong numbers again? it puts out 120m3 a minute?
yes 120 a min from 1 extractor
and a coal gen needs 45 pm
so you don't even have enough for those 3 coal gens
gah. rookie mistake. many thanks. makes sense it hasnt tripped since i shut the other 2 down
ok next thing you're not going to like
you're going to want to move and rebuild your power system 😛
uh oh, why's that? although i did just remove my main base as it was a mess and i didnt need bio fuel stuff anymore
redoing your starter base after bio burners is pretty normal. Finished with the pre tutorial
as for the why, well you're going ot need a lot more power, and using nearby coal for steel is more useful
you're proably in the grassy field with a small pond as a water source and dragging coal a ways to it?
there's a big lake in a crater type thing, thats where i get it from. coal travels a looooong way to get up that hill out of the crater. but i have just unlocked the car thing, so that may help in the future for further away things
north, yep. 2 coal nodes down there and some ores i can't use yet
You like making life hard on yourself 😛
that's the beginner's spot for coal power. Just burn it there. No reason to move either coal or water
use all 4 nodes for power
common rookie mistake 🙂
but you will want all 4 nodes dedicated for power. It's pretty common to have 48-64 coal gens before doing a serious fuel power station
my 96 machines
4, hmm, i saw 2 but didn't look closely. So i'll demolish it all and just power up down there, thanks! easier and less messy too
dang 😮
!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...
these are simple beginner friendly coal layouts.
3 water extractors to 8 gens match the numbers pefectly, and need 1x mk2 belt of coal each
just make groups of these and you'll be good.
also build on foundations
this may sound silly and obvious, but pipes aren't belts. You can slap belts around and they'll do whatever you like. pipes aren't like that
as in they don't lay how you want them to unless its on a foundation?
ahh, gotcha. many thanks!
The idea is pipes are more "finicky" than belts. So it's good to follow the best practices to avoid them having unexpected issues. Hence, "just build on foundations".
Mainly that pipes care about elevation with the head lift thing. So it simplifies to build on foundations as you can trivially guarantee the same elevation for everything.
Ah, understood. Many thanks!
are there any buildings that need the pressure conversion cube or fused frames?
or can i just act like they dont exist until i need to do bs with them for builds
Satisfactory tools -> codex -> items -> item name. It lists what all the uses are for any item.
Really nnice for planning at that stage of the game.
i know
also is the alternate for plutonium fuel rods worth it?
I've been told pcc sucks
Essentially every alt has a niche, so yes/no depending on your needs.
well im talking in general since it seems like everyone and their mother uses this shit
Tldr for nuclear power generation afaik is to be resource efficient pre-waste then resource innefficeient for processing waste.
So whichever alts do that.
yeah pipes have gravity flow, and keeping them tidy is one of the basics for managing it
iirc this doesnt apply for gas tho?
gas has it's own flow issues in which shape is less important but still need to keep it tidy and clean. few mergers and splits
it tries to equalise between sections
basically treat gas like liquid
scam promoter
Version: 415558, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Listen Server, IsUsingMods: No, IsSaveGameEdited: No
Fatal error: [File:D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectArray.cpp] [Line: 534] Maximum number of UObjects (2162688) exceeded when trying to add 1 object(s), make sure you update MaxObjectsInGame/MaxObjectsInEditor/MaxObjectsInProgram in project settings.
Here we go
Like 15% of the way through world resource usage lol
so i've been doing a lot of train work to move ores around, and in order to give my trains a bit more distance, have adopted a 5 car length for them. In doing so, splitting the output from miners has been tricky and i didn't want to use a 5-way feedback splitter for 1200 lines. to evenly split 2 miners output between 5 train cars, i found that this works pretty nicely
a 2:5 balancer isn't that hard to make
and I kinda doubt you're loading the wagons equally with this setup
nope, that'd be 600, 300, 600, 300, 600
unless that's using specifically mk4 belts nah even that's not quite gonna work on the inner splitters, would need to split into 3, 2 one way and 1 into the merger
With mk4 and smart splitters with priority to the platform, it'd work
But it still wouldn't load equally until the belts saturated
Idk how much that matters though
@molten raft for your alt recipe lists:
all alternate recipes are useful in some scenarios, so pick whatever you feel like using. There's no recipe that is "always good", and there is no recipe that is "always bad". It also depends a lot on combinations of recipes, so a single recipe rarely tells the full story. And finally, you can get all the recipes anyway, so the choice doesn't matter that much.
@unique cypress @outer vale as long as the outgoing belts are MK4s, moonchild's setup is perfectly fine and balances the outputs correctly immediately, what are you talking about?
The only waiting time needed would be for the smart splitters' overflow inventories to fill up (3 items per splitter)
don't even need smart splitters for this, ordinary ones suffice
a splitters buffer is 10 items iirc, it's 1200 ipm, you need to "wait" 0.5 seconds lol
afaik it was 9 items, but maybe got changed?
something like that yeah
True, but then you'd have to wait for one belt (per side) to back up (the ones leading the the merger)
BTW, splitters/mergers buffer 1 item per output. So 3 and 1 items respectively
Tbf, I'm not sure wether the overflow buffer specifically still holds up to 9 items... 
all of this is practically instant. It's negligible compared to the time it takes you to move your mouse cursor to point and place the splitters and connect them with belts
Even .5 seconds is an inefficiency that could get exasperated down the line
No. Because anything that balances it better will take more than .5 seconds longer to build
therefore, this is the optimal solution if you're concerned with minimizing the delay
They haven't said the solution is bad. Just pointed out that the "not exactly instant" part may not be negligeable for everyone ^^
Right, it's symmetrical so it should work without smart splitters. But this kinda thing doesn't always work. Mergers take equally from both sides, so unless they get equal amounts, you aren't going to get the distribution you expect
it's not a logically consistent stance to take. someone who values the delay until items are running through at the correct rates that highly should still prefer moonchild's solution over anything else because it's faster to build by more than the miniscule time that belt and splitter/merger buffers take to fill up.
also this critique of it is still ignoring the fact that a better balanced solution would almost certainly have longer belt running times, which also introduces a delay that's likely greater than the belt/splitter/merger buffering
Both are equally fast to build when pasted from a blueprint
Nobody mentioned choosing one solution over another, just that the time needed for the system to work as intended (albeit small) may not be "negligeable" for everyone. Depending on nerdiness the precision and number of systems involved, such delays can pile up and cause unwanted results
The point is that with 5 outgoing belts with 480 capacity matching the input capacity, the output of that belt network is virtually guaranteed to be balanced as long as you don't stall either input belt (which moonchild's solution does not)
Not quite, to build something larger you likely need to move around your player character more, which takes a bit of additional time. Plus you likely don't have a blueprint set up for it either, or you needed to create the blueprint at some point in the first place which took different amounts of time then that you can't catch up even when using it in 20 places
They were criticizing moonchild's solution which implies there is in any sense a better way to do it, but there is not. It wasn't justified critique so that needed rectification
This solution only works for loading 2 1200 belts into 5 wagons. A 2:5 balancer could load any 2 belts into 5 wagons
Also, with unequal input belt lengths, you'd load slightly more items into 3 front/back wagons, which is bad for departing when full
A supply interruption of one of the miners also won't unbalance a balancer
it would be meaningless
platforms hold more items than train cars, all that would happen is that the outer platforms would have a handful more items than the middle
If a train is set to only depart when empty/full, it'll only depart when all platforms are empty/full. It's departure time is decided by the slowest wagon
yes, and the cars will fill up before the platforms, thus theres no issue unless you don't have enough throughput
I don't know why you're bringing up platforms. If you're using all the items you're putting onto the train, they'll never fill up. Just get to 32 stacks and then transfer onto the train
The train will arrive, the faster platform will have 32 stacks, but the slower won't and it'll have to wait more than the bare minimum
Granted, it doesn't matter unless you're right at the limit, but it's absolutely an issue you could have
And if the imbalance is large, it creates a lot more significant delay
I didn't read it as a critique, just an observation 🤷♂️
If one cares "that much" about having the same amount of items in each freight, there are better solutions to be found (eg: actual balancers, making sure belts have the same length etc)
because the platforms hold more than the train cars
if you wait until they are full and you have enough throughput, the absolute worst that will happen is the outer platforms will hold a handful of items.
if you don't have enough throughput yes there will be a problem, but there'll be a problem even if you start the feeds evenly.
i have no idea what issue you think there could be
Are malls standard practice in satisfactory?
If you mean a mall as in a place where buildings are built, no, because you don't make the buildings themselves in satisfactory like in other factory games, just the components
If you mean a mall as in a central storage where all the components are brought to for you to pick up, that was more common before 1.0, but nowadays DDs allow you to not have to do that
So either way, a "mall" is either non-existent or not necessary
Although you can still build a central storage / construction train if you like that kind of thing
not really. Even before you had access to dimensional depots mechanically they took a lot more time to build and plan than just using a quick hyper tube to get things. Build them if you think they are cool
not really, given we have dimensional depots
they can still be useful, but nowadays in the game with the DD's having the mall distributed between factories is considerably less logistics work
my early game builds for this playthrough all exported stuff via truck station and after components got rounded up, they dumped into an autosorter that filled containers in a mini-mall of sorts. most more distributed factories i have have the upper level components going to a dim depot before even hitting a train line
Even before DDs, I never built a mall. I did basically what I'm doing now, except instead of having the materials teleported to me whenever I need them, I'd add all the machines to the to-do list and then hypertube back and forth between the new factory location and the factory where said materials were produced
before DD malls were pretty cool, especially in combination with construction train
@prisma kraken Nice double sided manifold loading of trains. Good stuff. Really don’t see much discussion of more advanced train loading setups.
thanks. i really am opting for some out-of-the-box balancing solutions just because the ore volumes i'm moving are so large and my experience with feedback balancers just makes me not wish to use them unless there's other ways
but trains go choo and are fun
Fair. My understanding from Factorio station setups is the upside of using balancers for even loading is faster loading speed especially for long trains; that gives effectively more station buffer time which can be useful for fewer trains needed. Satisfactory often uses short trains which don’t really show the benefit of balanced loading.
well, even better is daisy chaining storage crates so you get the items insta-teleport between the in & out ports to speed their transit
what you can do that?
what i'm doing is rounding up the bulk of the worlds quartz for purification and feeding a 600 line out of each train recieving platform, as such, grooming the the sender's input to the proper rate makes sense to me
Feedback balancers are often built by people who don't know how they work. And then you end up with one that can only handle 5/6 of a full belt
But if built correctly, it's just a balancer like any other
well yeah, you have to be mindful of constructing them to not exceed belt speeds, but in addition, they're computationally expensive
Mhm. Seems like a fun project moonchild. Guess the other thing that kinda discourages balancers in satisfactory is that you need stations directly paired with other stations. So if you need to fiddle with stations anyway, it maybe pushes away from an “it always works” style setup that balancers can give.
Computationally expensive?
i don't want 12k/min of ore flowing through 5-way balancers
Idk how that makes any difference, but my suggestion would be to just use an even number of wagons
That's what I do
every time a belt is split the game needs to do a computation as to which output to send it
If balancers, choosing train sizes based on what balancers are especially nice, convenient makes sense.
feedback balancers require things to loop indeterminently through them (i assume upper end is probably 3 transits), but that's more computation
I do the same in factories. If I end up with something inconvenient like a 4:5 as a bare minimum, I try to make it more convenient.
yeah, as i mention, i've been using a 5 carraige size for this project for a number of other reasons, and i do think it is the right choice, balancing 5-way is just the problem that needed solving for the decision
Mhm. Always tradeoffs of course.
I've been using balancers for years and only recently built my first 4:5
my first thought was to use 4 cars of 600/min, but looking at the distances, upping it to 5 cars extended the route range before needing a second train
sidenote: while we've been calling what my OP was speaking of a balancer, it really is a balanced splitter instead of true balancer
true balancers have the property of evenly distributing inputs at different rates evenly between all outputs. my designs assume constant input rates
not many use-cases in SF for true balancers since input rates can always be controlled
but with a balancer, they don't need to be controlled
as long as I balance the belts, I can slap together whatever I want and not care how many items are on each belt
yeah, there's benefits to them, i'll agree. in the DSP early game, i use them to mine more evenly and extend patches lifespan. I understand factorio favors similar ideas. In SF, there's just not a lot of uses for true balancers however
balancer are for lazy people
i think it's a lot of extra work and space for something that doesn't solve the problem at hand
don't get me wrong, i use them when i need them
well, then you'd be mostly wrong. they take up space yes, but making a blueprint for each of the common sizes and then pasting them over and over is very quick. and they solve a lot of my problems. because I don't have to do a lot of math to make a multi-belt setup work. I just need to stay within belt limits and that's it
Like liquid without head lift-
i would agree with you if the volumes in the game were larger or more variable, but they aren't
the volumes can be large if you want them to be
I balanced 20 mk5 belts of quickwire for my nuclear plant in U8
The station pic from moonchild is just manifold fed station. Essentially everything belt is either exactly a balancer or its manifold.
nah, there's some stuff that isn't either
Feel free to give definitions, examples 👍
ratio splitters
tf are you on about?
Just define terms please, etc.
a 3:5 tratio splitter takes 1 belt and spits out 2, with a 3:5 ratio between them
a 3:5 balancer takes 3 belts of input and 5 belts of output, and every input is connected to every output
Hmm. Yea, not a balancer. Sure, seems worth being considered a unique subset of manifolds just like balancers are a subset of manifolds.
Maybe terminology would be ideally more distinct to avoid confusion. 3:5 3:5
I'd say if anything, manifolds are a subset of balancers. Every input is connected to every output but not with equal priority
if you build it like that, then it contains a 1:8 balancer. but it isn't one, and you don't have to build it that way
Without crisp definitions kinda a “sure I guess”.
I consider manifolds the more general “it’s just belts” category.
balancer can output in different ratio than 1:1 🤷
then a manifold is a balancer
I mean I'm fine with that but it's not a very useful definition
We are seeing why I requested crisp definitions from the start.
which is what I'd define as the difference - does it rely on overflow or not
if a belt fills up on a balancer, it'll overflow too
"does it rely on overflow to reach the desired functionality"
yes? manifold
no? balancer
That’s a good consideration for the definition, yup
Yea
I'd say the definition should be based on structure
the whole "point" of balancers is to get rid of the "wait for fill up" point, so I'd disagree, the difference is the functionality
what is its desired functionality?
balance belts
define "balance"
does it work like that as soon as you put items in? or does it have to fill up first?
depends where I put it
for filling a train, it works instantly
but for emptying, it depends on the pull from the outputs
and what about this?
is that a manifold when put on a bus in Factorio?
that's a balancer
and a balancer when used on a train?
this is the same, but 4:3, instead of 4:4
but can be
Balancers do often have caveats on their functionality for balancing function. My classic description for train context was “balancer needs either all inputs supplied or all outputs consumed” for it to just work. Otherwise gets into the weeds of universal balancers, etc.
then so is this
but when I pull unequally from it, it has to fill up to function
which is why your definition is incorrect
the object doesn't change depending on where I put it and how I use it.
so the name shouldn't either
the factorio definition of a balancer is "every input connected to every output"
My point from above is that balancers act as a balancer when you use them right. Most balancers don’t work with all permutations of inputs, outputs, etc. Does point to balancers being based more on supply balanced outputs or balanced consumption not just the design inherently being a balancer.
equal priority of inputs and outputs is almost always included, but I've seen weird prime ones that didn't have it
that's not relevant to its function
It gets weird, messy
Most balancers don’t work with all permutations of inputs, outputs, etc
then you're not building true balancers 😉
A TU balancer works with all possible ratios
and a universal one retains equal priority with clogged outputs and empty inputs
Let’s just avoid diving into the details. Balancer vs input balancer vs output balancer vs TU balancer vs universal balancer. It’s a lot.
well, you said that if it needs to overflow to work, it's a manifold

