#math-and-meta
1 messages · Page 304 of 1
if I pull or feed unequally, it needs to overflow to work how I want it to work
but its function is (as said by you) "items from any input can end up on any output with equal priority"
not "the above happens always, no matter where you pull from"
This example feels like info is missing. Does it only work under back pressure or only with manifold style backed up belts. If you buffer it all then remove the back pressure does it still work. Seems not fully described.
Usually balanced provides balance even when consumption > supply. Ala not backed up belts.
Lots of balancers need to buffer their internal belts fully first.
?
I haven't seen a single balancer that doesn't supply equal belts immediately
unless it doesn't supply equal belts at all (then it's questionable if it's even a balancer)
Maybe. I usually think of balancers in longer term testing so maybe not a thing.
anyway, considering what I know about Factorio and Satisfactory balancers, I'd say the definition has 2 parts:
- every input is connected to every output
- when supplied with full input belts, and connected to empty output belts, all i/o belts are utilized equally
I'd replace "equally" with "in desired ratio"
nobody does that in factorio, sorry
we're in Satisfactory chat tho
The in desired ratio part is definitely not a common definition.
(and yes, people do it in Factorio)
do they call it a balancer, tho?
It’s almost more stacking multiple balancers for the ratio manipulation.
well, we're talking about SF definitions, right?
It’s all belts. The game is irrelevant.
Factorio doesn't have "manifolds" either (well, they do, but they don't call it that)
do you want the definition for the exact same thing in 2 different games to be different?
they do call it that. rarely, but they do
given manifolds are the exact same thing that isn't called the same, yes
games have their own jargon
People use different terms but the mechanics are the same concepts, yea. Manifolds in Factorio are just “its belts”.
and I don't think they use a differnt name for that
it's called a manifold whenever it's called a name
if rare usage of a term is considered, then yes, add "in desired ratio" instead of "equally"
Anyway. The above info is good stuff. Now to file this away to tell people they’re wrong at a later date.
and because there's considerable overlap between playerbases, having a different definition for something with an already established definition in the other game is not a good idea
Just from the word definitions, “balance” is rather descriptive.
call it a ratio splitter if it's not equal but still specific and it's fine
because in factorio, it's not a balancer
Some name that isn’t balancer seems more what I’d agree with.
Or balancer with additional word.
I've been calling them ratio splitters for years
or ratio mergers
because they're always 1:n or n:1
with the n i/o belts being in a certain ratio
so a splitter/merger analogy makes sense
What’s the common practical use case for those?
Could see super early prioritization of certain machines for item production when can’t just overproduce trivially.
Ratio splitters? I never use them myself and I rarely see them used. Almost always by people who are obsessed with getting the exact amount of items to their machines
You balance several inputs into two outputs with a X:Y ratio. A balancer in my book
Obviously it's a different category of balancer than true balancers, but it doesn't depend on being filled to work, so not a manifold
I have literally never seen this done with more than 1 belt
but sure, it can be a ratio balancer
but then you have to give 3 sets of numbers
I've used it many times, espeicially in modded factorio
input ratios, output ratios, and number of belts
Input ratio is irrelevant
if there's an output ratio, there's an input ratio too
Since all belts lead to all outputs
Same as your definition
In the factorio classic 4:4 balancer you posted, input ratio doesn't matter, output ratio is 1:1:1:1
the input ratio in that one is 1:1:1:1 too
but it doesn't necessarily have to be the case
No, it works the same no matter what the input ratio is
seems like if the input ratio is 1:1:1:1 the balancer part is a bit unnecessary
so the input ratio is 1:1:1:1
but you can make it prioritize one input more
and make it whatever else you want
2:1:1:1
it takes twice as many items from the first as the other 3
just like you can make 2:1:1:1 output ratio, where the first output gets double the others
the output ratio only matters when all the output belts are empty and free to move, and the input ratio only matters when all the inputs are full
which is why I said "equal priority" in my balancer definition
not equal items
my only experience with factorio balancers was where the "ratio" was "unbalanced or at least not guaranteed to be balanced" input belts to x number of balanced output belts
so I can't speak to what you seem to be talking about which are not just input to output ratios, but some sort of consumption ratio when there is overflow
In a recent modded playthrough I did, there was a loop that had 1/3 of the products as output, rest had to be recycled back to keep the loop working. And given the long craft time and such, I didn't want priority splitter where I'd buffer 100s of products on the loopback belt, so I made a balancer that took several inputs and took 1/3 of it to one direction and 2/3 back. In my book that is a balancer with ratio output
if there was only one input, I'd call it a 1:2 ratio splitter
if more than one input, I'd call it an 1:2 output ratio n:2 balancer
I'd suggest going to #1038092680493801533 with that
Multiple inputs, as per the message above
WTF is with that mess? Get your stuff into order.
Let me post a picture of one of my coal plants to show you . . .
Probably a first time player's coal plant? My first one looked similar
I think it's getting enough coal, I think it's cuz one of the plants is not getting enough water
My first one was a nice clean manifold, but I have autistic-type OCD.
better put a /s on that or we're gonna end up with this #1378353850209275904 message again
good natured ribbing. don't add more pumps, @craggy zinc . in fact you probably don't need any of the pumps you have. you only need pumps to make water go up, not horizontally. but i'm going to stop spamming this channel with stuff that should be in the help channel
yeah, pumps should only be used when going up. you might not need a single one
hi, is it smarter to focus on the elevator tasks or should i always max my upgrades from each unlocked phase in the hub?
Here is my design on coal power:
See the nice linear pipe. It is fed from both ends making 1200 water (two Mk2 inputs)
That is 600 water per an input, ensuring no one plant gets water starved.
This is compacted coal, so it only needs 100 per a minute for all of those. For regular coal it would need a lot more.
you might be the first person i've seen choose to burn compacted coal in coal generators
(except as a disposal method for byproduct)
Only because I have so damn much.
I plan to slowly divert it to rocket fuel production over time.
reasonable
This compacted coal plant is sipping at the compacted coal, using 100 of the 720 that it is capable of.
the chains get complicated pretty quickly if you want to recycle compacted coal byproduct into turbofuel
I've done compacted coal in coal gens in the past
It's not my first choice, generally, but if you've got some handy sulfur and want some more power out of your coal, it's nice
I have two plants using compacted, one using regular right now.
Yes, there are a few coal patches with reasonably close sulfur.
This was the one that had the most pretty coal plant.
I should say this one's compacted coal plant is currently capable of 350 compacted coal, but it is fed resources that I could boost higher by adding more assemblers to compact said coal.
And of course overclocking . . .
Overclocking the miners that is.
I've got enough room laid out to do 700 compacted coal, but can boost it to 720 with miner overclocking right now.
Should I use all the uranium in the world for uranium fuel rods or will i need to save some of it for plutonium?
Well i want to use all my uranium for power and then plutonium gets scrapped/used for drones and vehicles
then you don't want to use any uranium ore on plutonium
You have to burn uranium fuel rods to make plutonium
I know, speaking of, I'm assuming the ratio of fuel to waste is 1:1?
1:50
Plutonium is 1:1
Uranium Waste is a radioactive byproduct of Nuclear Power Plants by burning Uranium Fuel Rods.
It can be reprocessed into Plutonium Fuel Rods, which can be sunk, or burned for power where it creates Plutonium Waste.
It is one of the few items that cannot be discarded with the trash button in containers...
I'm sorry fucking what?
1:10
wouldn't be a challenge if it weren't, lol
!wikisearch plutonium+waste
Plutonium Waste is a radioactive byproduct of Nuclear Power Plants by burning Plutonium Fuel Rods.
It can be reprocessed into Ficsonium and thus Ficsonium Fuel Rods, which can be burned for power, where it creates no waste.
It is one of the few items that cannot be discarded with the trash button in...
its actually not that bad the waste stacks to 500
1 rod to 10 waste
Haha I need a break
Well yes but I intend to use all the uranium in the world for power (once I unlock mk 6 belts bc I assume I'm gonna need mk 6 belts)
I just built that and I wouldn’t want to do it on mk5s
I did it in U6 and U8 (yes, twice). it's not that bad. only 200-300ish hours of work
i'd build it in smaller chunks tbh
Make sure you pick out your alts for both uranium and plutonium
This is true but I need the power for it yesterday
*from
Yeah it was like 1.5 weeks for me
Which ones should I use?
1.5 weeks??? it took me at least a month
Well don’t be like me and forget to look at plutonium alts. Like everything, it depends if you want to sink rods or process through plutonium and ficaonium
all alts for uranium, all defaults for plutonium
that's max power from uranium and least effort getting rid of the waste
I used machine block blueprints to save a lot of placement time. I also don’t design architecture (but I’m jealous of those who can)
I did it mostly without blueprints but I didn't decorate either
I'm using mine for Vehicles and sinking it once it's fully saturated my network (I mainly use drones since the tractors/trucks are way too buggy)
That’s a lot of radiation! I’m using plutonium just for all my drones feeding the nuke plant with backup fuel into ionized (to maintain throughput speeds)
Err, and full fisconium as well
Love to see some pics of your nuke setup!
And also 4/m nuke nobs
Here's my U6 setup: https://www.reddit.com/r/SatisfactoryGame/comments/xtsaa2/ive_just_finished_my_whole_map_uranium_project/
Very nice
don't have any pics of my U8 setup besides all the balancers lol
I don’t think I’m making full nuclear again!
Yes fun balancers galore. And I load-balanced all the inputs to minimize radiation
I'll be making ficsonium after 1.1 drops
but had to make a fucking mod to make what I want to make feasible
Tell me more…
I have a side-project for the future to try to reduce my sloop # down to vanilla numbers. Slightly cheating right now for ficsonium recycling (think I’m using 113 sloops for the whole map — 60ish for ficsonium). Need to build a whole superposition oscillator factory just to make dark matter and sink the oscillators for more efficient slopped dark matter creation
well I wanted max ficsonium without sloops or ore conversion (which would be 152/min if there was enough SAM) + 10 Matrixed augmenters + have enough resources left over for other stuff
but that would require like 25k SAM
and after 10 agumenters, I'd have 3 sloops left
which means it's very impossible
Yeah I have somewhere over 10 sloops in making reanimated Sam on top of the 60 above
so I'm making a mod to add more resource efficient recipes for most T9 stuff
made them more annoying to use to "balance" them a bit
I did one unnecessary ore conversion just to say I’d done it (swamp copper to bauxite)
I’m considering dropping the alien augmenter too. Big numbers make feel good, but I don’t really need more power than the near-2 TW I have un-augmented
Hey how big do your save files get? Mine is like 26MB now, takes 45s to load
I haven't gone that big in 1.0, but that's about where I was in U6 and U8
Such as?
Well I only use drones to move end products with low thruput to my main storage facility (that's the plan at least, I have drones unlocked but don't have rcus automated)
There's 1 default 1 alt for every item from uranium ore to Plutonium rods. From uranium ore to rods, all alts, from uranium waste to plut rods, all defaults
Should I use the alt for magnetic control rods as well?
I'm only talking about the uranium ore to rods chain
Everything else has no bearing on uranium efficiency, and that's what you were asking about
You could use alts for Plutonium Cells and Rods too, and you'd get more, but if you're sinking them, you don't need more and it'd just cost more for no reason
I'm a little confused in this situation. Looking at the highlighted path, I need to convert 60 plates in 3 lines, to 60 plates in 2 lines.
I was going to do this with a manifold, but I remembered 3:2 line balancers exist. Truthfully, I've never used those kinds of balancers. Is there any reason to pick a balancer over a manifold in this situation?
First of all, I suggest you don't use Satisfactory Calculator's Production Planner, and especially not in realistic mode. I suggest using Satisfactory Tools instead
As for your actual question, if you can fit all plates on one belt, there's very little reason to do a balancer. Also, what SCIM did is not a balancer.
Duly noted. I will be switching to Satisfactory Tools! Though I'm kind of curious why you suggest it over SCIM?
And gotcha, that makes pretty good sense I guess! I was wondering when you'd even need a ratio balancer, but I guess when you aren't able to fit the total input on one belt is the answer. Thank you very much!
And by 3:2 balancer, I was meaning something like this
SCIM's planner deals poorly with alt recipes. When selecting multiple recipes for one item, it just chooses one at random. Satisfactory Tools chooses based on average resource cost. It might not always be what you want, but it's closer than the random choices that SCIM makes.
SCIM also can't calculate some recipe chains, namely Diluted Packaged Fuel and the recycling loop.
I've also seen it make mistakes, especially in realistic mode
Do note that when managing multiple belts I always use a balancer, but it's not like you need to. It's just that other options require more work. At least for me, because I know how to build balancers.
Ah, I've never run into issues with that so far, but I haven't used many alternate recipes. I've only found that I just search for the recipie I want to use and tell it, and then it'll work it out.
I prefer it over Satisfactory Tools because I like the realistic mode. Tools' production view feels a little too simplistic.
Well, ideally you'd manage your own items. Tools' purpose is to do the math for you, but not the logistics. The realistic mode in SCIM sometimes makes splits that wouldn't work without a smart splitter, but it doesn't tell you to use one
I'm a little confused on what you mean? You say 'always' use it, but also that I don't need to? I would've thought manifolds are the easiest, most simple options, and you should only use the ratio balancers when your throughput is more than your max belt, right?
I always use balancers when managing multiple belts of one item. The belts go to manifolds. Because manifolds can easily handle up to one belt of items, and after that things get difficult
Oh, yeah that makes sense. I've found I still have to do a considerable amount of logistics with SCIM, especially in figuring out how to actually implement it into the world. I'll be wary of that though, thank you.
Also, this is just a balancer, not a ratio balancer
I think I'm still kind of stuck on this one. You're talking about having multiple belts of one item from various places of production? Because the area I was thinking about using it in is just coming off of a few constructors.
Also my bad! I called it a ratio balancer to differentiate it from load balancing. Made sense in my head
I'm talking about multiple total belts. Imagine having to deal with 310 iron ingots/min with only mk2 belts available (120/min). You can't fit all that on one, you need at least 3. And then I need those ingots in different places, 150 for plates, 90 for rods and 70 for screws (not realistic numbers but just an example). That requires 10.(3) smelters, so I'd build 11, 4 on one belt, 4 on the second and 3 on the last. Giving me 120, 120, and 90. Then a 3:4 balancer. 2 belts go to plates, 1 to rods and 1 for screws. The balancer sends 82.5 down each belt at first, but eventually some of them will fill up, sending the excess to the one that's still missing items (rods). Eventually that one backs up as well, and the smelters throttle down to produce 110, 110, and 90, while the machines making plates, rods and screws get what they need
The definitions of balancing in this community are inconsistent. I just use Factorio definitions, which are properly established in that community
Load balancing is more of an action than an actual build (there are no "load balancers"). For that, both regular balancers and ratio splitters/mergers/balancers can be used. Or setup that aren't even balancers, involving belt limiters
It's all messed up and I feel like trying to systemize it is just a fool's errand
This is exactly the explanation I needed! Maybe I'm stupid, but putting it into actual context is so insanely helpful in understanding that concept, and and really appreciate you taking the time to actually write it out! Thank you a ton!
I totally see what you're saying here, I've noticed too that titles are fairly inconsistant. It sucks because I want to be able to properly refer to things when asking for help, but I worry about muddying what I'm trying to say lol
Glad I could help. If you have any more questions, feel free to DM them to me. I'm going to sleep soon and if you post them here, I'm probably gonna miss them if there's a lot of activity before I get to reply.
GN
Oh, thank you for the offer! I'll try not to disturb you too much then. Goodnight!
Hi! I've come to a problem with my coal generator grid i want to expand, so previusly 7 generators powered my whole grid with about 750 MW and just to be safe i made an isolated network with 3 coal generators (were 2 before) wich powered the supply for the main grid (those 7)
now i wanted to add another 8 coal generators because yeah.... i got plans and i need way more power, so i placed them, hooked them up to a coal mine and i think 4 or 5 water extractors
my problem was that my isolated powering circuit kept burning the fuse because of water supply issues and i tried and tried to fix it by myselfe, my friend said i should just let it be because i am geting to litle power to supply the isolated circuit and make a new grid at a better place
would the water problem be solved by just adding water tanks inbetween? i mean like they would act like capacitors in a circuit
if i think about it
!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...
No, buffers practically never help
show over head images of your set up. And no buffers won't help here
buffer doesnt help anything bcs the flow is still limited with your pipe
you want 2nd pipe if you try to send more than 300/min
unless you have mk2 pipe which double the capacity
thanks guys for the quick support but im at wor atm :(
whenever you get back to the game get those images 🙂 people will be on
thx!
and no i dont think the waterflow is the problem
i did the math that should be alright
it's almost certainly a throughput error or a small math mistake. It's pretty common
did u try to send more than 300/min in mk1?
i underclocked them so that they add together 300
what about headlift?
about 3 to 4 pumps per pipe
no
2 or once 3 i think
k, ill just wait for the pic later, hard to tell
yep, ik
oh and "later" is in aproximitly 10h
lol
Just suggesting, if you want to make a semi efficient power plant for coal generators using MK1 pipes, I suggest just running 2 extractors into 4 generators, where you'll use 60 coal/m, and 180m^3/m. The excess water should be about 60l, so you can, once the circuit is filled, store the excess in a fluid buffer at the end of the pipeline system in case something ever happens. if you use a MK1 drill on a normal node, you'll supply exactly, or if you drill a pure node, you can send the extra 60 using a splitter to another connection of 4 generators and 2 extractors. In the end, you technically use more extractors than the schematic but it's one of the few ways to easily make it work without the game throwing temper tantrums at random moments. If you use the schematic and it doesn't work, try the third option on the schematic using pumps to push the water away from the centre pipe, so only the water from the centre extractor touches that pipe, then get's evenly distributed without overloading the MK1 pipes
Just in case you can't figure it out
It's not liters, it's m³
And also, 8:3 works fine
bruh. the numbers are the same, and I'm unduly impressed I remembered the numbers
for me, it chucks hissy fits about how much it uses and stops a generator or two, sometimes all of them
Did you put all through one pipe?
split into two like ex. 3
Enough headlift? Prefilled before use?
the game just decided to uninstall physics and logic itself with me and liquids
The water was above the generators anyway due to my lovely ability to spaghettify my factory and simply not care how it looked, so they were semi submerged
overclock your power plants, this way one coal power plant will use about 112m3/min of water and can be supplied by a single water extractor (or alternatively, have one 200% overclocked extractor supply 2 power plants)
early on, when you're using coal gens, you likely don't have a ton of shards to spare. All it does is save you space. So unless you're using cheats to spawn more in you're probably better off using them elsewhere
i am well supplied with shards, i boosted all of my previus 7 with one and a single one with 2
no i want to make it even bigger so the schematic wouldnt realy help all that much, also i was boosting a t2 miner 2 times for just supplying the isolated circuid and the suppliance for the main 7 generators
That's why I suggested the semi efficient way of 2 for 4
on a pure vein or a normal vein?
If assuming pure, that one, unless you have t4 coveyors, wouldn't do much at 200%
3:8 is less materials 🙂
i think its normal and either the other 2 are also normal or one is impure
so about 120 from 2 and 60 from one, then I assume you overclocked the impure?
yep
all of em, oh and i just remembered
one is pure
but that one i wouldve hooked up to the new 8
so its not in use
so about 480 in 3 miners, which without t3 I believe will cap at 360
oh, so 240
i got t3 conveyr and t2 miner
no so, the coal isnt the problem, the coal can flow consistandly
excellent, that'll supply an easy 32 generators
water is the issue
and water consumption is 45 per gen
nope, i charged them all once
which roughly works out to a 1:2 ratio with 30 spare
so 68
which'll mean that it'll be just over 1:2, so you'll probably have to do a 7:4 ratio
which'll have a sizeable excess
okay i think we stop here, weve come a bit away from the real problem
even i am not 100% sure what it was anymore
ima check up again after work
@cosmic stratus
blue for fresh water, red for waste.
all you need to do is clock it right
kay so after a bit of creative thinking, worked like a charm tysm
No stress. It’s the most reliable method of processing by product that’s part of the chain
Works in later systems in the nuclear chain and dark matter too
yea, i had 6 alumina refs so i made the two in the middle underclocked and overed the others
sadly since i had 840 water i had to split it into two separate pipe systems tho, still looks rlly clean :3
as long as the math right, you can completely separate waste and fresh
Power shards are a non-issue as soon as you have somersloops and production multiplier (which you should probably already have when setting up coal). Just make sure to always use somersloops when making power shards, you will have plenty for your power plants
in case you haven't or for future ones, I highly keeping fluids like this in very seperate units. Like processing 1 node of bauxite just within it's own little group and not linking it to others
i’ll keep that in mind ^w^
no stress 🙂 it's generally good to do it because it simplifies systems and simple = good in pipes, as well as making it much easier to trouble shoot small sections rather than big interconnected systesm
tru that, plus it can look more impressive lol
bro's got like 660 mw of launchers 💀
I ran so many cannon experiments during early access, it was all to write the book on transport like this one #math-and-meta message
Here is one of the cannon yards where experiments were run, physics was broken and notes taken #satisfactory-experimental message , it let me get a lot of numbers, but UE5 invalidated a lot of it alas.
I really need to build a new cannon yard and start writing a new book tbh 🙂
have you made a hydron collider or whatever thats called yet
Not yet, I always had issues with cyclotron style designs due to my save at the time being massive and performance issues made their use rather iffy.
lol, ur not the tunnel rat, you are the hypertube rat
Back in UE4, this structure was needed for turbo cannons due to physics #design-and-architecture message , UE5 seems to capture you far better rendering a velocity brake needless.
Don't count the tunnels out yet, this is an intersection between all the worlds bauxite, crossing most of the worlds sam ore in a tunnel #screenshots message
but there's hypertubes in those tunnels! you are the hypertube rat lmao
They're not cannons though, just logistics tunnel travel.
How should I do fuel distribution for my drone network?
its still a hypertube lol
Cannons, I've learned to my cost are heavily performance linked, the bigger the save, the worse the cannon will perform.
And my saves tend to be huge 😦
ooo
I ran a whole lot of performance experiments, and inter-biome cannons lost all their speed within a few hundred metres.
Also is there an optimal distance i should use drones over trains for?
I'd honestly say it's a throughput thing, if you're moving smaller amounts, any distance, the drone will win out, for larger stuff, trains scale way better.
Well I'm mainly asking since I'm using plutonium to fuel my drone network and want to know how i should distribute the rods through the network, also I've never done anything with drones before so idk what to expect
Here's an example, #design-and-architecture message , loading is enforced in UE5, which forces slowness in even a modest cannon, and it slows down as well as stopping to load.
Oh eck, that is outside of my experience as far as fuel usage goes, those imho would be for long range travel but I don't know how long each rod will last, weather or not you'll have a backlog or shortfall, I just haven't used them for that.
That’s tricky because the unlocks require circuit boards, unless you’re creatively raiding crash sites
Well if I have a backlog that's fine, it'll get sinked since I don't intend to use ficsonium
"modest" i have a cannon from my caterium to my base and its only 7 entrances
and it runs fine
Fair enough, I'd personally sink them and not worry about the rad-haz, I just don't have the experience to offer anything more than just an opinion.
Well considering that even in the cyber wagon you can still run it for 2.7 hours with one rod its for the efficiency
And the drone ports are out of the way and I have auto iodine filters I don't super care about radiation
I have a million filters in storage so I really don't think radiation will be an issue
Plus I'd rather not do anything with fluids where I can because this games liquid system genuinely makes me wanna cry
I found the speed test that doesn't hit the "load" stop, the slowdown is actually visible, speed just bleeds off after a time, this was using 12 stages.
Unless there's some way to do ficsonium where I'll still be able to actually build other things
would be kinda annoying but you could use autohotkey to make a script to change view distance with a keybind ( like make it press esc, press the coordinates of where the settings are and change the view distance up and down
to make using hypertubes less laggy
To be honest, I'll just sink the PU rods and be done with it, I already have a colossal amount of power generation, pre-nuclear, I don't need to burn plutonium.
Well i only have ~40 k of power generation
(I have 1800 fuel being burned a minute and even then it still has its issues with generators randomly stopping despite my best attempts to balance it and simplify it as much as I can this games liquid mechanics just don't like me)
And 480 coal
:P
Plus my apas
"only" 😭 me just sitting afk with a tiny factory with 5000mw instead of building a huge factory
Ahh, I have 1.1Tw, I haven't mined uranium with the exception of a tiny amount to make a handful of nukes.
If it weren't for how ridiculously fucking expensive ficsonium is i would go for that but like, I like having other factories around my world
This place, it comprises of three towers that each use the shown plan.
Tiny factory isn't an option for me (I'm practically at the end of the game, just haven't moved to phase 5 yet)
laughs in i don't have rocket fuel
And again fuck the fluids
I genuinely hate this games fluid system so much
y e s
Rocket fuel being a gas really doesn't care about lift and all the problems that brings.
Yeah, like i put 4 pumps on a short pipe, basically nothing comes through
It's not the lift thing, i build my pipes on flat foundations, and i have it all hooked up on mk 1 pipes that are maxed out in terms of thruput going into a 6 generator manifold w/a loop back pipe and yet for some reason some of the generators still run out
I BALANCED IT OUT AND FOR SOME REASON IT STILL DOESN'T WORK
Hmm, I'd need to see the setup, plumbing is famously finnicky.
And I copied this exact same setup 5 times, some of them work perfectly fine, but others don't
They are carbon copies of eachother
That sounds like the underside of my bauxite refinery, all twenty clusters are identical, yet one decides to backup on alumina solution, I don't have a valid answer there.
This isn't bauxite tho, this is oil 😭
Mainly my HOR into diluted fuel setup
The blenders all run at 100%
I know, same issue still though, liquids being liquids.
btw where are the 1.1 patchnotes, i wanna know what's new
it'll copme out with 1.1
-.-
;-:
"creatively raiding crash sites" is probably what I've been doing indeed.
I built a hypertube cannon and randomly raided a bunch of crash sites as soon as I got the parachute
do you know what time it'l release?
sometime today
due to time zone differences I think it would be afternoon / evening in europe so in a few hours
its 2pm 4 me rn
yeah its now 2pm in central europe summer time
well from what ive been told it'll be between hopefully 3-5 pm :P
yay :P
which sweden follows afaik
Pumps don't increase throughput
bruh
yeah they just limit flow direction and deal with headlift
i use them as valve substitutes bc fuck valves they dont work as advertised
Pumps are just to add headlift
Oh yeah, speaking of crash sites, I forgot about being able to dismantle them.
lmao i dont even know how high the base 10m of output headlift r
you can dismantle them?????
Don't ever need valves
its like 2 4m foundations and a bit
In 1.1 yeah.
And don't need pumps if not going up
2 4m foundations and 2 1 m foundations
problem is that finding the starting point of these 10m is a bit tricky
btw how exactly do you make sure an enemy doesnt spawn anymore?
I think if you build anything close to their spawn point they stop spawning
doesn't even need to cover the spawn point, next to it is enough, not sure how much though
i have a bunch of conveyors near a crashsite but the enemies keep spwaning
try foundations
Need a powered building afaik
It needs to be a powered machine, even a connected biomass generator will do.
good to know
thx
does it work with power pylons?
No, must be a machine.
if i have 240 iron rods a minute, how many constructors making screws do i need to make the most rotors?
i have a pic with all the problem generators marked if you would like to see
Go right ahead.
My current power station has 720 generators, it is running smoothly 😁
nvm figured it out, using half of my rods to make screws and using 5 constructors, isnt completely efficient, but is the best with 240 rods per minute
Can definitely make more, see link above
ty
ty
Might be a silly question. biggest power plant I ever made was rocket fuel giving me like 65k power. Was planning on a big build, 480-500k with rocket fuel. How do people make these huge plants when there's not enough sulfur on the planet ?
there's like 10k sulfur available
almost 11k
and for rocket fuel, the first limit is actually nitrogen
Oh, guess this google result was incorrect..
I believe I have enough Nitrogen for my build already, grabbed 2 nodes giving me a total of 3900
Also, use nuclear. Much easier
Eaiser???
I don't know why people have strokes over the nuclear recipes. The base recipes are very simple
more interesting is the only benefit I can give nuclear
even the non base recipes are pretty straight forward.
the uranium ore to rod chain is easy, sure
and instead of 1000 stupid fuel gens you can put down 100 nuclear instead
but you cannot tell me this is easier than RF
easier than putting down a million fuel gens, yes
blueprints?
so? you can blueprint the nuclear stuff too
fuel gens are really easy, especially in 1.1
yeah nitro rocket and just a fuel gen blueprint is by far the easiest way to make 100 or 200 gw and finish the game on that
it's expensive, but it's simple and fast, and its expense isn't a roadblock to game completion.
Not me saving up 8 big containers of motors xD
Yeah I am not going nuclear. Maybe once I finish the game
Also have to point out that uranium produces 20x as much waste and like half of the power of plutonium, so if you're going nuclear you should probably go at least that far.
Right now I am at 27k max power of which 5k is spare, so going nuclear wouldn't even be a possibility
for X amount of power, 50 containers of plutonium waste will last you as long as 1500-2000 containers of uranium waste
you can, via batteries or modular design (:
For that you need to be good at planning, I can't even properly plan a 100 motor/min factory
but rocket fuel is superior IMO, you need it anyway for jetpack and vehicle fuel
i am online now
is that how you supress mob spawning?
uranium isnt too complicated to set up if youre not using any efficiency-boosting alts
Everything you build has a point value which contributes to supressing mob respawns in the area, but powered buildings contribute much more than unpowered ones
Though I think technically enough of any buildable should eventually do the trick, powered or not
ah, so by supressing we do still mean to jusat stop spawning
It creates a ridiculous amount of waste, though. 1 ISC per hour per 100GW.
Plutonium is at like 0.03 ISC's per hour per 100GW.
I don't think anyone's dug deeply enough to know the exact values or formulae, etc
and not spawning elsewhere
Yeah, respawns for that specific spawnpoint would be disabled
You'd still have to kill the creatures that one final time, but then they wouldn't come back from that spawnpoint
Each spawn's considered independently
mk i thought i could make a massive minecraft mob supressor LOL
A couple of online Power Storages is generally enough to do it
small numbers thing i just realized; there's a lot of clusters around the map of 2100 ore/min... 2100 = 780+780+270+270
pretty sure thats a coincidence
though tbf i dont know why they chose 780 specifically
i also dont think that specific combination is all that common?
my friend said that this i sbad math and this would not work
the schematic
those
the 3 diragrams are all correct
you just need a mk2 belt up to a certain point
idk why would anyone think they wouldn't work
the belt speeds in the game are all designed to be the max you'd need at specific stages of the game
except for the 270 belt which is an oddball, they're all multiples of 60/min why the 780 belt is 780 is to accommodate a lot of screws. why the 270 belt is its size is to accomodate a decent amt of cat ore or limestone production with the base recipes. Additionally, they're picked to be interesting prime multiples of 60 so that combinations of belts can get you to different rates
i think the 780 belt may also have been sort of an artifact of dev problems getting a 1200 belt to work at correct speed
so I'm starting to put the nuclear plant down and uhm, to put it bluntly.. where do i put this fuckin thing? like whats the best location?
the reactors? above water. the rod factory? wherever is convenient for you
well i mean like where do i build the plant
i have t3 belt and t1 pipe about to be t4 and t2
at my previus setup with 7 generators i needed about 6 water extractors just for it to barely work
(they were all overclocked)
probably because for 2.5 times the water you need 2.5 times the piping?
setups 1 and 2 would still work at 150%
no i didnt have any schematics when i built those
i just did it out of my head and imagined it would work
I always put mine over the northwestern ocean
where?-
on the desert map?
north-west corner of the map
so up by the rocky desert?
oh its all the same map
i need a plumber to look at my... plumbing
let's keep it clean
Make a thread #1038092680493801533
aight will do in a minute
Be as detailed as possible and include screenshots
why wouldn't it?
I build my nuke plants out on a platform over the ocean off the coast of the swamp and put the water extractors directly underneath
because water is not sufficient aparently and it doesnt work as smoth as you would bring coal to the geneartors
how should i move the uranium tho?-
like do i use belts? trains, drones? idk what im doing
trains or drones
depends on the distance and amount
it is sufficient? 3 extractors make 3x120 = 360 water, 8 gens need 8x45=360 water
i need to pump the water upwards with like 3 pumps
would that make a diffrence?
no
well im moving 2100 uranium to one spot either on the swamp, or like you said on the nw beach
you still make 360 water and consume 360 water
depends on which has better caterium/sulfur access
yeah it doesnt work somehown
when I did that, I had a single train that stopped at all nodes
Then you have a build issue
make a #1038092680493801533 post with images of what "doesn't work"
i have 6 water extractors for 7 generators at the moment and if im not careful the fuse will blwo from time to time
and it had perfect thruput?
i dont know if that would help me out now because i already quit the idea of adding another 8 as i had this idea previusly
how many cars did it have?
im just now making a new grid at the other side of the map with 20 generators
and 10 water extractors
the setups on wiki work just fine, so if you have issues, it's most likely piping issue
Yes? Trains can move however may items you want them to
and I'd recommend sticking to the 3:8 ratio
probably yeah, i just dont understand why
which is why I asked you to share images 🙂
ill do that now
i can even vc if u like
no, just share screenshots
k
well yeah but i mean like i want the incoming rate to be 2100/min
in a minute
Make a thread in #1038092680493801533
my wholedesign hinges on it being perfect
you just need a train setup capable of moving at least 2100/min, and if you feed it 2100, it'll move 2100
You’ll want one train platform per input belt. Buffer with ISCs and double belts at both load and unload
the main grid with the 7 genrators ( clocked to 150)
make #1038092680493801533 thread
water piping system ( those pipes between the pipes i did temporarely because one of them kept lacking of water supply)
yeah remove the connection
3 isolated generators to supply the main ones with water and coal
and all of my water extractors ( 4 of them i planed to use for the new 8 for the main grid but now they are not in use)
ohhh
i have 2 coal mines under this platform, one for each circuit
i am here on the map
both mines are impure but that doesnt matter because im not lacking of coal
don't connect multiple setups together. Do separate 3:8 modules
pretty organized despite not being on foundations, im impressed
nono i didnt connect anything
but please put that shit on foundation it will make your life easier
i live of being able to see the whole system and how it works in real time
thats why im struggling rn ig because the inbetween pipes make everything messy and at the same time work somehow
foundation?
u mean like concreet floor?
yes
i did that here
How much water does each extractor produce?
How much water can each pipe carry?
How much water does each generator consume?
ive did the math
so much times, a friend helped me and said its best to just make a 1 to 1 ratio
because the water is insufficient aparently
which part of i believe more and more
ive clocked them all to 150 and i got like 6
I see you finally made a thread, shall we take the conversation over there?
runing for 7 geneartors
yep lol
@slender sandal surely that first splityter which is recieving the full 50 will split it into 2 25/m. hence the first recieves the 25 while the next 12.5 and so on. which will still result in the system balancing out to 10 however its not as u described where the first recieves 50, then overflows and next 40 etc.
im not saying this is correct however i want to know why my logic is flawed
hi guys, quick question. if i have a factory that uses all the ores that i'm mining from some nodes, but it's fairly far from them and i didn't want to use conveyor highways, is there a way for me to use trains while still maintaining the full input of the nodes and not cause any blocks in the factory because of missing ores?
Putting a container behind the wagons
So that when the train stops it doesn't block
as long as the time it takes for the train to make a round trip is less than the time it takes for your factory to consume a full train load of ores, and you have buffer containers like mentioned above, it will be fine
and if it takes longer for the train to make that round trip, add more trains
Those throughput monitors are cool and all, it at least confirms I'm actually getting 1200 ingots, per line 😄
If you want a 1 to 5 way split this splitter/merger assembly will do it.
whats the best recipe for circuit boards
Depends on your needs
All if them are decent at doing circuit boards, depending on what you hav3 available
what about computers, is it also the rule for those?
Every recipe does stuff differently.
Asking if any one recipe is better than another is usually pointless.
You must think of recipe combinations
you'd need to define some metric and evaluate all the recipes in that metric to be able to decide on a "best"
Some go by resource efficiency.
But not everyone does
Some prioritize usage of resources near them
So they dont have to bring in stuff from far away
I usually go for the most resource efficient recipes, but it has a specific definition in this context: resources are valued based on how many are available on the map. But it doesn't take into account that some resources might be better saved for other items, especially when trying to max something out
I need to make a 5:2 balancer but I've only found this diagram for a 2:5, the opposite of what I'm looking for. Does anyone know if this will work if I just build it backwards? Obviously swapping out splitters for mergers and vice versa.
Reverse everything?
That should in theory just work
But balancing 5 lines is kinda odd. How did you land in that situation
do note that this is a bottlenecked balancer. depending on what you want, it might not work
I found a youtube series on balancer design, bear with me, I'll chuck a link.
5 constructors producing 40 screws each needing to feed into two assembler making Rotors, totalling 8 Rotors/min
Here it is https://www.youtube.com/watch?v=IPE-BAlg0xA&list=PLQo-FPWWaZE-jn38NUxfxh5S2VyJNjnO3&index=4 , already on the 1>5 video in the playlist.
Satisfactory 1 to 5 splitter | Tutorial Ep 4
✅ Merch: https://teespring.com/stores/random-gamer
🕹️ My Setup: https://kit.co/Random_Gamer/gaming-editing-work
This tutorial is about splitting one conveyor into 5 conveyors.
We need 3 splitters and 1 merger for this setup.
🎬 Most recent videos: https://www.youtube.com/c/RandomGamerWASD...
I'm a little curious what you mean by it's bottlenecked, do you think it will be an issue?
Just split the output of one of the constructors in half
Hmm I wonder how bad it is....
the SF community is terrible at designing balancers for some reason
I used the video guides a long time back as a basis for my 1-100 balancer for 100 reactors when going radiation free.
That's what I was going to do, but this seemed like the right place to use a balancer. Is it not?
Each rotor assembler needs 100 screws if i remember right
Thats 2.5 screw constructors
You just split the output of one Constructor in half and then merge that half with 2 constructors each.
And you are done
The balancer is a lot more bloated and complex of a solution
in the top right, you have one belt going into a splitter being split into 3 outputs. the total input to the balancer is up to 2 belts. but the top 3 outputs cannot have more than one belt among them, because that'll overload the belt feeding them
Ah, so it'll only work going from 2:5 then, not the other way around?
It doesn't even fully work when going 2:5
I mean it does, but only if you want roughly equal outputs
But getting equal outputs is not the only purpose of a balancer
I just noticed it's even worse lmao
I don't think it can even handle 2 full belts of input.
Only 1.(6) total
Alright, I guess I can do this instead. This is the more rational choice and it's what I was going to do first, but I thought this situation was what balancers were for lol
See my previous statement
This thing is an offence to balancers
Not every nail needs a jackhammer to be hammered in.
A balancer is definitely a jackhammer in this case
(Possibly more fitting statement considering jackhammers arent even for hammering nails)
I mean I'd use a balancer in this case. But that's me. Balancers are most useful when the numbers involved are uneven and/or inconvenient
hello all, how would you optimise this 4:5 balancer for space?
You could shorten it by 5 m by moving both mergers down 4 m, rotating the left one 90° left and moving the bottom splitter up 1 m
Also, this is not a 4:5 balancer, it's a 4:5 ratio splitter
i cant imagine the size of that thing
my 1 to 10 could be made smaller but it looks so pretty
You could also just overclock your screw constructor to 250% (40*2.5 = 100) and use one per assembler
The 1-100 forms the glass spine running along the ceiling of this place #design-and-architecture message , here's the 1-100 on scim (naked) #design-and-architecture message
would anyone wanna recommend a certain way i should go about circuits, as theres 3 different recipes and im not really restricited on anything
Which recipe seems most suitable for your situation? Based on location and resources?
Well i dont know where i wanna build
Look at what resources the different recipes need and see if you can find a suitable location
BTW you don’t need to make circuit boards as an end product, they are only used as an intermediary
i was thinking polymer resin with fuel as a byproduct, to plastic then caterium circuit boards then circuit boards into caterium computers
turn the fuel into like turbo fuel or rocket fuel
Default oil processing recipes are extremely inefficient FYI
a huge part of choosing recipes is looking at locations simultaneously.
what planner are you using?
none
you can cut the oil costs by up to 78%
here, turn off SAM ore and then change recipes around https://www.satisfactorytools.com/1.0/production
I like the silicone alts personally
i forgot i made this
But I had set up silicon and quartz production early on with a train route to it so logistically it was easy to build my entire electronics chain on top of it
HSC/AI Limiter/oscillators/RCUs/etc
ok so figure out what you want your final output to be first
I prefer to use my silica for aluminium so I normally stick to the plastic circuit board recipes, quickwire and plastic are both very cheap even with limited oil/caterium
With alts, you don't need silica for aluminium
that reduces the efficiency though
is 20 computers a minute and 10 Super computers, alot?
if you're building close to lots of bauxite then thats fine, but if youre trying to make every bauxite node count then a 1:1 ratio is nice with the silica
With silica, it's 1.(3) ingots per ore, without it's 1. But it also costs at least 1 raw quartz per ~2 ingots
depends entirely on how many parts per min you want to make of later things, in my factory I only make 2.5 supercomputers and 2 computers and thats enough for my phase 5 production
it's pretty big if you're just going up the tech tiers
I usually target one or two end machines for each production chain if I just need them “for me” (eg storage to dimensional depot uploader)
why doesnt the planner use many alt recipes
like wouldnt it be more space efficient to use leached copper ingot compared to the normal recipe
different planners have different weights if you put in multiple alt recipes. For example tools uses weights by resource types
I recommend you swap recipes in and out to make it do what you want
The planner doesn't care about space efficiency
whadda yall think of this
It imma be brutally honest, terrible
I'd also strongly recommend Satisfactory Modeler on steam if you arent already aware of it, it takes a bit to get familiar with it but I find its way nicer to use than the online calculator tools
alright, tbh i have no idea what im doing with this thing
How did you even get Tools to use 2 different recipes for computers?
no idea
modeler takes 100x as much time and effort to make things or alter recipe chains once they're made.
It has about 0% of the utility of sftools
as for this? we can't really tell you how good it is w/o knowing what you're trying to accomplish and where you want to put the factory 🙂
for example if you pick a spot that has access to all these resources it's probably pretty convenient
why do you think its bad math?
8 coal gens consume 120/min coal
1 gen consume 45/min water, 8*45 is 360/min water (3 water extractors)
that schematic is very friendly for new players
and highly recommended
Correction: I'd use these recipes, but different numbers: 1.875 Super and 7 computers. Just to have a whole number of machines for each
if your goal is just to make super computers and computers, this is probably what Id do
only 3 ingredients, no quartz, no aluminium, just copper, caterium, and oil
thats satisfactory modeler
a very very slow program called modeler
thats alot easier to read
it has no lables about what is going on at all xD there's nothing to read
it's also missing a few basic steps to make the first set of items. it just makes it look smaller
my eyes struggle to comprehend the stftools
you made a plan with a lot more steps
The one that KYO shared is a bit more sane
modeler is easy to read if the one who made it is yourself, and it lacks the label for each recipe and impossible for new player to read what is happening
so most ppl recommend to just use tools
just need to figure out the basic recipes for the ores and such
Tbf if you're familiar with the inputs and outputs of recipes, the lack of labels isn't really an issue
its worse for sharing recipes but way better imo for using yourself
most of the time, im using modeler for stuffs like this which is easier to read
all those labels are there when hovered
but for big stuff tools is the way to go
id argue the opposite, ive got a plan for my entire phase 4 factory that is a gigantic disgusting spiderweb in tools
same plan but in tools
they cheated to make it look simpler by removing the first steps https://www.satisfactorytools.com/1.0/production?share=Imrj0MGFs0vMt9UUBN9a
delete the 'input' items in the input tab, and it'll show the first steps you need
It'd take me way longer to make that graph from scratch than to read the same thing tools spat out. Not to mention waiting for modeler to figure its shiz out
yeah one thing i dont like in modeler is when the graph is too big, it will took minutes just to read the numbers
Also, that's a lot of miscellaneous items I wouldn't put in one plan in tools, nevermind one factory in the world
this isnt the same, doesnt got the computers as a final product
add 4 computers and some more inputs then?
changing the calculator setting helps with that, if youre doing anything with loops setting it to manual and then just typing in the number you want makes it take under 5 seconds to calculate
takes a few seconds
Yeah, the shape of the graph will still be the same. Just the numbers will change
Modeller gives more control, but it's slower because of that. Tools is far better for recipe calculation but will give a spiderweb of overlapping lines if you try to do complex stuff with it.
personally I probably wouldn't bother with the pure ingot recipes, just because you need so little, but that's up to you
so for big builds probably best off using both, figure out recipies via Tools for the most part and take those into Modeller
You could also make cable from Caterium if you want, meaning you don't need copper
either with this one,
or make the wire from caterium, and then basic cable
or if you're feeling fancy, caterium wire to insulated cable, as you're already bringing in the oil 😄
neat, super computers with only 2 resource types. Didn't know that was a thing
is fluid train cars still funky?
it never was. Just people mishandling pipes
use one of these buffers on either end #design-and-architecture message
#design-and-architecture message
so if im doing my math right, the theorical limit for ficsonium rods production is not bound by uranium but sam 🤔
Yep
Ficsonium rods don't produce relevant power though, they are a waste disposal method
I'm aware
I'm starting a new playtrhough and actually planning things through this time
the competing and kinda better but more boring setup is using the SAM/sloops on uranium instead, making it into plut rods and sinking those
so I wanna see where I want to put everything
Yeah but isn't it kinda more fun to do ficsonium
that's why i'm doin it 😄
Probably doing something like using half the sam available into ficsonium and sinking the rest of the uranium into plutonium
not really that optimized in terms of resource use
could lower the copper
well, it's both
theres 2100 uranium available and 10200 SAM, if you were to put all the uranium into making ficsonium rods you would need 17850 SAM
you can see the problem
and realistically you can make more uranium, it's quite easy to pump it up to 5-10k rather than the 2.1k on the map. It there was 5x more SAM we'd be able to make 5x more Ficsonium pretty much.
are you slooping your sam?
The sam usage goes directly into trigones
oh wait youre right
I completely forgot sloops are a thing
and are you using aluminium ingots?
there's enough sloops on the map to fully dupe sam iirc
you might be better off doing a mix of slooping the trigons and sam though. Since trigons just need constructors
you'd also have to juggle the numbers becaues there's probably a point after slooping trigons that converting more uranium might get a better output
hm I was just calculating the theorical limit but now I might actually need to plan the whole plant to see this through
you generally need to yes
The most valuable thing that you get out of slooping the Ficsonium Fuel Rod step is the dark matter 😄
I started by checking ficsonium but I also want to make a decent amount of space elevator parts and such
ok looking at teh recipes it looks like you're better off slooping the reanimated sam over the trigons
its 44 machines 😮💨
if you want true max you'll probably need to do calculus
it also effectively doubles the plutonium power, but definitely breaking even on the DMR is pretty great™️
if you're attempting to max out nuclear, the places for the worlds sloops are the rod encoders and the rsam constructors
Full chain, if you double all of your ficsonium rods it only gives e.g. +14% power
Yeah you make the fics generate the same as plutonium, but it already generated 50% of that.
zero waste and the DMR is a nice side effect though. Saves SAM
yep, max wasteless nuclear is sort of a vanity project. there's higher yield ways of of generating power
i'm finding in my planning that making enough ion power actually provides the dmr needed for everything
ion is underrated
it isn't good for power until you start realizing all the other phase 5 stuff needs dmr and powershards make dmr
Tools starts straight up sinking synthetic power shards if you push it hard enough. Better to burn them for power before that
whenever i push sftools too close to map limits for phase 5 stuff, it starts trying to make dmr out of ai expansion servers
That too, but i've seen power shards
maybe depending on which resources it has left
i haven't caught it doing that, but it probably has something to do with how we've configured our queries
in any event, tool's linear solver breaks down on complicated feedback loops
probably something like this
some fun numbers, this uses (of available) 100% uranium, 42% bauxite, 45% SAM almost 30% caterium
with the experience of my friend ive came to that conclusion, now i know its just pumps that are the issue
Is this the same friend that said 3 extractors to 8 gens was ‘bad math’?
yep
While I’m glad it’s working, and headlift issues are common dragging pipes along the ground, I’m not sure your friend has expert opinions
Aside from creating 0x or -0x nodes, I haven't seen it have issues
Is there a best alternative recipe for ingots? Because satisfactory tools is saying use pure caterium ingots and the pure iron and copper alloy ingots instead of pure iron and pure copper and i can't wrap my head around it
As mentioned to you previously- no, there’s only best to your situation and desired outcome
Swap recipes around so there’s only one option at a time if you want your production plan a certain way
Well i mean generally in terms of ore:ingots
Again , no. Unless you define what best is for you
For example, I tend to use the alloy recipes as the pures are obnoxious, even though they have higher outputs
You must've set some weird limits because Tools always uses Pure if it can
If the location doesn’t have quite enough ore for my plan I might do some of it pure, rather than importing more
I didn't, I just gave tools all the alternates I have and disabled all the regular recipes for encased uranium cells and uranium fuel rods and it decided to spit this at me
Maximize mode?
Yes
Well, there's your issue
Never look at a graph from maximize mode
The only correct information that mode gives is the output amount
Well i wanted the Max amount of rods i can make
Both maximise and ticking all the recipes be your issue
That's it
Copy the amount back into items/min mode
Weird since I used it for my last megafactory and that one works just fine
Although tbf that place is a little jank in terms of how I built it
I can assure you that it was, in fact, not fine. In maximize mode Tools does not optimize for raw resources, only the output amount
That's why the graph it produces is garbage
It'll happily waste resources if it doesn't affect the final output
It only won't do that if all resources are limiting, which is extremely unlikely unless you're only using one resource
I did set resource limits for it
Did you set all of them as low as they could go?
Maximize mode doesn't spit out errors unless the output is 0
The scim online calculator doesn't give me the most efficient recipes. For example, if you want to make fuel, it doesn't consider the packaged diluted fuel recipe (+unpackage later), or for turbofuel, it tries to use the turbo heavy oil residue when HOR -> fuel -> turbofuel has better yield (and gives excess fuel too). Am I missing something?
Or are there other calculators that work better?
That's because SCIM's production planner is shit :)
I suggest Satisfactory Tools
Thanks a lot ❤️
SCIM uses recipes that you select, no matter if they are "efficient" or not (though the definition of "efficient" is different for every player)
I couldn't get SCIM to use the unpackage recipe (hadn't unlocked blenders yet)
oh yeah, that as well - it can't do loops
Like I said, it's shit
not sure if anything does better than sftools at the resource picking
well, "better" is also a bit subjective 🙂
the problem with tools is often your queries as to what to use have incomplete information as to what else you plan on building, so it often makes incorrect decisions based on incomplete data. it does its best, but sometimes it guesses incorrectly
yeah, common use case is that you want to figure out the most efficient recipe chain for making xyz so that you can fit more of other stuff you aren't asking about into your world
well that's a problem with all solvers - they solve with known information, so complaining "it doesn't use the recipe I wanted it to use, without me telling it to use that recipe" is kinda pointless 😄
it isn't a fault of the tool, you're just not asking for it to take into account what else you want to make
btw, do you have any plans on adding sloop accounting to the tool?
from FAQ on Tools' discord:
9.) How can I calculate slooped machines?
In most cases, sloops are worth only on last step of your production, so you can simply produce half of what you need and then sloop last machine(s). However if you want to add sloops even to earlier machines, you can use the Items, Input section to simulate slooped machine by inputting their production (e.g. if you want to sloop Rotor machines making 20 Rotors, you input 20 Rotors as well). For technical reasons, adding slooping to old Tools is not possible.
(for new Tools, I have done some research, but can't promise anything yet)
I know how to work around the limitation, i was just asking if you planned to add it
^ 🙂
yeah yeah yeah, in the mail, got it 😉
i have things generally figured out for my plan so i don't really have need of the feature, but it would be fun to see where they could maximize output or minimize input. I think probably the result of those calculations would pick some interesting places for the sloops that aren't very obvious
problem with sloops is their nondecimalness (I may have invented a new word), a.k.a. you can technically have 0.5 of a smelter making 1/2 of the normal production rate, but you can't have two constructors, each with 0.5 of sloop (when limited to 1 sloop)
quantum is i guess the word you're looking for
and the solver I'm using can't deal with integer variables (or can, but I haven't been able to work out how, skill issue is also possible 🙂 ), and for new Tools I kinda want a different solver anyway, so it's very much possible that there is a solver that I can use, I just haven't done much research yet
is it all written in javascript?
*typescript, and no
the actual solver is a native binary application running on server side (linux), with PHP API on top of it, so solve request is UI->javascript converts to JSON->request to API->PHP converts JSON to text-based model for solver->PHP runs native process with model to solve->solver returns text-based result->PHP parses result to JSON and returns it->javascript parses JSON and generates graph->UI
lotta marshalling of numbers to/from float with that
for new Tools I want to explore options for javascript-based solver
but back in time when I made Tools, I've tested a few and they all were very slow/inefficient or straight up not possible to use for my usecase
yeah, js isn't very good at heavy calculations
yeah, one can see where some of the float inaccuracies can come from. Though I do some nasty black magic on PHP side to try to detect repeating and long decimals and preserve them as much as possible.
another problem is that calculations are limited by speed of user's PC, which is much less predictable than putting it on a server.
some of it is just the nature of floating point numbers. often you can't ever get exact values
yeah, though luckily SF is capped at 6 decimals so I can "safely" round
one thing i might suggest, knowing the game's recipes as well as i do, is that i think just about any math for the game can be done exactly with a rational number type (i.e. numerator + denominator)
unfortunately, not really possible when using third-party solvers 🤷
i have to think there's a linear solver out there that lets you set the ring of numbers for the domain
well, once I do a big run around searching for solvers for new Tools, I'll definitely have a look at some of them
i know GMP's API has a rational data type. a lot of other math libraries are built atop that code
I'd have to take a second look, but i think it may have some basic linear solving capabilty in the core library
the problem is that I want more just "basic" linear solving, I want a MILP solver basically
and if I had to choose, I'd rather support sloops than have very slightly more accuracty at 7th decimal digit
what's milp stand for and are there any other names?
mixed integer linear programming
basically linear solver that allows for integer variables
gotcha
which is (in theory) one way to support sloops
in practice though, I still have tons of things to test
i've been digging around lately in GMP's docs for reasons of my own, i'll let you know if i come across anything
anyway, that's not a tonight thing, i think i'm going zzzz soon, so tc
you can try asking the people at FactorioLab (or looking at their code if it's available). Their solver works with fractions - no rounding issues. But idk about sloop support - theirs is manual, but I can't tell if it's because it's impossible with their solver or because it's primarily for Factorio, where solving for modules isn't really useful
the issue is that the solver needs to find integral instead of real values for some of variables, if i understand greeny correctly
You need integer variables, because you can't put 1.5 sloops into a machine, nor can you share one sloop across 2.
Without sloop support, greeny could almost definitely use a solver that uses rational instead of real numbers, because Satisfactory doesn't have irrational item or machine counts.
What I don't know, is whether there exists a rational solver with integer support.
And both me and probably greeny would rather have sloop support than fractional display
though you could probably use a real solver with integer support, and go over the entire result and convert all results into fractions. That would require recalculating the entire graph, tough, just with fixed recipes
why tf is phase 4 this big
Just don't automate it...
You can handfeed a dozen machines and be done with it in a few hours
or automate it and get a lot of sink points 🙂
thats what im saying
and theyre all used for phase 5
so like
"why is later game more complex than early game" 🙂
yeah yeah ik but like i just did nuclear and it was tiny comparatively
base nuclear is very easy
Do the same for phase 5 🤷
yh im realising that now
What are people's best uses for the programmable splitter and priority merger?
I haven't used a programmable splitter, like ever. You can do the same with smart splitters, just maybe more of them.
The priority merger has use in belt compressors, and in byproduct handling
I do know I personally have used programmable splitters for about One Purpose (Emptying my project/dumpster train)
I can't say I've filled a belt enough to where the priority merger is functionally different to a normal one
A priority merger is probably useful for dark matter crystal management. To balance the residue correctly, you usually will need to use 2 different recipes. A priority merger will allow you to one up crystals from one before using any from the other
prog splitter: some weird sorting systems if making central storage or something
priority mergers: never
Sushi belts for manufacturers with low-quantity ingredients to save space
@gloomy shoal On priority mergers, from Factorio experience the main priority merger uses that come to mind:
- Advanced belt manipulation like "splitter/merger waterfalls" that let multiple belts be treated like a single belt.
- Prioritization of certain sources of items. Usually occurs when an item has 2+ distinct production sources and having one of those producers not guaranteed consumed is a problem. Byproduct consumption like with oil products, dark matter crystals comes to mind. Maybe early game with biomass burners fed from different fuel sources.
Factorio has train tools that let you have generic trains for a given resource type and other advanced tools which also make prioritization systems have more utility. Satisfactory just direct links trains removing that niche generally.
should i use a manifold when have 2 100% foundry's and 1 at 66.6% or should i just use splitters and make a regular belt setup
I use programmable splitters to load-balance multiple items at once. Cuts down on lots of balancing beltwork
i have a 120 line of coal which needs to be split up 45 45 30 which i could do regularly but would it be better to just make a manifold for space
The two options you listed sound like the same thing 
if you can fit it all on one belt, there's no reason to use a balancer. just manifold
ok gotcha ty. sorry i started this game yesterday so im just learning whats best to use and when
so use a manifold unless it cant fit on one belt
essentially yes, and even when it cant fit all on one belt, usually that just means using multiple manifolds or using whats called an "injection manifold" where you merge the 2nd input belt in partway through the manifold after the first X machines have used up the first belt
depends, since screws are barely needed for anything, I'd say "a single machine making screws to storage"
ok
@orchid brook I use a lot of 1:1 direct connected rod:screw in early game with default recipe. Under clock the rods to match.
Then cast screws to save space later.
that was i what was gone do
what Dr_Orgo said is good, I definitely wouldnt recommend setting up a big permanent screw production line because there are alt recipes that will let you cut them out entirely later which are usually worth using
I wouldn't recommend setting up production of anything in advance. No matter if talking about screws or not, make what you need now, not what you might need in the future
Thanks guys
well whoops me. im setting up a large base that has 1 of every item i need so far w a max of 60p/m for each
well screws are not very much needed, they are only used to build awesome shop (you'll most likely have only one), and a few equipments
I think this is good advice in the early game, once you hit phase 4 and have most/all of the alt recipes youd want I think planning ahead is very useful
Yes, that setting is popular.
Does anyone know how to change satisfactory calculator to be mk 1 miners? Always say mk3
beautiful stream of 60 plates 60 rods and 40 screws into the main storage
That's the neat part, you don't
SCIM's production planner is not good in general, so I suggest you use something else instead
Like Satisfactory Tools
It doesn't allow you to set a miner tier at all, but I'd argue that's better
Nodes are of different purity, miners have tiers and can be clocked.
That's a lot of variables you can easily figure out yourself easier than trying to set them in a calculator
AFAIK it's only the highest the display will go; I think the actual point accumulation rate will still give you whatever the "real" rate should be
That’s crazy
I am absolutely horrible at figuring out how to load balance or where to feed my belt with new items..
My 100 motors/minute factory doesn't run properly. Stators need 1600 wire per minute and rotors need 1200.
I have 4 belts with 700 wire each (mk5 belts are what I have).
The machines are vertically placed, each layer has 4 of them. So each layer of stators need 160 wire and each layer of rotors need 120.
Somewhere I have to feed the second belt of wire for both the stators and rotors. I've tried multiple spots, but it always ends up with either of the belts stopping and getting yammed. Then I also need to feed some overflow of rotors' wire to the stators.
I was hoping anyone smart enough could help with this, I'm not the best at explaining either..
Don't stress load balancing too much, the system runs well with a manifold and will stabilise, but if you really want load balancing, this playlist can offer some design inspiration https://www.youtube.com/watch?v=NXV9qYKJWdk&list=PLQo-FPWWaZE-jn38NUxfxh5S2VyJNjnO3&index=3
Satisfactory 1 to 4 splitter | Tutorial Ep 3
✅ Merch: https://teespring.com/stores/random-gamer
🕹️ My Setup: https://kit.co/Random_Gamer/gaming-editing-work
This tutorial is about splitting one conveyor into four conveyors.
We need three splitters for this setup.
🎬 Most recent videos: https://www.youtube.com/c/RandomGamerWASD/video...
Ah sorry, I meant manifold. I'm not really load balancing as I am just feeding it
Fair enough 🙂
Still going to bookmark that
Group your machines and clock them to consume exactly 700 wire per group
My recommendation would be to retool your wire production to provide exactly what the next step needs. So instead of having 4 belts with 700 each, have like 7 belts of 400 each. Four of those go into four banks of Stator production, and the other 3 go into three banks of Rotor production.
generally you want to make smaller modules that don't exceed belt capacity, or just hook each belt to the amount of machines it can feed and clock them accordingly
Load balancing very small systems can look quite elegant, but for larger setups, the rewards are nowhere near the time invested.
(Numbers there are just an example, of course, can group them however you like)
Maybe I should try that.. I did so much planning and still messed up, thought this would end up working guaranteed
<@&387163995947270144>
!ban 694531170809020486 scam
andreasdeboom2006 was banned. | scam
📵
Thankyou! 🙏
This probably requires the least amount of rework on your part if you’ve already built everything
I'll do that, thanks for the tip. Got to keep this in mind for my next big build
you can always do a balancer to distribute the items. then it doesn't matter how many items you need on each belt
Messing with clocks can tidy up numbers in a big way, that was especially valuable with aluminium later on.
I do love clocking things into nice numbers, but the second I ran into the "Machines will very rarely stutter if your requested speed is more precise than three decimals" issue it just ruined everything
Sometimes, downclocking a machine or two and adding another is one way to avoid that, mildly irritating but it beats off numbers and yellow light problems.
I mean my issue is most often, my system would run like a dream if I could run something at just 1/3rd speed
Not something I can really get around without changing what recipes I'm using :/
Machines will very rarely stutter if your requested speed is more precise than three decimals
huh? you can have clock speed up to 4 decimals precise
It's probably 4 and I'm just not remembering right yeah, but it still breaks my 1/3rd and other very specifically fractioned machines
that's why all my machines are at 100% clock speed (or 250 if I have the shards)
Ok that threw me completely, stackable conveyor poles are now zoopable!
well the thing is... it takes a long time for such a small discrepancy to affect your machines
but you can always just produce a different amount of product that doesn't have repeating decimals
I think a motor setup I was making had a 17 in there somewhere
And I would go "screw clock speed I don't care" but 1. Power line go straight :) and 2. Power graph
straight power line is pointless to aim for, given that any sink, truck, train or lategame machine will screw with it
I mean true, but usually I put sinks/trains/intentionally-unstable factories on a secondary grid so I don't have to look at it
Trying to be better on "If the power line is scuffed I don't care" but it's still irritating
And yeah I could just try to find a better recipe route but that typically involves less material-efficient recipes or getting some stupud material that isn't nearby made or brought over
doesn't even need to be a different recipe, just different amount
I love when discord doesn't scroll
yeah, to get rid of everything .(3) or .(6), just multiply everything by 3. Then divide by 2, 4, 5, or 10, etc if the number is too big
I suppose
Usually when I'm setting things up I shoot to use a 30-60 multiple (current save is going for very blueprints everything, at least once I unlock them) so I get kinda inflexible on numbers, but ig that is an option yeah
realistically it's not a difference if you make 30/min, or 25.575/min or whatever. Any number is fine, doesn't need to be "nice" number per minute (game doesn't really care about per minute numbers anyway)
splitters on elavator lifts can only split 2 ways?
should be 3
it goes out the top after all
or bottom, depending on the direction
so up/down and then left and right
oh yeah it is need to rotate the lifts but yeah it works fine just a basic manifold and i raise the coal input to make the piping easier for myself
w3ait so what is a vertical splitter lol
You can mount splitters to the ends of conveyor lifts for unknown reasons, could for a while
Vert splitters run along the lift's middle
Mouse a splitter over the middle of the lift
Not a unique unlock
so is what im doing just cursed
Cursed but fully intended yeah
no its legal.
doesnt mean it doesnt look cursed anyway
ooo i see this splitter thing
this is my old plant
could be even more compact but i split the pipes into 2 lanes
so is the point of this just practicality
because i honestly cant see a point in using that for this it would just mess up the elavations of the conveyors
Mostly yeah
Could maybe do a couple aesthetic things, but not being able to do side input to top and bottom output is a bit sad
am i right in saying that the way im doing it rn is better since it keeps it all on one floor
better i know now before i start building it all
I mean I usually floor hole coal up through the bottom but otherwise yeah kinda
That or I put splitters over the pipeline so I can just use belts (much easier with vertical nudge)
how do i nudge i cant figure it out my arrow keys wont do it nor will the page up and down keys.
You need to lock the hologram before you can nudge it around
also im just doing coal on same floor because this powerplant is in a very far place and i do not care ofr it to be hidden away
lifesaver ty
(Also, as far as pipe management with coal, I usually just run the pipes physically through eachother lmao)
also using lifts in this way saves so much time belting as ther lifts auto connect to the input for the coal plants
yeah i just do a basic layout its 3 270 pipes for this so not that bad
also my absolute previous genius decided to run the input for the manifold on the other side of the coal belt
The less liquid needs to be in a pipe the better I've found, so I usually run lots of 90 pipes (Yay underclocked water extractors)
wait prototypical i just found something pretty cool. if i delte the bottom or top half it makes the lift look much better
like thats with using the new vertical splitter
I mean yeah, it does help, it's just getting items between vertical splitters in a horizontal setup that'd be A Little Scuffed^tm
Could be leaned into ig
since im doing a 18 lane manifold would it be better to just split it into 2 9 lane manifolds
especially since im doing 2 rows of 9 and not 1 row of 18
I mean it doesn't especially matter so long as belt capacity checks out
My extremely cool and normal solution for dealing with pipes on an olderish save
you mentioned more water is better so could i just instead of having (per pipe) 270 just have it so its at 300 total which is the max flow rate for the mk1 pipe anyways?
i just noticed what u did holy is that 4 pipes runnning in the same space lol
That's 8 pipes, it's just those 4 are the ones that wrap the front of that structure
pardon if this is the incorrect place, but should i worry about thoroughput earlygame (such as in phase 1)
this might seem like a nothing answer but honestly its up to you. me personally i always try to make everything 100% efficient. early on its less important but its genuinely up to you
how do i then approach more complex materials like motors? Do i dedicate a large amount of my factory to them or do i have a small passive buildup.
personally i think once u reach those items its best to make its own dedicated mini factory disconnected from ur starter item factories
i know it's personal prefrence, but i don't want to underprepare and then get slapped by the game when i get to midgame
hence you can resume recieving things like plates and rods while also making rotors or refined metal plates
I personally like searching for a combination of ore sources and building a little sub-factory around there. For motors I have a copper + iron spot where I built a small factory which has the single purpose to build motors. Then they are transported to my bae
once i reached rotors i hooked up a overclocked normal iron deposit and got a factory making 8 rotors per minute which is plenty
Yes and no
For personal use items (e.g. plates to make belts, rods and wire for power poles) just have it go into a box and don't care that much
For more complex parts you really should care, particularly wrt: Motors, since those produce slowly enough to be a pain in the ass
Like
I'd dedicate a full node or two's output to just making motors, for example
Not that you won't be able to make a dedicated factory later, but they're good to have in bulk
also, should i speedrun a constant powersource so i don't have to worry about bllackouts?
i wouldnt say speedrun but get a expandable coal plant setup