#math-and-meta
1 messages ¡ Page 305 of 1
I would say yes but if you farm enough leafs you can stay on biomass for a while. Coal is much better though
I tend to speedrun a constant power source mostly because bio burners are so ass to try and set up anything at a useful scale, but if you're playing for the first time then don't worry too much about it
The fact that you don't need to manually refill bio burners anymore makes it infinitely less miserable to deal with
thx guys
no problem
i was just coming from Factorio and found the above aspects jarring
switching from biomass to coal is amazxing no more worrying about gathering wood or leaves
i do love never having to stress about aliens
true, I instantly built 8 coal generators, so worth it
lmao
no kidding i did the exact same look
building another 18 now just laying pipes and its done
much better than mine though... wait a minute, I'll show
exactly 8 as well
alr ig it's time to work on my 180 iron per minute main factory
that's 2 normal coal souces with the miner mk.1
I just used a 200% normal but yeah
Coal and Steel production for me
its the best for rocky desert
Just wanna say I'm not proud of my conveyor belts clipping through the pipes
my ocd could never
its annoying because even for things i know im setting up temporarily i make sure its all in order which turns things into time eating tasks
I completely understand but I alredy marked this spot as my "I'll never go there again" spot so I didn't care at all
lmao ikwym
this is the new expanded setup which should power me for a couple more fasctories
Produces rotors, iron bars and ingots, brings iron to my steel production (that I out at the coal beach for some reason) and on the side I also have my copper brought to my base
Use foundations, not using those will turn any factory into a clusterfuck due to height differences. You can still mess up with foundations, but at least things become easier
agreed makes spotting errors much easier too
I know but I'm lazy and don't want to rebuild it all over again. will do it for my next projects thogh
btw what is your favourite ADA voice line you've heard so far?
micro break and then she ionstantly says breaks over or smth lol
simple but caught me off guard
My favourite on is "Try submerging your arm. If it doesn't desolve, it's probably water'
lol
I was like: "IIf I am supposed to save humanity you should show more respect"
#screenshots message wonder how long it takes until I hit the item limit critical error
Going to try to avoid trains because fuck making a railway system, i'm just going to belt everything
@flint crystal if i have a pump at the water extractors will it account for this little increase in height
or will i have to add a pump there
Add a pump where?
is a pump throught the entire pipeline or does it have a distance max?
Entire pipeline
oh ok so that increase is nothing to worry about as long as its not above 20 metres total elavation from thew water extractor
or not water extractor but i mean the location of the pump
sorry for these basic questions im new to satisfactory so im yet to understand all its systems
One of the things I have learned from messing around with water and pipes for hours and hours is to make a water tower. So where you extract water, go up with pumps (I'd go above your coal power machines), then go back down and then just do neat pipework without worrying about water flow
thats a good idea actually
is this good for now?
3 pipes each linked to 6 of their own coal plants
1 water pump on each pipe
I am extracting water from up this mountain on my screenshot (#screenshots message), I can now pipe the water through the entire world and go up and down with it 350 times as I like as long as I never go above the height of that mountain and whatever it's pumping up to
No, for coal power stick to the 3/8 rule. 3 extractors, 8 coal power plants
wait what wdymn i do have 3 extractors
Set it up like this (source + explanation: https://www.reddit.com/r/SatisfactoryGame/comments/15p3f3a/coal_generator_setup/)
ohh i did 3 per 6 becasue i only have 270 coal
welll i could get more but mk3 belts so 270 max
off of one node at least and thats what im working with
270 coal allows for 18 coal plants which 3 extractors (per 6 plants) at 2 being 100% and 1 being 25% which adds up to 270 water per pipe which divided by 6 is 45 which meansd each plant has its water
although i did have oine query @flint crystal
if i only need 270 per pipe could i jkust run the 3rd water at 50% to make the toatal per pipe 300 since excess wont matter
120 coal 8 generators and 3 pumps is the perfect set up
I would not build 18, but 16 instead
what why
Because then you can stick to the above picture
Build 2x 8 coal generators both fed by 3 water extractors
but then im losing capacity at my current mac belt throughput
since im using one node
i agree that setup is good but mine is based of 270 coal from one node with mk3 belts
2 extra generators is not worth the potentional headache, you can always upgrade and add another power plant when you get better belts
no i invite a dispute like this i want to learn if i do something wrong
You can always underclock the miner (for now)
generally you want smaller modules, so 3:8 is a nice module to repeat. not a problem to add extra gens separate
what do you mean headache its worked out perfectly. im not asking to argue im asking because i want to know why what i did is bad
does it do what you want? if yes, then it's not bad
in my original 8 setup it wass in the 3:8 (it was 2:8 but both OC to make it 3 technically)
Oh well if it's running then leave it as is ofc. I thought it wasn't hence why I linked that picture
but the entire reason i deviated from that ratio was just to match the previous conditions
ill see if its running in 2 minutes but i dont see why it wouldnt
each pipe has a leeway of 30water/m and the manifold is exactly enough coal
30 minutes running and it will be fully operational
3 water pumps is 360 water. Coal gens take 45 so 8 generators. Which is why people do 3 to 8
but can i just confirm something with you guys. each of the 3 pipes has 270 going through them to maintain the plants. if i increase it to 300 (max flow through mk1 pipes) would it not do anything bad
i would increase it to 300 by just changing the 3rd extractor for each of the pipes from 25% to 50% or 30water/m to 60water/m
the only reason im thinking of doing so is because i can tbh
Sorry you have lost me lol. 3 extractors and 8 gens just works no clocking needed.
ik the first setup or 8 gens u see are in that ratio ( 2 extractors but oc to make 3 dont ask why but thats what ive done)
yeah, you can't manifold at full flow rate due to backflow
the second setup or what im talking about rn has 18 gens each split into 6 gens per pipe. 3 pipes each needing to supply 270 total water to the 6 gens. im asking if i can change the flow to 300 and not cause any dmaage
wdym? ive done that with everything what backflow
It will be fine full let the machines fill before turning them on
fluids flow unidirectionally, counting multiple times against the flow limit. It happens unavoidably with junctions that split fluids unevenly (like 45/255, instead of 150/150)
so essentially just keep it at the 270 which is exactly what i need
yeah, that is pushing it
wait can you explain this more. so with pipes there is a backflow what exactly do you mean
I mean, if you only want to draw 270, it's fine. But don't try to draw 100% flow rate of the pipe (300) through a manifold
yeahj i have no choice buyt to do 270
fluid flows out of junction towards generator, can't go anywhere, so it flows back through the junction again to go into another pipe
okay i think i understand
ty
but then
if instead i let the pipe system fill and then run at 300 would it be fine as ragin suggested
no
how would him running at 270 be pushing it if thats what he needs?
if he used less wouldnt it not run at full power?
no i need 270 per pipe to satisfice the 18 gens
90% of pipe capacity is about the best that you can do with manifolds, due to backflow. If they were trying to draw 300 and split it through a manifold feed pipe, it would stall some machines.
but 90% of pipe capacity is just about where it starts to work
okay so i unintentionally hit the max rate i could have with a pipe manifold
pretty much yeah
lucky me i guess
that's straight up wrong
i've gotten 100% capacity manifolds working just fine
without trying sometimes even
You're free to post proof, we haven't seen any yet and have failed at all attempts to make it work.
thats what i was thinking cuz my coal is at 100% full at runs fine
You probably input the 300 via more than one pipe
its using 3 extractors to 8 coal
i just let the water fill up before feeding the coal
yeah so you aren't pushing 300 through any pipe, especially not the one at the start of the manifold. That's where it doesn't work.
the 45 going out the top (and then back through the junction) interrupts the flow of the other 255 going rightwards.
ty i understand things much better visually that makesa more sense to me now
nps
you need around a 10% overcapacity in the pipe flow rate (so a 300 pipe can do about ~270 flow, and a 600 pipe can do about ~540 flow) in this scenario.
oh thats mb i assumed you meant a pipe full of water
There are others like it, so it's generally best to just assume that the achievable pipe flow rate is 10-20% lower than the labeled value unless you know how to navigate through them
not the pipe speed
ye just the flow rate limit
it's locally exceeded in that diagram
even though only 300 water goes into the left side of the junction, it can't fully come out the other ends.
If it's ~270, there's enough headroom for the flow to be interrupted sometimes by fluid flowing from top to right, so it can.
beautiful all done
so this oddly constructed manifold specifically to test if water was getting lost from the system shouldn't work?
@crimson moat where would you recommend i put the water pumps?
at the sudden inclinde mid way through the extractors and coal gens? since the slight increase should be covered by the water extractors
Where they are needed.
I usually do/reccomend something like this #math-and-meta message
as is it extremely simple and unbreakable
how much water are these supposed to consume?
It's a weird system because you're feeding 2 different things on the same pipe.
6 wet concrete refineries each pulling 100/min
it's specifically weird to test it out
Ok. Connect the pipe to the one on the far right or far left, and it will break
you can use walls to measure height
why isn't it breaking on the first one
im new to this so just to quickly understand something if i put the water pump right at the extractor. will that 20metres of incline be throughout the entire pipe system ?
I have crashed 4 fucking times trying to build a test coal plant
and i think the extractors give you some head lift
Yeah
the first one is feeding 100 to the first refinery and 500 to the remaining 5
fucking 1.1
because you are feeding into a 3 way split rather than a 2 way
it's specifically 2 way split which is broken i think (and you've made a good point to bring that up)
what if i need 40 metres of incline can i stack 2 water pumps ast the beginning? and it will give me 40 metres of incline?
No, pumps only set headlift going forwards.
they're not additive. They just take whatever the headlift was, delete it, and replace that value with 0 or 20 or 50
so if i needed 40 i would have to put one at start and one at 20 metres above the next ( relative to the pipe system)?
i'm feeding a single junction with the whole 600 at the start to split it 100/500
Yeah
so according to your diagram it should be failing right there
It fails when junction splits 2-way which is how people typically build. Perhaps not 3.
e.g. green works, red doesn't
Oh
Can you send me the save file to take a look at it?
I think this is actually a combination of factors. What i notice so far:
A: There is an unusual mixture of mk.1 and mk.2 pipes
B: The water consumption from the first pipe is quite high (as much as 1/3'rd of the pipe if that's a mk.1, yeah?)
C: There are extra pipes / pipe length leading up to it rather than the most compact manifold designs, and they may have an impact
I'm sure that it's worse with all pipes of the same throughput, and i'm sure that it's worse with the thing off the first junction consuming less of the total flow %. For example if you take 7.5 turbofuel off of a 600 pipe, it breaks horribly. Taking 100 out of a 300 pipe will break it a lot less. That part is kinda known, but there's a long list of quirks where stuff kinda breaks less while still not operating as most people expect - for the most part we advise for people to avoid the parts of the system which don't work in an intuitive way and need a list of rules, rather than to mitigate them. For example i wouldn't usually advise for a system which works with mk.1 and mk.2 pipes in certain positions, but only in that condition.
To note on that front, a coal plant is taking 45/300 at a stage where you have only 300 pipes, and that is well known to break with a standard manifold.
If you're interested in experimenting more, you can try something like this with only mk.1 pipes
and try to make 255 water of wet concrete out of the right pipe (you won't be able to, if i understand correctly)
ok, sent you the save file about 30 minutes into the test, that's the earliest one I have except for the one before connecting everything to start it up
the thing that is odd is that 1 or 2 of the water extractors empty themselves out completely while the others stay full, then they swap
that's normal i think with more extractors than can fit water into the pipe
they should drain equally, not individually
Stuff is a little wonky with the logic to start up and shut down machines đ
We usually avoid that too, although it usually works even though it can behave in unexpected ways
i let the test run for a few hours while doing stuff in other windows just to see what would happen, and somehow the extractors keep doing their ping-ponging of fill/empty cycles the whole time
I think the simplest manifold setup could probably actually be revised to
just connect the fluid supply partway down the feed pipe so that at least 15% of the flow goes one way, and 85% the others
which is simpler than the regular setup that i do/advise
I was thinking of testing just connecting it 1 junction down from the end, but that would probably break with turbofuel which consumes only 7.5 of a 600 pipe. It'd send at least 585 into another junction and break there.
also note that AGS was on so I could fly and the save was in creative mod as it was a new game specifically made just to test out a theory
i even dumped my mods to make sure they weren't messing with anything
which is a serious sacrifice
good practice đ
sigh of relief
last couple will take a while to satiate but no issues so far pipe flow wise
@crimson moat There you go. A manifolded coal plant running off a single 300/min pipe
wait i was just thinking and realised why i had a 2:8 ratio instead of 3:8. I overclocked both to make it produce the same as 3 because i was confused as to how i would split up the 3rd into the 2 pipe sustems to have 180 flowing in each. would it just be like this? with the green being split up be a pipe junction.
red being 120 and yellow 180 green 60
fluid loop. 1200 is max, not 600 đ (and 600 is max for mk1 pipes with this loop)
because you're using 2 pipes
you can technically do a lot more
like thank you, captain obvious
if you use more pipes, you get more throughput
who would've thunk
yes but the wole machine line is the same line, so if you have a line that is more then max, you dont need seperate lines, just loop it at the other side
so a row of machines can use 1200 fluid, and be all on that same pipeline, (that is looped at both sides)
(and yes, that is usefull for when in the mk1 stage, when needing to run 16 coal generators, and want 2 rows of 8, and have 1 water pipeline in the middle)
or you could connect another pipe every x junctions all the way to infinity?
Wooo infinite capacity pipe!11!!
its about the imput line infont of the machines, if you have a row that uses more then max, you dont need multiple fluid lines, you just need to loop it at the other side, and you can keep the 1 imput line in front of the machines
You can indefinitely extend with new input pipes, nothing special about the end port
it's just.. more complex
im looking to use drones to transport bauxite on the west coast to the water, any idea how many/how muc fuel id need to make this work? here is my plan before factoring in fuel https://www.satisfactorytools.com/1.0/production?share=X1bI7BECR4rmV8jEg6ji
i gues its just me that thinks of less visable pipes is better, so 1 line showing is better then multiple
If you set multiple items to âmaximumâ in sftools it sets each one to the same amount which is why you are getting wacky numbers
Your recipe choices here are weird too. Specifically the polymer resin as the first step of your petrochemical chain. HOR is much more oil efficient and you can use the smaller resin byproduct to feed the recycled plastic/rubber loop
I don't think those are their recipe choices. Tools' Maximize Mode just did random shit as always
Well resin is an alt so it would have had to be checked in order to get used
almost all alts are checked
Yeah on my phone so I canât see that easily, but that would explain it
enabling all alts is not a bad idea in default mode
in maximize mode it's a terrible idea
but that mode is a terrible idea in general
Load testing 
i thought it was weird but i think its because it either minimizes power or materials, when i switched it to make max fuel it also switched to HOR alt
ok i thougth it was weird how all the numbers were the same for end product
in maximize mode, it doesn't do anything
it makes the maximum amount possible and that's it
it'll happily waste resources if it doesn't affect the final output
Ok to excel it is
Just don't use maximize mode? In the default items/min mode, Tools is the best calculator out there
But how am I supposed to know what the max I can make of each is then I havenât really messed around with the other features
I wouldn't recommend going for the max in the first place. You'll likely either end up with way too much or way too little. Different items require different numbers of nodes to make a sensible amount of them. Picking nodes and then making however much you can make from them is like rolling dice.
But if you insist, you can use maximize mode, but use it on one item at once, and take the output number it spat out and put it back into items/min mode
In items/min mode, it optimizes for least average resources used
I would target a number like 600 aluminum ingots and some hundreds of oil and rubber. That will be more than enough if you donât have a specific amount you need right now
600 ingots is easy with sloppy+electrode+pure from 600 bauxite
im building mega factories lol, maximising is everythign on a knifes edge is half the fun for me
<@&387163995947270144> ^^^
can someone explain a 1:5 splitter
i was at a alternatum where i either close a factory or use a 1:5 splitter and leave it running at 50% to accomodate a new factory and discovered this 1:5 splitter so was curious as to how it worked
im interested in the math behind it
what exactly is tripping you up about it? The center splitter splits it evenly into halves, then each output of the 2 side splitters is equal, giving you 6 equal outputs. One gets fed back in to the input to be split evenly again, leaving 5 equal outputs
A manifold wouldnât work?
And the math is the 6th path is always split into the other 5
unfortunately not in this case due to throughput
each output has a 1/3 * 1/2 = 1/6 probability to be visited, and theres also a 1/3 * 1/2 = 1/6 probability to reenter the system
and this repeats
ty thats what i was looking for
so the probability is 1/6 + (1/6)^2 + (1/6)^3 + ...
Can you show me what you were doing? Cause literally every system Iâve ever seen anyone do can work with a manifold
Also load balancers donât increase throughput
sure
2x 150 coal. 1 goes through the 1:5 and then has 3 lanes merge back into one forming 90 which gets merged with the 150 to make 240. the other 2 from the 1:5 go off and merge into a 60 lane.
mk3 lanes only go up to 270
split 1 line
unless im missing something and that doesnt matter
merge it into the other
so a injection manifold?
nothing so fancy
btw if im saying dumb stuff i started playing yesterday so im new to all this
im running a 6 long manifold of coal and water for coal gens and it works flawlessly in confused...
and theyre double ocd
like the point is that you dont need to balance numbers precisely
me to i got a 9 long one for my coal look
I mean you can always design around to avoid an injection manifold through clocking
But you could make an injection
if one line receives too much coal, itll back up and then the numbers will work out for the other line
ight nvm idk anymore fr
my decisions were based off knowing only splitter ratios and normal manifolds hence being limited by 270 belts meant manifold wasnt possible
i js restarted too n manifolds have been treating me so nice
well yeah if you want to think of it like that
you can inject onto a shared line after taking enough coal off the initial line so that it would no longer exceed throughput
Well you can always just use clocking to make a system use whatâs on hand, but you can also use a smart splitter to overflow 1 manifold to the other at the start
now that you have introduced another idea, injection manifolds, i realise that would have been simpler but nonetheless what i have should work even if ugly
your system should work yeah its just overengineered
at least if i understand what youre doing correctly
Donât even need an injection- smart splitter at the start set to overflow. Problem solved abd is probably cleaner
dont have smart splitters plus i really wanted to keep my steel beam factory up
Get them unlocked. They are very early in the mam
im going to be honest
i assumed they were unlocked in one of the logistics
thanks again
it was just so i could fully utilise the 2 impure coal nodes for 2 factories
with mk2 miners
well ran both factories and so far all good seems to be saturating fine and almost at a 100% so ill take it
my 17 session can finally end
Yeah no stress. Another option in that situation is just clocking machines correctly.
Like you could have coal feed generators down a line and left overs go to steel abd itâd balance out
Though imo itâs much better to completely seperate power and production
<@&387163995947270144> happening again
I think a bunch of people are getting hacked maybe? These accounts have been around for years
its pretty easy and cheap to buy aged discord token accounts and spam servers like that
unless you mean years in the server then idk
Why would you bother though? Whether the account has been a member for 5 days or 5 years they get banned just as fast
Yeah that đ
Itâs happened specifically with those image spams a few times
Long time members
discord has alot of security nowadays making it almost impossible to spam on new accounts. its a coincidence most likely that that guy was here for years as someone bought the token for his account spammed all the servers then did the same on the next. its probably automated though
Humans are weird
or maybe its targeted which if so ur right why bother
true im sure there are betyer ways to make money than whatever you call that method
is what it is though
MrBeast is real and is my friend and wants to make me crypto rich!
If you want good crypto laughs look up web3 is doing fine
Oh yeah, Iâm familiar đ
Ignore the carefully thought out foundations
Further overhead, need to see the layouts
The main belt is a mk2, the ones that connect to the building are mk1
Pure coal deposit so itâs 120/min
One second
Build a scout tower and show the gens and at least one image of the incoming coal
Could be the coal line coming from the coal mine?
Do slopes slow down conveyer belts?
Ok trouble shooting 101
Issues with systems typically fall into one of two categories
-
Throughput issue with what ever pipe belt vehicle not being enough
-
Math wrong. Bad clocking or wrong number of machines
that first belt is mk1, change it to mk2 for full 120/min throughput
I was getting to that :p
the first belt from the miner is mk1
In this case look at your miner. Is the output clogged and turning on and off? If so you have a throughput issue
A lower mk belt for example
Nah this canât be real
ITS FUCKING MK1
Alright i restarted my power grid
Yeah it was just because of a single mk1 belt
Step 1 identify if the system is starved or clogged - you found it was starving of coal
Step 2- follow the problem backwards. You did that and found the clog đ
Yeah Iâm gonna have to stop being a dumbass đ thanks everyone
Everyone learns how to troubleshoot đ
For future reference: mergers, splitters, slopes, curves, and lifts do not affect throughput. Belt speed always does
On topic of splitters i have noticed one thing
If you input 120 items per second with mk2 belt that split into 2 mk1 belts
I have noticed that occasionally the mk2 belts stop for a fraction of a second despite mk1 belts running and not stopping
likely just visual. the items on the belts aren't 'real'
I always thought that maybe it was processing delay by the game
I guess could be just visual since i never noticed a drop in throughput
that's the real method of determinining if it's visual or not đ
apparently items on belts are 'virtual' objects? I'm nto sure what the definition of that is in game exactly but apparently visual stuff can happen
The visuals of the belt can be a general guide but ultimately the machines will tell you if there are throughput issues
you also don't need to make them each mk1 belts, a splitter will split that evenly
Ik, usually just do it early game since short in mk2 belt materials
just remembered another problem:
while sloops are integer indeed, it's possible to have decimal amount of machines with sloops inside... which is kinda hard to represent in linear model (0.5 of a slooped machine making final product - still uses full sloops, but only produces half of what the machine does at full capacity)
I have a few theories of how to deal with this, but I'm not sure any of those will work
You can take a look at Satisfactory Optimizer. They do sloop optimization, albeit not fully correctly
have a link?
~~eeeh, python 𤢠~~
Eh, the math doesn't change
Funnily enough, it's still faster than SCIM's production planner lmao
the language itself is horrible to read and that person's coding style makes it even harder to read
Yeah, to read it myself, I had pycharm refactor it for me
I'd have to transpile it to bython đ
also from quick look around, I don't really understand how it works đ¤ (the library), so I may need to look later
Imagine how bad the perf would be if all items on the belts were real lol
Remember that some machines allow for 4 sloops, which means you get 1.25x output instead of 2x if you insert only 1 sloop
Only Accelerators and Quantum Encoders and Manufacturers have 4 slots i believe
A machine usually (always?) has as many sloop slots as input ports
Huh, yes, never made that connection.
Though notably Particle Accelerator is an exception
4 vs 3
Huh wait does Blender have 4 too.. lemme check
true, and the packager has 0 sloop slots.
Oh yup, 4 for Blender
Packager having none makes sense due to the broken combo of packaging recipes this would otherwise create
<@&387163995947270144>
and items like ore had full dust physics as they move around a conveyor. water extractors had a actual water tank inside as well as pipes being hollow with the water flowing through had real water physics.
just of a glance both space wise and production wise does anyone spot any flaws. i definetly could have made it more compact but other than that. just looking for general tips as im quite new to all this. anything from how im powering it or laying belts etc
I'd hunt down the Encased Pipe recipe since it's broadly way cheaper
Possibly also molded steel, though I've found it is actually possible to run out of limestone that way
gotcha. design wise anything or so far so good?
only thing i dislike about this factory is its running of a 1:5 splitter ratio shared with a neighbouring factory
the pole placement is certainly a choice
I mean I'm squinting at your cable management and some of the belts-into-factory but nothing particularly important ultimately
the belts into factory was scuffed i was finishing the connections at 5am and was already pissed off at miscalculating something leasding to the 1:5 splitter
any tips? i did it that way to centralise it and the final pole is connected to the grid making it easier to disconnect the factory at will
I always put poles close to machines they connect to. If you really feel like you'll want to disconnect a factory, use a single, visible pole somewhere on the edge
Yeah, I typically avoid low powerlines between factories anyhow
Factory-to-factory warrants power towers in most to all cases, and the exceptions are pretty exclusively in me sticking printer modules together
Have fun with that. Though 1.1's priority mergers make them slightly more useful
unlocked p[hase 2 yesterday so its time to automate the next set of items i guess
thanks i usually try gfigure it out myself because that way i understand it better. for some reason i dislike using a tool if i dont understand it. hence why i hated using thr 1:5 splitter at 5am
1 hour was spent doing the math
I need to get back on Satisfactory, I still haven't really played a save past phase 2
I keep planning for Aluminium and extensive Nuclear setups but not playing enough to get there
my 6 base item fabricator directly belted to main storage
aslsos unlocking the jetpack is so much more of a godsend than i thought. no more fall damage finally. traversing down my base took 80% dmg each time
i have researched like 5 things in the MAM 3 being eacvh of the coloured power slugs lol
wdym why is that bad
My condolences
wait im confused what am i missing out on
a lot
again 3 days old to this so im like a baby in regardless to knowledge
whata re the main important things im missing
the most important thing in the MAM are the blade runners
they're in the "Unknown Crystalline Mineral" tree
Pro tip: The shit in the MAM is distinctly worth getting
Particularly the Caterium tree and specifically the gun
||Quartz|| tree if you found it already
the "Classified Phenomena" tree also has a ton of good shiz
God, steel screws
I love them for "Fuck your goddamned screws" but they're also so ass for most cases
screws are ass in most cases, regardless of the recipe you use to make them
ive heard thats why i found it funny
silica is used for some decorations and alt recipes, but you don't need need it
unlock everything in the MAM you can
how is it ass?
screws are great and steel screws especially
Caterium is, practically mandatory
Quartz is needed later, and otherwise mostly just nice
other than copper rotor, I haven't found a single practical use for screws. Maybe ultracompact blueprints if the ratios work out.
Every time I've ever used steel screws so far, it's been a project where I went "I have an extra steel belt, it's been 4 hours, fuck it" and it promptly shitfucked my numbers because WHY IS IT 52
Oopsy doopsies
the fact that your preferences are "WP-based resource efficiency" doesn't mean that other people share same preferences đ
ummm... it's 260/min
I checked space efficiency and they suck at that too
In some cases, I specifically made steel beams FOR the screws so now I have a weirdass steel belt floating out into the ether
I prefer to use per craft ratios when doing my maths once I'm past miner -> Base components
why can i go backwards in a hypertube
ive recently unlocked them and am thinking of using them instead of a tractor and found it funny
not very hyper is it
well then you'll see weird numbers all the time. 52 is not very weird
52! is a big number
can i have a single lane of hypertubes somewhere and lay an entrance on each side and it works or does it need to be a 2 way system
Honestly no, usually the ratios click a lot better with the craft numbers
Screws are just very particularly used in amounts that don't play nicely with 52 in most cases, where regular Cast Screw is usually a lot nicer
You can put an entrance on each side
for example:
heavy flexible frame: 1.5 steel screw constructor per
copper rotor: 0.75 steel screw constructor per
those are very nice numbers compared to what you'll work with later
can tractors run on any fuel. what would be the best for to use for at my stage. coal?
wdym
Yknow, that'd do it actually
I don't usually bother with Copper Rotor (Trying to recall what recipe I usually use, I want to say it's Wire and Steel Pipe?)
Flexy frame I just plain don't think I've sat down with the game long enough to deal with yet
most of the time you can find a nice ratio to clock the machines so that they match the production nicely
wdym wdym? are you using the tractor for items or only for yourself
these were just examples of places where you don't even need to clock much
i hate running over to collect steal pipes/beams and i discovered the tractor tstation so im planning on settiong up a track for it to run basck asnf forth sand bring me the items
pardon the spelling my keyboard is on low actuation rn
MAM alien technology
huh
or do belts or tractors. it's your game
The funny purple balls that completely invalidate my project-train-logistics-supermesh
wait im confused is the MAM hiding some sort of crazy transportation emthod for items
Like
I'm glad it exists but I'm still internally wailing that there's no good reason for me to bother making any kind of project site setup beyond "Do I have a power tower over here" and maybe evaporating the local fauna
Dimensional depot. Cloud inventory for build gun
I've looked at the saves/setups and reconfirmed that this issue does exist, and specifically exists on manifolds near the pipe flow rate capacity.
Doesnât eliminate the need for logistics for factories but saves you from having to run back and forth to restock for building
you said that 80-90% is the best that you can do. I did 100%, though. Sure, maybe some setups can't, but that doesn't mean it's impossible
Yeah that's fair đ
I have a system right now to test it and it's fluctuating between 85-88% of the pipe flow rate stat for useful movement of liquid.
I started it completely full (buffers and pipes) via feeding 2x600, then cut it down to 1x600. Consumption is 1x600.
Result is that it steadily drained and machines started to idle until 12-15% of them were idle on average, then it was steady state.
Which basically matches the 1.0 test data.
I'm not going to get too into the pipe thing
All I'm going to say is "God, I might start genuinely load-balancing pipes if it means I don't need to put up with this shit anymore"
Also making liberal use of the packager in every case I can get away with it
It probably does, but frankly if I have to debug one more "Pipes being jank" issue I'm gonna start strangling people
me first
you should start with strangling the one who built it
or second i guess
My lawyer has advised me not to say something funny in response to that
funny enough, junctions will thank you for it in all likelyhood lmao
junctions want to split fluid coming into them evenly
thats why manifolds are so ass at high flow rates
*unless they're not level
because the junction wants to split evenly but it cant if you have a machine one side and the rest of the manifold on the other side
I mean, to my understanding, the critical issue with pipes (particularly 600 ones) is that saving/loading has them temporarily forget what they were supposed to be doing, so you get backflow/sloshing, and the backflow/sloshing eats pipe rate thus fuckshitting your whole system
Nah they are perfectly capable of choking themselves down to 85% flowrate while full and without saving
Ergo, if I break all 600 pipes into three 200 pipes it Maybe Hopefully Won't Do That
there is some save/load bug (or was), but that's not the case
the "issue" with pipes is backflow, which reduces flow in desired direction
and backflow can happen in any pipe section, if flow hits a wall/full pipe/machine/whatever, it bounces back
Well i'm standing in front of a manifold that drained itself from being full in every pipe/buffer to only having an average of ~87% of the generators turned on at once.
I.e. the 600 pipe is flowrate limited while moving only 522/min fluid, and it's stalling both the fuel blender upstream and the generators downstream.
Simple as can be, junctions 2m in front of every input and straight pipes of minimal length
Well, that is only one of the current issues.
but not the main issue when you just manifold 600/min
that save/load bug is what chokes fuel plants and nuclear plants.
but thats only when you load the save after all
afterwards, things should stabilize, right?
well, depending on your piping, it wont
Just cause it was manifolded doesnt mean it wont work
I put junctions a few metres above inputs/outputs. sometimes flat, sometimes tilted 45* toward the machine
It depends on how it was manifolded
why isnt my tractor driving i recorded a path and set it to autopilot am i missing something
nevermind it just set off lol
probably because it was on a wait node?
how long does it wait for
however long you waited when recording probably
you can set the time if you interact with the node
Is it possible to change a trains path finding? (Ex. Having a train skip a line and got to the next)
no
no, it is statically picked when a train departs a station
they always take the shortest possible path
Is there a way to use a holding bay type of system using multiple stations?
Ok thanks
u can place splitters directly onto exisiting conveyors how did i just find this out holy
Be aware that building this way can cause issues if you upgrade belts later. Small segments can end up hidden inside the splitters/mergers you placed on existing belts
yeah it was just to spolit off a coal line and interupting it would have messed with the grid luckily that feature saved me
Hello once again :),
the first release version of Assistory just got published. It is now much faster, more stable and better documented. Try it out it you want
what is this? :P
also on a random note how many trains/cars would i need to move 3.8 k and 3.5 k ore?
You can find it on Github. It's all described there
I have mk 5 belts
im trying to move them to the ocean above spire coast (idk where im getting the material from yet, depends on where the closest quartz, iron, and caterium nodes are)
3 wagons can move 3836 ore/min up to 2.5 minutes round trip with mk5 belts
3200/min up to 3 min round trip
needless to say, you'll probably need more than 3 wagons
3 min round trip is 1 min there, 1 min back and 2x 30s for loading/unloading
how many could 5 cars do?
is quartz located underground i went to like 3 nodes by the desert and i cant seem to get to them as i cant find a cave entrance or something
The nodes in the middle of rocky desert are underground. The cave is huge so the entrances arenât close by
sigh
6393, again, up to 2.5 minutes
or 3200 up to 5
where is the cave entrance
The cave runs the length of the desert east-west
do you mdind circling it if thats okay
just turn on the caves layer lol
how do i do that
oh i thought u meant in game mb
tyy
@unique cypress i actually love you
ive spent the last hour or 2 gathering things for MAM research and its actually crazy what i was missing out on
the leg things are insane
inventory space
hand slots
will i need 240 screws a minute anytime?
most likely not because most things have alternate recipes that dont need screws
depends though are u using any screws right now?
not really yet...
the only thing im using screws for is iron rebarb lol
i have a permanent 40 being made but i dont see the need for anymore
I just built an earlygame monstrosity to overproduce everything iron
trust me you wont need mopre than 60 of everything i did the same
how hard is it to beat the game btw
wouldnt say hard just time consuming. and the time it takes fully depends on how u play. whether u rush through stages by hand crafting or automating as u go along its all up too you
hmmm
games only beat when you think its beat
i mean obviosuly there is a stage where u have nothing else to do but yk
If you do everything "properly" and take time to smell the flowers with experimenting on mechanics, doing things in different ways, building asthetic stuff etc then it can be like 1k hours and a substantial intellectual challenge. If you do bare minimum, closer to 100. Speedrun is like 10? but that's mostly spamming stuff that they've already done 50 times before.
anybody else notice how bad straight mode became?
have to place the supports first to make it work
Straight mode won't curve to make a non-straight line. You're asking it to move like 20 meters towards you and 1 meter left, which it won't do
"Straight mode won't curve to make a non-straight line." this is just false, whenever you use straight mode and make a small turn it doesnt make the end support straight
not anymore at least, it used to in 1.0
I have not observed any difference in behavior for belt straight mode between 1.0 and 1.1
And yes you can curve it at a 90 degree angle, but 1 meter of sideways distance isn't enough to do that.
does this look straight to you
lmao
That's 2 meters of sideways distance to make a 90 degree turn
which is completely fine with default
if you only do 1 meter sideways it cannot make a 90 degree turn properly for lack of distance, it never has been able to
u misunderstand what it means by straight
generally I'd recommend to not build things in advance. So instead of building 240/min screws and then asking what to do with them, do not build any, until you have demand for them
its not a straight line from the intial and final snapping point
obviosuly if you put it to the side it will have a 90 degree curve to turn
but it wont be like default or curved where they canm have a varying angle
its not 'bad'
its bad.
when i use straight mode i expect it to place straight belts, yes even in 2m curves cause that is possible in default mode
dude dude laro i dont think you understand its not literally creating a straight line of conveyors from the intial and final snappoing point i just said this
thats what default is for
straight end and starting point being parallel will make a straight line as it would with default
the belt is whatever, lets just focus on the supports, the starting support is straight at all times, but when i place a clearly possible belt with a 2m curve at the end, it places a support that is something like 2-5 degrees rotated
how is that straight in any way?
laro
guess what if if you kept moving ur cursor further it would have ended up making a 90 degree angle as intended with straight mode
thats a 3m curve
That's not a 90° turn?
thats
you tried making a 1m curve
can you not see how obviously crooked the bottom right support is here?
scroll wheel doesn't do anything?
cant scroll with straight
ahh
"just use a curve" it's obviously a bug that can go unnoticed and wastes time and effort removing and replacing belts until you figure out the problem
curve doesn't make sharp 90° turns without measuring it by hand though?
That's what straight is supposed to do
?wait im confused you wanted it to make a 90 degree angle with only like 1 metre to the right and ur calling it a bug?
this is 2m fwd and 2m left
2 METERS MAN
i've NEVER made a 1m turn!
can someone help me understand this? am I missing something or what? just realized my factory is bottlenecked so I went down the chain to the actual miner
I have it overclock to produce 480, but it's only producing 360 for some reason you can even see it on throughput monitor and yes I am using mk4 belt ( 480 resource per minute )
whats wrong with just dsoing 3 metres
because you have to measure 3m by hand
check all your belts, because if the counter there is only reading 360 then it means something upstream is limiting its flow
straight mode is supposed to do that automatically
and it does but the turn is like 88 or 92 degrees instead of 90
was it stated that it could do 90 at 2m?
default can
you just need poles spaced correctly
straight is supposed to do that without poles
eh I already double checked everything I guess I have to triple check it
Are you consuming 480 ore from this miner with all the machines connected downstream?
yep
look for gaps between items on your upstream belts, as well as making sure any lifts used are also handling the right amount
Are all those machines green? 100% efficiency, no yellow status lights?
Either your math is off, your machines outputs are clogged, or you have a lower tier belt bottlenecking you somewhere
smelters are green but then constructors are not and because everything else works missing ingots are slowing everything down
Are all those constructors running green? You need to trace the problem step to step until you find the bottleneck
I think I'm gonna rewire and reconnect everything just to be safe, it should fix it hopefuly
IMHO you should take this opportunity to learn how to methodically troubleshoot it
If you rebuild it all and it fixes it you wonât know what the fix actually was
I kinda did that twice maybe I'm just blind :/
Make a thread in #1038092680493801533 and post screenshots of all the stages of your build
Smelters, constructors, etc
I was so sure everything will work well that I kinda build the whole base first without first trying it đ it kinda did except that one thing :/
Hi all
new player looking for an overall planning tool, maybe a template in excel
i understood satisfactory calculator and modeler as specific to builds or full chains, but not overall
any suggestions?
I use this
simple but good enough to visualize it https://autumnfallstudios.itch.io/salt
There are others linked in #welcome but sftools is the best IMHO
yea you were right, I was trying to merge 560 ingots into a 480 belt and it bottleneck things downstream, didn't realize the game can correct for it like that
The math donât lie đ
glad you found the issue
today there seems to be a lot of mod pings
the same scam/spam messages were sent 3-4 times today
and another one yesterday I think
they're just pictures of a screen
ah
do i have to balance the belts from my trains?
you should expect to get one belt out per platform equivalent to what you put in
eg if you are loading the platform with a full mk5 belt, you should unload it with the same
Make sure to buffer both load and unload platforms with double-belted ISCs
you can get more throughput if you do
just take out the same amount you put in đ
I know but like i have 5 stations with 5 car trains, its a bit hard to remember which platform is for which stations pickup
So Drones
I want to use them for uranium, maybe the fuel rods/waste (depending)
I just need to know how much fuel/m is realistically needed for them.
Depends on distance and I haven't chosen where I'm actually placing the reactors/(re-)processing
I am aiming for using Ionized
it depends on distance + how many drones
also dont use the drones for waste
1 fuel rod = 50 waste so unless you're doing small scale it'll overwhelm the drones unless you have a lot of them
remember the drones only have 9 slots
Yeah sorry not waste
also why the hell would you move fuel rods in drones i dont get that
Sky radiation
But that will be 95% water extractors
Waste stacks to 500, so you can transport 500/min anywhere on the map and 1000/min up to 3ish km away with ionized
Perfect
A lot of locations are up in the air rn.
I'm doing the plan now
That's assuming my calculations are correct so I suggest testing it with concrete or something first lol
I have not uses drones outside of testing and that was waay back when they first added them so there is more rust than iron at this point
Also regarding scale.
All of it.
*not transmuted
I don't want to put it where everyone else puts em. Partly because I hate myself
i just went put it in the big ass ocean above the map
I'm thinking north of the Dunes "flying" over the void pit.
It is just easy of an ocean
I don't thinking going to put all uran+plut+fics in the same location
Perhaps paradise island, out of the way, plenty of water.. waterfall view
How much ionized would I need for this travel?
maybe 25/min to bring all uranium there
Fuel rods are extremely low volume so they are fine in drones
I always build my nuclear rod factory on the coast of the swamp and plants directly over the water
𫡠Thank you Pioneer
I plan to make the Uran rods on the waterfall, reactors on paradise island, process to plut rods before sending them via drone else to their next stop so I'll need around 40ish.
<@&387163995947270144> another one :/
They are keeping you busy now aren't they? đ
im trying to move 115 fluid tanks a minute from the swamp to the crater lake (rocket fuel factory), should i drone that or use train?
1 drone will be plenty, idle most of the time
Do any of you guys ever had this thing with the satisfactory modeler program where it just gets stuck loading for no reason?
it happens when your graph has too many connection to one node
the more connection it has, the slower the app can calculate the numbers
ik i mentioned this before but im curious now, plutonium fuel unit vs fuel rod, whats the difference and why do so many people use this over the default recipe
fuel unit if you want more rod out of uranium waste
the default rod recipe if you just want to sink them
also i will never understand this but why the fuck does nitric acid need a single iron plate đ
like it feels so random
what about rocket or turbofuel?
rocket are the same as battery afaik
turbofuel is below tier over rocket
but still a good fuel
Unit trades a bunch of resources, primarily Bauxite, for more plutonium rods. It's a pretty good recipe if you're going to store plutonium waste as you get a manageable amount of waste either way (i.e. 100 storage containers, not 10,000)
but if you're trying to reprocess it into Ficsonium then more plut rods (and their waste) is a curse
you pretty much need all the sam in the world if you want to convert all those plut waste into ficsonium
there's never enough SAM because if you had more, you would convert more stuff to uranium
and all the resources TwT
... aeryn wtf is that
looks nicer up close but hard to get a sense of scale
1tw ficsonium plant
with underclocking for efficiency (the particle accelerators are at around 20%, and everything else is <=100%)
This is literally only like half of it, it's pretty funny
there is a whole recycler loop, aluminum area and ore to singularity cells to come yet
- some other stuff
that until you ran out copper to convert into bauxite into uranium
assuming theres tons of sam
yeah i did this
Yeah just little work arounds to make the thing work ^_^
it does annoy me how I can't actually put it balanced
and that extra 60 line was because it still had trouble with one more line
you can also change the calculator mode in the settings menu from full to manual
it will make you have to input a few more numbers by hand, but it means it wont get stuck like that
so after testing i have made a way to sort of doge/change train pathing so i can have multiple trains use only 1 station without fully backing up the train line. basically, you just have a waiting bay were you have a single train station and set the stop setting to 1 second with only path signals leading to the drop off station and only placing block signals on the end of the freight platform thought?
why not just use that extra station to be teh drop off point ?
Looks cooler and easy belt work
so you are aware the more trains you have stopping at any particular station means you're reducing the total throughput each platform can do right?
on top of the extra time you're adding to each train's rtt which may also reduce throughput
having even 1 more train stopping at a station is a significant amount of down time to the belts
and if you have multiple trains waiting to get into 1 station that means the belts will be paused for a significant amount of time as each train unloads, which could easilly mean a train can't fully unload dropping a ton of throughput on that route
Not if you have the train set to only depart when empty
Then the loading pause happens exactly once per every full wagon unloaded
that would probably make it worse, making other trains wait minutes and still chaining it
you would dramatically increase every single train's rtt
That's the point. If the trains arrive too often and unload partially, then you have to delay them to unload them fully
You're still having many many more pauses on the belts, that won't help with any of the throughput issues and just lengthen each train's RTT
which can easily drop the train's throughput
you're just trading 1 problem for a different one
The point is that you're not getting more pauses. You're getting less. Because they unload exactly once per every full load delivered. You literally cannot have fewer pauses and still move items
If you just unload the trains whenever they arrive, you might unload half, or 3/4 of a wagon. That's more pauses
if you have 5 trains stopping at a station to unload that is 5 pauses within the RTT of the system, instead of say 1 pause when you have 1 train dropping things off
you are not reducing pauses
it is physically impossible to reduce the number of pauses you get by having more trains stopping at a station.
and as stated like three times already by having each train wait for who knows how long until the inventory can be fully dropped off, each and every other train will have their return times dramatically increased.
there's a reason why the train system is the way it is, and trying to cram this sort of system into it is only going to work if each train is moving a very small fraction of a belt's worth of throughput
as it is, many point to point train deliveries can maybe manage 1 belt's worth of throughput. dropping more trains stopping that will have a huge impact.
now maybe you're ok with each train carrying 1/10th of a belt, but that's a hell of a downside and restriction
Either way, that's 1 pause per train. If we're comparing 1 train vs 5, both departing when empty, then true, you're not reducing pauses. But you're not increasing them
Bruh, I have literally used this method to increase throughput on long routes and it worked
you're making 5 pauses.
and if each train has a longer RTT, if it's even possible for them to hold more in their cars, it means they'll pause for even longer making the other trains wait
I made a fucking calculator based on this logic, and it has never been inaccurate
yeah, if you have tiny throughputs sure.
Throughput per platform, 5 trains, 2 mk6 belts, buffered, items stackable to 100
Green is depart when empty, red is default settings
Past the 9 min mark, they overlap
Round trip time is the time it takes the train to complete its route without waiting at stations (i.e. loading/unloading immediately after arriving)
your numbers there look kinda wonky to me
i think i'm misreading. per platform, ok
incidentally, in my current project, i've been centralizing the world's quartz and 5 car trains are able to move 2400/min pretty far
i've been doing it as a sort of hodge-podge where i'm mixing and matching different trains and different frieght platforms so that each platform has exactly 600/min incoming. pretty sure i've got the problem solved at this point but need to do some more rigorous testing
I tried to balance out the concrete and steel usage between 2 alternative recipes, but there's no solution đ˘
Just run an unbalanced belt lil bro
Also just use satisfactory calculator lol
what are you trying to make, with what recipes?
Satisfactory calculator's production planner fucking sucks
But the there would be a bunch of left over materials
Encased industrial beams
Nah Iâm talking about the balancer
how many and with what recipes?
I just now realised that I made an error
Balancers on SCIM also suck ass
The most I can from 320 concrete and 720 steel ingots with the default recipe and the pipe recipe, but I forgot to account for the amount of pipes I'll need to make heavy modular frames from these, so I'll try again
which pipe recipe?
just go to Satisfactory Tools and it'll figure something out for you
or just get more resources and use only one recipe
The default
ok but what are you making
"The most I can from 320 concrete and 720 steel ingots with the default recipe and the pipe recipe"
the most of what
the encased pipe recipe?
The most encased industrial beams with the default and the encased pipe recipes and also making extra steel pipes to make heavy modular frames with the default recipe
how many extra steel pipes
steel screw is amazing
the best screw recipes are the ones that don't use any
Although I got a bolted iron plate recipe that looks good
yeah really compact. Bolted Plate and Bolted Frame pair very well with Steel screw
Btw are the iron and copper alloy ingots good recipes?
except if you consider the entire chain from ore, it's not compact. only the very last step is
all recipes have their situations where they shine. It's up to you to decide where that is
those are some of my fav though
I really like them, sometimes simplicity is better than resource efficiency
Idk enough tbh so Iâll rescan
I donât have iron and copper nodes close together rn
they are all over the map. but up to you
don't restrict yourself to your starting area
Oh wow I got a rigor motor recipe instead lmao
Donât have trains unlocked yet
so? belts and trucks are fine. and trains are even earlier these days
stranded while its dark but damn this game is beautiful
Stitched iron plate vs bolted iron plate now
stitched
shrug
again, all recipes shine depending on the situation you're in, what other recipes you want to use, and your personal preferences
The problem with belts for me is the spaghetti lol
especially with iron wire
stitched is resource efficient, bolted is "fast"
you're never locked out of a recipe.
Yes true
It has a solution if I account for the pipes used for the heavy modular frames (p=default recipe ; q=encased industrial pipes; a=steel;b=concrete)
you didn't bother clicking on the link did you...
lmao i used to do the math by hand but then i found the tools and honestly as nice as it is to get the math done urself the tool will save u some much time fine tuning without having to redo the math each time
to each their own though
or just seeing what a small tweak does for a large chain
yup exactly
Anyway, I should go on to build my 16 constructors for the rotor factory
More like 22 I think lol
Why is it using sam?
oh just turn it off. Forgot to
in the inputs tab
the conversion recipes are considered 'base' recipes they they start off ticked
Actually, @vapid gorge , I built a 5 train setup with an extremely short route, with all of them set to only depart only when empty/full both stations
and lo and behold, the transfer rate is exactly what I calculated for this setup
not sure what is "this", but all recipes are useful in some way, and you can get all of them anyway, so if you like something, take it and use it
sorryu i meant the inventory slots ive never seen it come up before so was curious if it weas better to take over a recipe
if you don't need hte recipe right now? sure why not
personal opinion: inventory space is pointless if you have everything in dimensional depots anyway
but whether it's worth to you or not is up to you
more space can be nice
i havent picked anmy recipes yet. apparently its good to just save them all up to remove bad recipes or something
nah
and dimensional depot wise im on the last stage. just need to set up a temporary sam fluctuator fab so i can icnrease stack size and upload speed
picking recipes early means you can use them early. You can always get more drives and more recipes (and imo you should), so unless you don't need any of the recipes given to you, I'd pick one and carry on with the save
kk
the "remove bad recipes" is practically only useful if you're looking for a concrete recipe
yeah imk liking the iron pipe makes my life sm easier not needing coal
(though it increases iron costs a lot, and you'll need coal anyway eventually)
but again, these are just my opinions, feel free to pick whatever you like and use it, there's no "bad" recipe
yeah my current steel pipe/beam fab is using a decent amount of coal anyways
When we complete the turning point and launch from the hub, we can launch a capsule into space even if the hub is covered. If the hub is covered, the capsule that will go to space should not be launched.
there are many things like that that shouldnt be allowed but work anyway because the devs dont want to limit us
you can pull belts and lifts through walls and floors without holes
Drones can fly through solid objects
because the devs dont want to limit us because people want OP buggy things
"Devs don't want to limit us". Meanwhile there's only a third of the SAM that'd be required to do max nuclear + 10 augmenters
Theres a difference between imposing build limits and limiting resources
Production and power have always been stated to require thought from the player about how much they wanna use where. Those 2 have always been limited.
Building on the other hand has always been given more and more freedom.
Before 1.0, my endgame builds were limited by my PC before hitting any of the resource limits. After 1.0, if I don't want to make phase 4 parts again, I'm limited by SAM and Bauxite way before hitting the limits of my CPU
Whats the point of resource limits if you cant hit em before your PC explodes
im kidding of course, but being able to hit limits is kinda a luxury
I agree, my game likes to hitch if I mass dismantle a bunch of stuff (idk why it does this but if I mass dismantle like a wall or a bunch of belts, my game just freezes up)
Then its back to 60 fps
Also is this train route a good route for uranium? (It's the route going from the top of the map down to the middle and then back up)
Press B for Blashlight
whats the difference between sbp and sbpcfg in terms of blueprint files?
I think one is the blueprint file and one is the description, icon, etc?
Not sure but I think you need both
oh oki :P
ok so idk if this is an actual bug or not but this is where my uranium is currently being dropped at and despite there being no uranium here, this entire area (from the freights to the sinks) is radioactive, weird bug or?
idk, but the radiation prob takes a little bit to wear off
try stopping the uranium going there and see if that fixes it
well reloading fixed it
is telling the train to wait until its fully loaded a guarenteed method for perfect thruput?
yes
but the wagons need to be balanced
all wagons need to be loaded and unloaded at the same rate and always have equal contents
otherwise, the train will move at the rate of the slowest wagon
use a balancer
srry not one 300 i mean three ;w;
sir how the hell do i balance those they're kilometers away from eachother...
are you loading them all on the same train or just deliviering them to the same station?
1 train with 5 load stops then one unload
then at each stop split the items equally among all wagons
and the 5 load stops should be on default delay settings
only the unload to depart when empty
the only thing that matters is that the wagons have equal contents
oh, and you'll obviously need a balancer on the unload side as well
I have no idea how to make a balancer...
I can tell you but I'll need to know the number of belts involved
5 belts :P
on the loading side, you probably have 1 belt in, split among however many wagons you have
so 1:5 for the loading side then 5:5 for the unload
and on the unload side, input is the number of wagons, and output is the number of uranium belts you'll have inside your factory (whatever you want, really)
The whole idea is about pathing idc about throughput I will have 5 balanced belts of 1200 no mater what
https://imgur.com/a/satisfactory-balancers-TnomMFk
the 1:5 will be the 2:6 from there but 1 of the 6 outputs looped back to either of the inputs
the 5:5 can be used from there as is
well i wanted to have a belt for each miner so it would be easier to keep track of which belt has which thruput but i may just do 3 belts since thats the lowest i can do without maxing out my thruput
not all of the balancer in that link are correct so I suggest you confirm with me before you use one
@umbral barn Just btw that the full/empty setting usually uses a different style setup where a train goes between just two stations rather than a large number of stations.
Does full/empty even work if you only fill 1 wagon of a 4 wagon train at a single stop for example?
and people dont get why i hate using these things
Is a bit extra confusing in satisfactory as there are a variety of train setups, yup.
well it can work if you have it set up to go full empty or delay for x seconds
I prefer to set the round trip time manually using a bottleneck, no waiting until full/empty
it's guaranteed to work no matter how many stops you have
you only get full benefits if the delay setting is AND 0 seconds
I prefer the full/empty style. Itâs guaranteed to work when setup properly. All personal preference.
oh, i had some issues with it not wanting to work so i just threw or 1500 and it worked for me :P
if the other platforms are empty platforms, not cargo platforms, yes
what if you have a train that has multiple inputs and multiple outputs? then full/empty on all of them wouldn't work
even on just one could fail depending on how the train stations are distributed in the world
Yup. Idea is I just wouldnât do that.
so this?
that's a 3:2
What items are you transporting again? The key thing with trains is to validate your setup before implementing at scale. So many players skip the step then try to fix an inherently flawed design.
yep, that's a 2:6. Loop one belt back and you're left with a 1:5
uranium on this train
another built in benefit of the bottleneck setup is that its more resilient against trains arriving late
I'd say depart when empty is more resilient
the delay doesn't matter at all as long as it stays below the threshold
no, because with the bottleneck setup you always have a train waiting, so your next train could be 100% late and you wouldn't lose throughput
You can do the same with depart when empty
you could also have a train waiting with wait until full, but it's not an integral part of the setup
and you don't even need a train waiting. as long as one arrives before the previous one's load is unloaded, it's fine
There are multiple independent ways to have train setups that maintain throughput despite transient delays. The setups that arenât resilient to that are pretty meh, imo.
not me trying to do this without clipping any of the belts
its spaghet
If you hide your clipping like what I've done with my SAM build. There is just a magic box that makes my belts happy. Do not open the box
Make a pretty box.
This is cross post from https://discord.com/channels/370472939054956546/932761153703149659 apparently
did i do it? TwT
this is what a throughput graph looks like for depart when empty/full
- I forgot to mention, but you need industrial containers on all platforms - connected with 2 belts to the platform
- why did you build 2 of them? aren't you only loading one belt in?
because i have it setup to load from the ISC :P
So the graph shows the round trip Time going down right?
Only one input belt to ISC
ISCs on all platforms, one balancer is how I'd do it. but this maybe works?
Two belts between platform and ISC
well i mean I can get away with doing just one output since its 600 a min on a 780 but i want the buffer to clear asap
RTT is on the horizontal axis, throughput on the vertial. though don't pay much attention to the exact numbers, they depend on multiple factors
Oh ok I was looking at the actual throughput values on that graph
I wouldn't do it like that, not because I know it doesn't work, but because I've never tested it. I can't say it definitely will or won't work, so feel free to experiment if you want to
Those graphs are the theoretical max throughput for one wagon, one train based on round trip time. But you can always scale the number of wagons and number of trains. So I guess itâs useful kinda as a graph.
Those numbers are for 2 mk6 belts per platform, one wagon per train, 2 trains, moving items stackable to 100, set to only depart when empty/full
changing anything will change the graph so...
well it seems to be working fine for now (god i love my buggy animations)
Ah makes sense
i have angered the factory gods...
I had not considered this '10 per' on all final space elevator products would require 7800 coal just for diamonds.
game... WHY CANT I SAVE THIS
yeah, the : used to be used by the legacy macos as a file path separator
as such, it still exists in a lot of 'check pathname' functions
thats a glitch...
@unique cypress sorry to bother you but how do i do a 5:3 balancer? ;w;
5:5 but don't connect two outputs đ
6:4 and loop back
with a universal 5:5, it'd work perfectly
unfortunately, they're doing trains so it's not gonna work that well
and a 6:4 is 3 2:2s crossed with 2 3:2s
wha?
have two 3:2s separated, and then balance their inputs with 2:2s
that is take a 2:2 and connect one output to one 3:2 and the other output to the other 3:2
and repeat for all 3 input pairs
that's a 5:3
Hi cthulu... (i dont even know where it ends and where it begins, mom come pick me up im scared)
Teehee spicy rocks
so basically, connect 2 stations to a 2:2, then take one output connect it to 3:2 and another to 3:2 b, then one of the 3:2s gets looped back into a third 2:2 connected to the last station?
I feel so stupid rn but im trying my best TwT
sounds about right
If you are aware you are stupid you are far smarter then people who do the same shit ... don't think they are.
Being self aware of stupidity makes you smart :)
oh?
also ill be honest with you i never though id be intimated by a fucking conveyor belt
Progress is pain? ÂŻ_(ă)_/ÂŻ
there you go, a 5:3
I was just jumpscared by lines
thank you so much you just made my life way easier
which calculater do you use for production rate calculations
Satisfactory Tools
Thanks
If you prefer "pen and paper" planning I'd say Modeler.
The pen is a bit dry you need to shake it a little
I present: spaghet
@unique cypress if its balanced shouldnt each station have the same amount of uranium in it?-
yes
well uhm...
it isnt
and the incoming rates not the same (it varies between 219 and 222)
the differences are likely because of the different belt lengths
filling the platforms completely should fix it?
but a difference of less than a stack isn't that significant