#math-and-meta
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What's TU
Those are normal mergers. How could I make it TU
at the end you have priority mergers
TU means that no matter the inputs and outputs, the balancer will work
ah thats funny I guess I had already fixed that im in the world now looking at it
non-TU balancers will only work most of the time - when either inputs or outputs are (mostly) equal
So because this isn't TU. If I had the inputs be different speed belts they would not balance correctly?
as long as you only expect equal outputs, it'll work
TU allows you to turn any into any
non TU any into equal or equal into any
with some wiggle room (it doesn't have to be exactly equal)
My use case is i run 1-4 trains all to a single base. I want to have this at the output of each train station balancing the 4 lanes. Would this not work then for that because its not TU?
the output from trains is equal so it's fine
Especially if you use balancers to load then it'll for sure be equal
yeah ive been balancing the inputs
If you wanna see what it means, connect 2 belts to the 2 right inputs and 2 belts to the 2 left outputs. Leave the rest disconnected. When you feed 2 full belts, you'll only get 2 half full belts out
ahh i see thank you now it makes perfect sense
obsidian canvases are really good for planning builds (this was done with the help of ai ๐ญ)
I have no idea what I'm looking at but cool... ||- 50 points for ai||
What should one use to go up large vertical distances in phase 2?
what are balancers used for?
Ladder from the bonus shop, or tall foundation ramps
a set out diagram of my factory to make it easier for me to build it
ai only helped me with structuring it cuz making these is quite painful
To each their own, I'm just poking fun dw
ladders are easy and cheap early. after that, personnel elevators (requires steel and silica). both are obtained from the awesome shop
What about long range resource transportation?
hopefully you didn't ask the AI to do any math for you
trucks, trains, drones. all unlocked via main milestones
i had it check the math but thats it
its 5am so im surprised my math was all there tbh.
#screenshots message
this is what i have built so far, just the rods and plates
i literally started this save 5 hours ago so im quite happy with my progress already
well hopefully the AI pattern matched the math correctly, as it doesn't actually know how to do math. I'd suggest using an actual calculator for that
hopefully we didnt ust make the same mistakes then ๐คฃ
I strongly suggest avoiding the use of any external tools until you're done with your first playthrough. Relying on them from the beginning can damage your learning curve
BTW, there's proper tools/websites/apps made to calculate or just draw factory plans (
)
What does it ("TU") stand for though? 
it stands for "throughput unlimited", a factorio term that noone around here ever used or understood, people need to separate their games ๐
I have 5500 hours in factorio and I have never heard that term...
Hey @frosty owl I have something funny I'd like you to do #design-and-architecture message
Have a flat area and just run belts underground so it looks like you go behind single input sushi and enter no input sushi
Who needs mods to make weird shit aye?
Not quite my style, with my low tolerance on clipping ๐
Ita not clipping.. if you hide the clipping parts. I don't like clipping belts but if I need it I put it in a logi-box.. like a balancer goes in a box so the clipping is contained
Finally, I managed to complete my factory plan!
Well... the Ficsonium part of the plan, at least... 
why not just use https://www.satisfactorytools.com/1.0/production and annotate that
I don't know why I wouldn't use it in Satisfactory as well when balancers are fundamentally identical in both games
What, do you expect me to come up with a new name for the exact same thing just because it's a different game?
Is there a way to split a belt that has 45 items/min (but sometimes has inefficiencies, and it can drop down to 43-44 items/min) into two belts, one that has exactly 40/min and another with the rest?
never understood why people use the steam planner when this site exists
1 splitter
it'll self balance between both processes
It doesn't when AWESOME sinks are used
use a smart splitter
I was hoping there would be a way to not rely on overflow so much (one side is going to a factory, the other to the storage room)
I'd have separate production lines for storage and further assembly
? why over flow works
if for some reason that gives you pain make 2 sections of machines clocked how you need it
the amount clocked going to a sink, the amount clocked going wherever
clocking is your single most powerful logistic tool
Which I never use lol
yeah, but the computer factory is already made
I think my best option is to take the output from one of the 12 manufacturers straight to the storage room to get a reliable source of computers and the rest to the radio control unit factory and then the rest overflow back to the storage room (one manufacturer makes 3.75/min).
What I want is to make sure the other factory gets enough /min and the storage room gets however many consistently
... so a smart splitter
but more than just one at the merged line of computers
why? just need it at the very end
if only a very tiny amount isn't getting used 1 ss at the end will do the trick
because
What I want is to make sure the other factory gets enough /min and the storage room gets however many consistently
If i just put one at the end then until the factory gets filled, the storage room doesn't get computers
But after it fills, it does
it makes me sleep better at night knowing I will get computers in the storage room no matter what happens down the chain
Then make a factory that makes computers exclusively for storage
Or if you insist, build a 40/min belt limiter
that's what I asked how to make in the first message
But 3-5 comp/min for storage doesn't sound like a lot tbh
A mk1 belt with a third of it looped back
Exactly
Because it allows more detailed control over the layout created/planned.
Like how I finally managed to make a complete layout for my Omnifactory (V3) 
||Very easy to understand at this scale
||
i mean yeah but how do u keep track of... everything?
Tools like the one above help in exactly that, making sure I didn't forget to add or subtract one of the many input/outputs
Unlike SFTools, it allows to use many nodes (with different clocks/recipes) for the production of the same item, which in turn makes it possible to create a layout that reflects the actual clustering of machines in-game.
In my case, this is especially obvious at the bottom of the graph, where each "cluster" of nodes represents a planned floor of that one factory building (maybe some floor will become their own building, who knows...)
Grouping all the outputs together, I can even read them all in one screen 
I still don't really feel like Modeller and sftools are in direct competition. They do two totally different (though related) things: sftools is a solver, whereas modeller is a planner
For some definition of "read," anyway. Modeller's graphs-as-images still remain nearly incomprehensible to anyone you share 'em with. :D
There's some overlap, but I do use them both atm...
I mean... at least it's readable is what I'm saying ๐
While I definetly could group together outputs in SFTools too (just to give an example), I don't normally do that because there's no way to save that ๐
(Objective being: having all nodes in one page, but not so zoomed out that texts are unreadable)
IMO Modeller graphs are totally unreadable, though I acknowledge it's not a problem if you're the one using the app, and can make use of the mouseovers, etc.
I wish that it had an export mode where it labelled anything instead of requiring people to try and interpret a massive grid of tiny 3x3 icons all over the place
But, again, I acknowledge that's not a problem for the person actually creating the layout, since the app gives you info on mouseover, etc, and you're the one familiar with the layout
I've found pretty much every Modeller graph that's ever been shared on the server to be nearly inscrutable, whereas any other solver's graphs at least have labels so it's clear what's being made, and via which recipes, etc
But, again, I get it: Modeller's goal is not to produce layouts for other people, so it's not gonna care about that
you can title each and every node if you feel like it
I have yet to see someone share a Modeller graph with any labelling whatsoever, except for labels that someone had clearly added in manually to the image afterwards
ill generally label at least my outposts
(Which, again, fine! Graph exports are not Modeller's primary goal, so it doesn't really matter. But it does mean that its graphs are generally practically useless for information sharing)
if it's vaguely complex it's real easy to still not know which recipe name you're using
Like, if the goal is information-sharing, you don't want the people you're sharing with to have to try and guess resources (is that coal or compacted coal? what Space Elevator part is that?), guess recipes (is that vanilla RIP or Bolted Iron Plate?), or guess buildings (is that an Assembler or a Foundry?)
Which, again, is 100% fine for actually using the app because you're the one doing it, and mouseovers solve all those problems
It's only the graph exports which get shared here which I find staggeringly lacking in usefulness. :)
I cannot speak generally as I only have my own experience, but I reckon that it takes a lot of effort to make a plan easy to read for others and one would still need to make several screenshots to share the whole plan (my plan would probably take >10)... That's a lot of work for a shabby payout ๐
Compare to the graphs from any solver that we've had thus far, which has all that info clearly labelled in text right there, and IMO the difference is night-and-day
Right, my point is that any of the existing solvers generate graphs which are orders of magnitude easier for other people to understand, is all
Due to the mere fact that they label everything
(Which, again, I'm trying not to frame this as being against how Modeller does things -- I get that graph sharing is not Modeller's primary purpose, whereas graph sharing is the primary purpose of solvers)
I don't feel like there's a lack of labeling tbh 
The only difference I see in Modeler VS SFTools is the lack of name of the recipes (which I don't care for so long as inputs/outputs are clearly visible, in this Modeler helps as it has small pictures for them)... Ofc, that's assuming one is zooming in enough ๐
Which you can't really do if you're dealing with an image export
Lack of names of recipes, lack of names of resources, lack of names of buildings
People with 4k monitors benifit of sharing such files more ๐
Practically every bit of information "stored" in a Modeller graph export needs to be manually interpreted by whoever's looking at it. "Okay, that resource is quickwire, this other resource is copper, which means that this recipe is X, and it looks like that's going into an Assembler..."
not if discord murders the quality
I mean you can't say that a graph like this isn't far better at conveying the actual information than a collection of tiny icons. Assume you're sharing with someone who might not even be familiar with the recipes
That just loops back to "needing many screenshots to share a plan"
Having more nodes and more connections makes it harder to fit meaningful amounts of the whole plan in one screenshot
Literally everything you'd need to recreate the factory is right therein text
plus you can share the link, which is not just more readable, but also editable
Again, I'm not saying it's a detriment of Modeller. It's goal is not to produce clean standalone graphs like that
But to me its graphs are absolutely dire at conveying information to someone who didn't actually make the graph
Anyway, if you don't agree that that sftools graph is more immediately useful to a 3rd party than an equivalent Modeller graph, then we've got a fundamental difference in how we process data, so I don't think we're ever going to convince each other. :)
To me it's night and day. As I say, I've literally never seen a Modeller graph image which doesn't require a fair bit of mental processing to even know what's going on, whereas any other solvers' graphs have always facilitated immediate understanding. (I mean, so long as it's not a complete rat's nest of connections and such)
(Though again, just to be clear: I'm really not trying to slag off Modeller here. Graph sharing is not what it's intended for, and clearly the folks who use Modeller find it super useful for planning. I just loathe its graphs as third-party info sharing)
I think it's abysmal for planning too, because everything just takes so long
it's gotta be a difference in mentality, because Tools gives me all the information and customization I need
having to place each node individually is just a detriment
Yeah, I'm definitely glad that folks like Modeller; it definitely seems to have fit a niche that a lot of folks wanted
i think it all depends on your workflow at the end of the day
when i'm planning a big factory having both the single array with my logistic constrains and the entire factory with his inputs/outputs on a single screen is so convenient
i really wish modeler allowed you to add text windows or background groups
So, I am having this layout made in Obsidian Canvas. I am afraid that it won't fit horizontally into my factory. What do?
Fit it vertically instead? You've got 2km of vertical height to work with. :)
Me dumb, me not know how to do it. What do? :)
Foundations are your friends. Picking a screenshots post sort of at random: #screenshots message
No need to enclose/decorate, but you can always build up.
If you're extremely early game, it's possible that you don't have some of the more vertically-useful buildables like ladders + stairs and such, but I think you've always at least got foundation ramps
Yeah, I had a plan of building up, but diff:
G: Smelting and making basic stuff (plates, rods etc)
1: Making something a little more complex (RIPs, rotors etc)
2: ???
Why donโt you just reorganize it so it is not all centered around the middle? Like make it more compact?
You can make conveyors go farther to reach the next set of machines. And if you donโt have space for conveyors on the floor just make them go above the machines to get to the next area
Also idk if that app you are using will be helpful since you canโt judge the actual size of the machines and belts? So it may actually all fit in game
put a blue dot next to the ones I'd take
need help on the satisfactory calculator:
am I able to save in production planner?
I cant finish the build and prefer to avoid re-setting all recipe etc
aparently turbo pressure motor is A tier
but like don't take them just because I told you. take them if you think you have a use for them
no i wont take any lol
untill i get some realy specific ones
I like electric more. also, tier lists are less than useful IMO
SCIM's production planner is garbage. I suggest you use Satisfactory Tools instead. it does have saving and is a much better calc in general
is satisfactory modeler good?
if you like to assemble the graph by hand, sure
is there a better way?
Tools just generates a graph for you. from raw resources to the final product. you just choose recipes
and it's not like you have to choose, it can choose for you
it optimizes for least resources used
modeler is fully manual
to me, that's useless but if you like to meticulously plan your factories, it's better than tools for that
i'd still use tools to figure out the recipes first
no i mean like i dont know any other tools
ive been wanting to plan factories but only found this usless tool
when I say Tools I mean Satisfactory Tools, the website
and because its a good timing to ask
how do i inport blueprint files to my world
like form the internet
My 2 cents: build your own blueprints instead of installing other peoplesโ
paste the .spb and .sbpcfg files into the blueprint directory in the save file folder
im verry bad at that
mh ok
Best way to get better is to experiment yourself
you need to create at least 1 blueprint in the world because blueprints are world specific
The ones that are โclosed factory box that takes x and turns it into xโ sound really useful
ik ik, but some are just perfect
If you slap your world together using a bunch of blueprints other people made, are you really playing the game at that point?
Again Iโm just some guy with an opinion, itโs your world so play however you like ๐
I used some downloaded blueprints in my first playthrough and later regretted it. I was simply not engaging with some of the mechanics of the game because I was relying on someone elseโs turnkey solution
ik the drill ๐
Man trains are so cool in this game
Agreed. Another thing I didnโt engage w in my first playthrough, had to force myself to learn them in the post-game. Second playthrough I went train crazy from the start
is there a way to use modded recipes on a calculator/planner site ?
there technically is a way to do that in SF Tools.
Yea just built the bauxite train, with @warm river help I got it up and running. Ill expand it later on for other nodes probably
but you'll have to DM greeny (the author) for the tutorial
okay, thanks, on a scale of 0-10 how dificult is it ?
satisfactory optimizer can do custom recipes without doing much extra, but using it in the first place isn't easy
I haven't done it myself, but it requires hosting your own version of SFTools
oh
so on a scale of calculators it's probably a 3-4, with a 10 being writing your own
optimizer just requires setting up python
which i'd say is like a 1.2
https://www.satisfactorytools.com/1.0/production
This is my recommendation
You can set what you want, the inputted materials you are working with (from ore to already finished items, such as aluminium ingots) and it just gives raw you need x to produce y
the logistics is on you
There is only one recipe for the alclad aluminum sheets? This kind of sucks man
at least its even and not a negative ratio
True
i have used this, the problem is that i wanna use @unique cypress 's T9 alt recipe mod (eventually)
when you say recipe mod, what do you mean?
(coming into the convo late)
I used this
https://github.com/Zistack/Satisfactory-Optimizer
to balance the mod
thx
elevator pitch, whats the benefit of this tool over SFtools?
that you get to use modded recipes ?
modded recipe support and more customizability
the downside is that it's text based
And by modded recipe support, recipes that come from mods, such as refined power?
yeah
you can type in any recipe you want
ahhh, gotcha
the incorporation of recipes from mods would be huge in some instances ๐
TBH, after looking at the github page
i might just like do the math myself 
if you want to, I can send you my "plugin" for graphing the output
it's perfectly readable 
I had the pure aluminum ingot recipe unlocked this entire time
-knees start sweatin-
honestly, as long as you can drag, its damn near the same as SFtools minus colour
you can't 
-instant swamp ass-
this is just an svg
generated by graphviz
you can only edit the look by changing the graphviz parameters
but it might be more readable than this
yeah,if i wasnt sure before, i'm just gonna do the math myself ๐

what mod recipe you trying to work with en mass?
the ones in here : https://ficsit.app/mod/T9_Alts
well, in the future
currently im stuck with my T7/8 factory
same
currently building turbo motors, FMFs, etc
don't even get to use my own mod yet
Is this like your 10th world
im at the pressure conversion/magnetic field gen part RN
probably, yeah
8th-9th might be more accurate
i ran out of space from the other 2 parts (plus some other things im making there SC,FMF,200battery/min,etc)
200/min FMF?
200/min FMF Batteries*
i didnt have RF unlocked yet and batteries were the next best thing for drones

i wonder if you can even make 200/min if you wanted to
welp, 600 is possible it seems lol
nearly 750 without sloops
328 without SAM and sloops
i'll be making 55 for my nuke plant lol
not to mention I'm making 15 for myself RN
and i thought 9 was a lot 
304 ficsonium rods require sacrifices
the max I can make with my mod without sloops or resource conversion
base game ?
only 3.3k fully OC machines lol
base game is 152 but it needs sloops
BTW, is it worth slooping fuel rods ?
ive been thinking about it..
in vanilla, making ficsonium at all isn't worth it
okay, but overall
bauxite to uranium conversion and making more uranium rods is cheaper and easier
if you're making a huge plant, augmenters are probably a better deal
(slooping fuel rods)
im just guessing tho
sure
4 sloops in a uranium unit manufacturer gives you 1.5 more rods/min
7.5 extra reactors
18.75 GW
so 10 sloops is 46.875 GW
10 sloops in an augmenter is 10%
so above 468.75 GW, augmenters are better than slooping URods
How many sloops do you have in the world and how many are used for mam research
106 available, 3 for mam, 103 left
So 10 power augmenters are possible
triple no ?
Easy 2x of power if you ever needed it, especially since you donโt lose any if you dismantle things
i thought it went to 30%/machine when you use the matrix
+300%, 400% total
just like +100% is double
right..
same, but I woke up at 11 am so i'm still fine lol
bruh
you couldnt sleep ?
or you couldnt wake up 
If i don't have any classes, appointments, etc and I don't need to be anywhere at a normal hour, after 2 weeks I sleep 7am-4pm
society forces me to have a normal sleep schedule
for me its the sun coming up in the morning ๐ญ
super annying that its actually semi bright at 6am
to wake up or to go to sleep? 
yes. : )
well, i cant sleep because of it for much longer so i usually wake up at 9 or 10am
So when Iโm making aluminum scrap, how do I recycle the water?
Should I just send to straight back with a pipe to the beginning of the process?
I guess Iโll need a valve for that
build 2 separate alumina refinery groups, one uses exclusively fresh water, the other exclusively waste water
clock all of them appropriately and it works perfectly
idk if clocking is even required
alternatively use a VIP junction to merge
but definitely not a valve
static supply leads to issues when the output is not static for any reason
Other options?
I can just use a buffer to solve that issue
If you're willing to manually flush it every now and then, sure
Or make sure neither your supply of bauxite and coke or demand for scrap never changes
So it doesnโt momentarily stop production right?
If you have a constant supply of water that won't automatically throttle itself, and the production stops for a reason, the water just gets added without being used, eventually leading to a deadlock
So you either need to make sure that in that situation, the extractor gets full and stops before the scrap refineries do, or that it never happens
Yea I got what you mean now
you could also just like sink it 
thats what i do ๐
Donโt have limestone nearby unfortunately
Actually i doโฆ
I donโt have the wet concrete recipe tho
use it making scap
hey, remember how I mentioned I'll need 3.3k machines?
that didn't include the 1k water extractors ๐
blue is fresh water, red is waste
BRUH, you are so cooked
๐คฃ
keep it split, direct feed systems are less reliable and valves especially
Well the problem is that Iโm using a single refinery for now lol
clock it so you use 2
if you're going to direct feed, use a powered pump instead of a valve
it's not about flow limit
valves don't do a reliable job fighting back flow
clock the water extractor to exactly the difference you need , and let the waste water flow as much as it can
then pray
even if you have the resources for those resources right next to you it's still far simpler splitting your solution production into 2 refineries
Yea true , but I donโt have that scale yet
Iโm overclocking a single refinery to make 576/min alumnia
wdym? just split the clocking from 1 refinery into 2
are you out of materials to make refineries or something? if so that's a much bigger issue
No I just havenโt thought of underclocking to solve the water issue
Well the the entire thing is built now, Iโll go back and touch it up
I just wanna gather some aluminum for mk5 belts and upgrade everything
to work out how many overclocked machines i need is to devide by 2.5 right ?
The calculators show the amount of machines as X% equivalents. Then you divide that into as many machines as desired with 250% being max per one machine.
this what im being shown, guess thats 100%
So 211.99 refineries at 100% clock.
211.99 work/(1.00 work / refinery) = 211.99 refinery
Yup, divide that raw 211.99 by your desired average machine clock rate in decimal form.
ty
is it even possible to create a perfectly efficient aluminum factory
i'm using valves to control the water flow rate but the flow inconsistency makes it impossible to perfectly balance out so then the solution refiners aren't running 100% and it messes the whole thing up
Yes, there's a couple good ways to make aluminum robust. If you search aluminum in this thread it'll likely return the info.
"satisfactory pipeline manual" also has them.
@fiery minnow
thanks
direct feeding waste water back into fresh, especially using valves, is very unreliable
example of a split solution system, where some refineries run only on fresh and some only on waste
yeah thanks i figured that was probably the issue
i'm at t4 working on t2 of the space elevator, do these rates seem alright?
only you can really decide.
js wondering if they make enough sense for this tier of the game...
aim for a production goal, overflow extras to storage when its full
this is a really old build, but do y'all have any ideas why its not running at 100%? its a mk1 miner on a pure node, and all constructors are clocked down to 88.67 percent or 13.3 concrete/m and 39.9 limestone/m
and its all mk2 belts so it shouldnt be an issue there
I'd guess you have a lower mk belt choking the miner out
always follow the problem backwards
the constructors aren't getting enough limestone it seems, so go backwards
the miner looks paused, and probably choked on limestone
that shows there's a throughput issue. Likely a belt that isn't fast enough
i checked all of them, could there be like a microscopic one inside the miner somehow
yup, that's one of the issues you get if you build a splitter or merge ON an existing belt
also from memory a limestone constructor takes 45 lime pm , so if you're only doing 120 from that miner, even with mk2 belts, they'll still starve
yeah I clocked it down, this was like my first build when I started this save a while ago and this machine being inefficient has bothered me for a while
ig ill just tear it down and rebuild it
just rebuild the connections and belts
another reason to build it in a more tidy way
Trying to model my Steel production atm I want to make steel beams, pipes and encased but as im doing the math on satisfactory modeller im realising I need 2 alternates to make it any way efficient and Im not great of an explorer so I only have IronWire alternate. (these are the raw resources Im working with.) what should I do?
go hard drive hunting, look for solid steel ingot and maybe others like encased industrial pipe
the only available recipies are the ones that you have unlocked, and it's easier to kind of keep up with getting alts as they unlock rather than reach endgame with almost nothing
yea ok thx (:
basic iron ingot is also a nice one; it essentially converts 40 limestone into 25 iron.
Iron and Limestone are the two most plentiful resources but locally you're more likely to run out of iron, it's nice to get lots of bang for your node
You can combine Basic Iron Ingot with Solid Steel by having two rows of foundries: first row Basic Iron Ingot (iron ore + limestone), second row Solid Steel (iron ingot + coal).
There are lots of really useful alternate recipies like this, and at several points in the game it is pretty much worth stopping what you're doing and just going to get them.
Examples:
Solid steel is a huge help in P2 (a bit of complexity buys a lot of resource multiplication)
There are a lot of little helps throughout P1 and P2
Heavy Oil Residue + Diluted Packaged Fuel (P3) or diluted fuel (P4) are hugely transformative resource multipliers - a bit of complexity, but something like 4x the oil to fuel ratio. Optionally combo'd with Recycled Plastic and Recycled Rubber to bring same benefit to Plastic and Rubber.
Heavy Encased Frame (P3) greatly cuts down on complexity and resource cost for a critical and expensive item
Electrode Scrap, Sloppy Alumina and Pure Aluminum ingot are a great help for scaling aluminum (P4).
Maybe a few more, these are just some that come to mind.
You will basically unlock these anyway as you go, so it's better to do some now and use the recipies on the way rather than just unlock them after you've already built all of that stuff.
unlock mam equipment. Blade runners, bombs, zip lines, better weapons, medical inhalers. And get the jet pack.
exploring is hard without the right gear
The question as old as time... how far is "too far" to run a belt... 
I'd say about a kilometer. If you need to move anything farther than that you either picked the wrong spot for your factory or it'd be easier to set up a train/drone
My opinion with the current game balance is that basically there is no such thing as too far, to the point where trains/trucks/tractors are probably objectively underpowered compared to belts and drones.
Trains take longer to set up, are more complex, and have only a small fraction of the throughput per-area. They use substantial amounts of power, too, while belts use no power.
In small quantities it works fine either way (usually just a bit longer to build a train track) - but when you scale up you see that using trains ends up with ridiculously long stations, ridiculously high numbers of trains etc. I assumed that trains would be the best answer, and ended up with 1km long train stations which have to be perfectly straight to even function etc and it was just a pain in the ass. Can you make that eight 128m stations side-by-side? Yeah, but it's still an enormous footprint.
Belting scales far more graciously and never hits those throughput density problems.
Belts also benefit even more from autoconnecting blueprints than trains do, as you can now blueprint a "highway" of 100 belts and place one down 40 meters away every couple of seconds. If you do that with a train track BP, you'd need to run 100 carts of stuff on that track to match the throughput and that's an enormous practical challenge. It can be done, but it's not easy to do it.
Realistically i think the resource locking behavior for 27.08s every time a train enters the station is what really kills it. Without that, a train cart could move 2x as much stuff as a belt and do so completely consistently. With it, i only do 1 belt per train cart; you can stretch to about 1.4 or 1.5, but it requires significant care.
sooo, while i was designing my powershard factory i noticed that if i use the best recipies you produce more dark matter residue than needed. My question is is it worth it to build a big singularity cell factory without using sam?
What do you need 175 power shards for? I'd scale it down like 10-15x.
Also, shards can't be sunk so your cell factory would stop when you fill up on shards
i dont need that i want to use up my 24/min nuclear pasta
unrelated but how did you get your lines to join at 90* instead of curves and break off at precise areas?
in the settings you can select styles and i use the 2d option
Oscillators are also DMR positive
And you can sink them to maintain output
i will probably use that, thanks
You can also "sink" shards by turning them into ionized fuel and burning it
Which will allow you to recoup some of the cost of making them
But if you use those shards for yourself, you won't have a stable power output, so if you care about that, those shards would have to be exclusively for DMR
im considering making a huge fuel plant with it
rocket fuel is bad enough i cant even imagine how many generators an ionized plant would need
Keep in mind that turning rocket fuel into ionized fuel costs more power than it generates. You'll need augmenters to be net positive, and even then it's way more expensive than rocket fuel
That's why imo ionized fuel is only useful as a sink for shards
But maybe at 4x power augment it's worth it idk
and fuel for jetpack :^)
Best jetpack and vehicle fuel, you can also downclock to make it generate a lot of power. It's one of the best ways to create DMR as well for other factories (you build it for DMR and get the shards as a "byproduct")
havent looked into it that far
Even if you underclock everything to 10%, it's only half the power consumption, at the cost of having to place 10x the machines. It does make it a net gain compared to rocket fuel, but with the absolutely insane cost, I still wouldn't say it's worth it specifically for power. Especially because it only contains 40% more energy than rocket
I'd have to do some more math on using shards as a DMR source, because Tools just outputs them as a byproduct, which you can't really do because they're not sinkable. You'd have to add the cost of the rest of the ingredients of ionized fuel (i.e. rocket fuel). It's probably not much of a difference, but still
Also, tools generally prefers using SAM to make DMR, then AI Servers, then Oscillators and finally shards
Just for power it's not great yeah, a lot more appealing with APA's
I am pretty sure that ionized plays a large role in a maximum power build, especially a wasteless one, because DMR is really helpful for doing anything in P5
I'm pretty sure a wasteless max power build is max uranium, sink min plutonium, then max rocket, then max fuel, then max coal
But that is without any matrixed augmenters iirc
and without sloops probably
Well, after 10 augmenters you only have 3 left so it's not much of a difference
not sure that 10 augs is optimal
I'll have to do a table to see how many augmenters and how many matrixed ones give most power
It might turn out it's something stupid like 8 augmenters, only 5 of them matrixed
ye ๐
one of my other projet is to utulize all uranium and i have a problem cuz i need 5040 sam, but now knowing that i can make DMR without sam ill probably finish the setup and not just nik the plutonium fuel rods
(and i also need 126 singularity cell for that too)
max power production is ~14.5 TW with 9 matrixed augmenters and 0 unmatrixed ones
how much of different fuels?
21937.332 coal, 37562.337 rocket fuel, 114.241 uranium rods and 1293.380 ionized
it's possible you could do slightly more because SF Optimzed doesn't do sloops perfectly
plus geothermal, plus the base augmenter power
is that with or without waste
the only thing I've allowed it to output are sink points
i prob wont minmax like that but i may do 10 TW sometime
so it's wasteless, and no unsinkable shards
it also makes 4374976 sink points/min from the plutonium lol
resin is only useful when you're automating filters (for the fabric)
for plastic and rubber there are much better recipes
ah, ok i dont need that much filters
and uranium is only useful when building a nuke plant
and for nuke nobelisks
so marginally better but the entire drive is meh
yeah i know but this recepie doesnt use a liquid
and doesnt give you a liquid as a byproduct
you aren't gonna use either regardless unless you build a nuke plant or automate nuke nobelisks
but if you're gonna do either, then yes, the alt is better
yeah exactly
and if you build a nuke plant, you might wanna automate iodine filters (like 5/min)
so everyone just goes with fuel generators?
they are easier so if your only goal is to complete P5, then there isn't much reason to do nuclear
but if you want to automate P5 at some high rate, then nuclear can be useful.
it's also just used as a challenge
phase 5
for example, in past versions, I completed p4 (the last one back then) on just regular fuel, and only built a nuke plant for fun after
regular fuel, not turbo, and rocket and ionized weren't even a thing yet
dam realy?
p5 takes more power, so rocket fuel might be a better idea, but I wouldn't say it's necessary
you can just spam fuel instead
it's probably more work, but it's easier logistically
machines for most tier 9 parts take a lot of power
i have a particle accelerator running rn
yeah, like I said, depends how many you build. I am using double that and I'm barely past basic aluminum right now
soon to double it again with my advanced aluminum factory
yeah im using that litle rn because nearly all my small production lines are full of storage
but i believe power wont be a problem form e in the future, im planing to mane a power grid that uses up like 3 pure oil nodes and converts that to about 200 000MW
I was looking at max consumption actually...
ah yeah doesnt matter
do trains calculate weight based on stack count?
i need them to deposit fully every time or it wont make it up the tower i made for it
I believe so, yes
you can check the wiki
I remember the weight being mentioned there
i'll check later
iirc, you need a locomotive for every 3-4 full wagons to go up the steepest possible incline
anybody can gues why my block signals say signal loops into itself when its just straigt ? (the turns to the left all a green signal
i've got 10 wagons on
rails too close or glitched switches
but some are green and if i replace them it keeps it
all the left turns show this
like how can it be a loop even by moving them it keeps saying it
the error message is misleading
it's more of "failed to divide block"
did you use blueprints to build this?
no blueprints
Fun Fact: Without completing Phase 1, you can scavenge enough resources to build 4 Geothermal Generators and if placed on pure nodes, will net you 800-2400 MW (1600 average) of power before you even unlock coal generators.
hold a signal and take a screenshot with that
^^
i did and it got wors
the block color mustn't continue past a signal
then both the straight track and tracks that turn left
what am i missing? i thought i'd be able to calculate my output based on the inputs, but it doesn't seem to obey the quartz input.
no idea how that planner works but https://www.satisfactorytools.com/1.0/production does the job ๐คท
hm, switched it to full calc mode and seems ok now
i rebuilded all of it
i despise this
any tips ?
use multiples or fractions of 45
...why?
try 40.5 rotors
but then i dont max out my initial belt and i cant live without that
then that's a you issue
you have to live with either one of those things
use different recipes or something
ugly numbers or slight underutilization
yes, ignore them
fair lmao
gonna start getting Aluminium started, I've got the recipe where I just need water, bauxite and oil.
which node would you guys suggest?
whichever one is easier for you. I built a long converyor lift down from the pure node on the arch and fed it to a train over to the oil islands for processing w/ petcoke (electrode scrap)
Hello, my friend says that satisifactory dosent feature the use of mathematics, can you tell him why it actually does please.
... what?
I'm sorry but if they genuinly think that I'm not quite sure you'll be able to convince them otherwise
haha thanks bro
you sure he ain't trolling/ragebaiting you?
@tribal furnace READ TS
i dont know hes really dumb
oooo i kinda want that
it's good especially if connected to a depot
never handcraft miners again
I'd take it
yeah ig im fine with my alluminum production for now
instant scrap is good but not great. and it needs sulfur
sloppy + electrode is better
How is this for Steel Production? (got alternate solid steel after 7-ish HDD's) It gets 45Beams and 120pipes/min for storage and 16 Encased Beams/min (with my next alternate). Overflows go into alternate Steel Frame and 7.5/min Versatile Frameworks.
got the encased alternate next drive ๐คฉ
Is steel bad without the alt recipe
"the" alt recipe? there's a lot of steel and steel related alt recipes that make it better
The one from the message above mine
Cause he spent alot of time getting it so i thougt it was reallt crucial for steel
it's one of the good ones, yes
Im like getting overwhelmd with there being so many recipes and i dont know what is good and which to focus on getting
logistical nightmare solved
the only person who can decide this is you ๐
u scary, u seem to neutral
every recipe has its use, up to you if you like it or not
I'm hoping to find a very high resolution version of the world map, ideally with a world grid overlay? I keep wanting to plan layouts and sizes of things in an image editor, but I can't find anything like what I'm looking for. I made one for a small area and it worked fine, but it was a pain to get the scale right and I don't have the whole map.
My trick was to upload my save file to SCIM with a factory built on the world-grid and use that to establish scale where .125" = 1m and I built my design file with a .125" grid and snap-to-grid to then plan as needed. What kind of software are you using to plan?
nah, it doesn't take recipe combos into account. it's close to useless
and so are all rankings
I could use anything really. I have access to affinity designer, adobe illustrator, and photoshop. Was thinking of sing AffDesigner, but I was hoping to not have to manually do the scaling. Seems like a lot of people would want this and maybe it already exists. I'm not sure how to get the full res map view, I guess people just extract it from the exe? I could slurp it up from SCIM and stitch it together but that seems a bit sus and I keep thinking that surely someone has already done it?
Let me get you a clean Adobe Illustrator file. Standby.
ideally I could somehow get all the assets SCIM uses, like the building outlines and stuff, but they don't appear in the repo so I'm guessing they don't want to share really, I'm not trying to pirate from them
I'll leave some assets in the file you can use for machines. They aren't top-down outlines but it's the footprint area they occupy based on the Wiki.
amazing, thanks so much
Useless article tbh
All recipes are good ๐
o ma gawd can u stop with that same sentence every time
lmao we know they are but still
technically it's arithmatics
all recipes are 'good' in their situations
for example - Iron Alloy. Needs a bit of copper added to the mix to make a ton more iron ingot. Great if you want to build in a spot that doesn't have enough iron, but the copper nearby isn't being put to use.
depends highly on locations and goals , there's no strictly bad or good recipes ๐
I would also avoid those tier lists. They basically get you to shut off your brain to what actually might be good in your situation
shoutouts to the alt recipes that straight up give you way more output or let you eschew an item
those will generally take significantly more power + probably water and work to layout, and when you eschew an item it'll increase the use of others
or just swap it for something else
it's certainly more satisfying to choose an alt recipe to utilize what you have on hand efficiently
I will take the Alloy recipes vs Pure recipes every time if I can possibly help it
if I need to use pure it'll be because I'm jsut a tiny bit short on a location and don't want to import a small amount of ore
and then it'll just be enough pure to get the factory by on
Is this a good place for making a computer factory? It has all the materials I need, I think, and the oil there isn't super lucrative so I figured it wouldn't be too much of a waste.
I was going to do it here and use a train to bring the copper and iron to the oil, but I felt like that might be a dumb idea, since that much iron could probably go to something more useful.
plan your factory out - does it have what you need?
picking location/volume/recipes used is something you kinda need to do at the same time. Edit things around as needed
like maybe you find a location that doesn't quite serve your plan, you then tweak it maybe or look for a dif one
Yes, they both have what I need, being Plastic (from the oil) and Copper (for sheets in the computer chips and cables in the computer.
cool, then the only thing you really have to think about is potentially if you think a different factory you need later would suit the area better
but if you haven't unlocked everythign already that's probably not much of an issue for you atm
I just don't know if one is better than the other. The one in the desert is a pretty far ways away from everything else, but I figured it might be better than the one on the beach, especially if I wanted to turn the beach into a power plant
it's very easy to drone low throughput stuff around with 1 drone
so even if you have no train infrastructure in the area it's not really a problem
Yeah, I'm working on Phase 3 lol and figured Computers will probably be useful to have being produced automatically, since they seem to be used in a few different recipes.
Oh, I don't even have drones yet
ah well in that case you can always use dimentional depot to grab stacks of them as needed . you aren't far off from them
True, the depots are quite nice to use
It seems like the desert might be the better option then? Since it's just less to transport overall because everything's so close together.
I did just get trains, so I'm kind of excited to use them. But it would be dumb to use them if I don't really need to.
Logistics is an important factor in factory locations ๐ just depends on how you want to go about it
if you're very close to finishing phase 3 for example drones aren't far off
but if you want ot automatically move computers before then, a closer location could be simpler for your trains
all choices in the game are really trade offs that highly depend on what you value more ๐
Agreed, I'm constantly scared my decisions are gonna bite me in the ass later lmao. I've been just trying to find things that seem like they'll be important, and then trying to find the best location to build a factory producing those items. Kinda like an incomplete version of independency.
I think takign a zen approach to the game wil server you well
you can treat all the tiers as a nice tutorial that helps set up production for your own personal goals after phase 5 ๐
just assume nothing you build now will really gel with what you want to do for yourself later
I suppose that's a really good way of looking at it. I don't even know what I'm gonna do after Phase 5, I'm just trying to beat the game lol.
I guess just doing what's easiest/most fun is probably the best course of action. Stuff can always be disassembled later if I decide to go further after the end
sounds good!
and honestly in at least one way this game is like minecraft. Sure you can be done when you finish phase 5, or slay the ender dragon, but that's just a bit of a goal and doesn't touch on everything you can do
I think a lot of people also get a lot from restarting a fresh map with everything you've learned and polish up your skills
though tha'ts not for everyone
I want to get 600 coal/m out of a miner but i only have 270 belts
am i stuck at only 270 coal/m or is there a way i can get 600
You are limited by your belt speed
More miners
k thanks
its on a single node
yup more miners on more nodes - for most of the game you're miner output is limited by belt speed
I have the coal to power 64 coal factories. That requires 2880 water/min or 24 water extractors. Each water extractor makes 120 water/min. Using either mk 1 or mk 2 pipes, how do I distribute the extractors?
I have been ripping hair out over this
whenever you're dealing wit hfluids, keep them in tidy independent chunks whenever possible
!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...
3:8 is a convenient ratio for both coal and water
easy tiling without interconnection, e.g. #screenshots message
TYSM!!!
I was trying to max out the throughput. I didn't consider sizing down and only using three.
in all cases, do absolute best to keep fluids in manageble chunks. Easier to keep flow, easier to trouble shoot
For my specific steel factory I wanted solid steel alternate cause it makes more steel ingots from just making the iron ore into iron ingots before combining with coal. Its a bit more efficient for smaller scales so not needed but for mine I wanted it as prefrence for upscalling. Dont get too overwhelmed by Alts there random after all depending on what Tier your in.
Also quick question: **Should I update my steel plan to have the next belt speed in mind (mk3-4)? **(cause that plan is only Mk2 miners with 0 overclock so works with my more abundant mk2 belts rather than mk3 which I have (just not the beams to craft yet.)) If I were to overclock the miners to 200% I could double steel production but I'm worried about power with my 4800MW~ coal. Also overclocking would reduce the amount of individual ore "nodes" I take up in the world / make them more used.
make what you need now
don't produce things for the future ๐
Ok thanks (: also really like your Satisfactory tools website.
if you're worry is power, then your problem is building more power ๐
and if you leave space at the end of a manifold it's pretty easy to upgrade a system if that's what you want
i'm offtopic now but i usually constrain my coal power to coal
this setup feels nice and doesnt cause water throughput issues since it's 270
I do not get the 0.9 underneath the water extractor
A water extractor makes 120 by default so this should be 2.25, not 0.9
It's 0.9 of a fully overclocked one (the red circle represents OC and it's full)
Intuitive, I know ๐
Thats.... unique, to say the least
I'm making a "each part is made in one place" playthrough
Are cast screws more efficient compared to normal ones?
define "efficient"
if coming from iron, yes they cut out a step for no change in output
Same material efficiency, one less step
hi, which manifold should i use generally speaking? i know its highly dependant on the product and whatnot, but which one is "better" overall
whichever fits however you plan to actually route the resources
i personally use 1 because it lets me easily inject and gives me extra freedom, but i saw a lot of youtubers using 3 and dont fully know why
wouldnt that just highly limit your production to your belt tier
when you have a recipes that makes about as much as it uses, you use 1 (iron ingot)
when you're using a recipe that takes more items than it makes, you use 2 (iron pipe)
when you have a recipes that makes more items than it takes, you use 3 (iron wire)
unless you're planning to split those output resources up into multiple sets, in which case 1 or 2 would likely be simpler to group
only practical difference between 1 and 2 is length vs girth
(yes it'd cost a few more splitters to feed the same amount of constructors, but if you're building like this that won't be a practical concern)
each will be better in different situations. Just in terms of layout
im also guessing that 2 and 3 get exponentially better with more belt speed?
and likely just not worth it with slow belt speeds over 1
....maybe?
I often do a mix of 2&3 when machines are slow. both in and out manifolds are double sided (except the 2 at the edges)
it all depends on how the ratios work out
no? the middle is often handy for items that expand on production, the right for items that contract
it's strictly a layout and how you want everything to move
ok me and my friend just got some good recipes
cheap silica, cheap concrete, solid steel, iron alloy and molded beam
now we're just missing molded pipe
Hello, is this frame, replate, rotor fabric is good? anyone can help me please?
I mean it's super hard t otell from this image
does it do what you want it to do?
yes, but these constructors get very little materials at the end, should I just wait until everything is fully completed and works nicely?
that's how manifolds work.
they take time to spin up, and the last machines will only get just enough materials to run
Could I do it better or wait until everything fills up?
do the machines turn on and off?
yes, the last ones
it can take time. Especially if you use screws. Just go do something else in the meantime
okay thank u ๐
Manifolds are always limited by your belt tier, regardless of layout
you can build more than one manifold
The other option, assuming you have the material, is to pre-fill the input buffers of the machines. That way the manifold reaches full saturation almost immediately
You can omit filling the final two machines, if you like
Though, as I say, that does assume that you've got the material necessary to pre-fill
@summer hare it's much much easier to trouble shoot in a place yo ucan talk and look at images at the same time
ok have you connected the coal generators to the water extractors as well?
yes
are the bioburners out of fuel?
they are turned off
post another pic with a belt in your hand. to show the i/o arrows
are the bio burners and the coal gen connected to the miner?
that is irrelavent, those were there to jsut jump start it, my problem is the elevators not putting the coal into the generator, only when i pick up 1 coal from them and they randomly start working
i dont get how it happens
I'm going from the very start all the way down checking boxes
turn the system on, show an image of the coal belt getting to the manifold to feed the system
im trying to make it happen again
still waiting
has the coal gotten to the manifold entrance?
ok an over head image of what is happening there
^ @summer hare
1 sec, found a mk1 conveyor before the entrance, dont think that wouldve caused it tho
that's like the cause of 90% of these issues
It was between two mk 2s
it's why I wanted teh image
you gotta be kiddingx me even it being between 2 mk2s?
A mk1 will bottleneck that spot to 60/min
it creates a bottle neck. Why would you think it'd still run 120 across a 60 belt?
I am making my first no waste nuclear factory. Is it worth it to use like 8 somersloop to double the energy gain from 15 GJ to 30GJ?
are you just talking about doubling uranium rods?
Yeah
if you want to use duping mechanics that's entirely up to you. I don't use soft creative mode things
Thatโs going to generate twice as much waste FYI. So account for that in your calculations
you're gonna get double the waste too
I am aware that I will need to double my waste clearer
I clear waste by turning into plutonium rod to sink
URods are much cheaper and easier to make than PRods so at that point I'd just make double the uranium and save the sloops for something else
I am making 1.2 rod/min with my current build
I'd probably just make a much larger power station. 1.2 isn't very much
That's 15GJ
15 GW, actually
if you're at a point you need nuclear power, you tend to want at least 100gw
if not 200gw
Sorry true
I could duplicate the setup I guess. With mk3 miner and the node I have I need to check how many I can do.
yeah, nuclear isn't really worth the effort until 100s of GW
especially anything beyond uranium
nuclear is very much the sort of thing you want to make completely independent from everything else. In like one spot for preference
The node I am using is top left biome at the top of the mountain
I build my factory over water xD
It's like 27x57 foundation
those are choice you can make
I think it's an impure node I am using
you can always drone in more material
With a battery factory
also, 1 impure node is up to 7.2 URods/min
or fuel, or uranium rods.
plutonium is the obvious choice here
For 7.2 mk3 miner full overclock?
yes, and infused cell and fuel unit alts
Infused cell and fuel unit?
use https://www.satisfactorytools.com/1.0/production and check out
I don't have that alt recipe yet
damn. power is not a problem at all my ENTIRE steel production (which includes encased beam assembly, modular frame and versatile frameworks, spare concrete) is only 750MW max and I have 3600MW (4800MW once I unlock Nobelisk coal node). Granted I'm using every node in the area rather than overclocking but still (:
Is it really bad to take iron from lots of distant nodes and process them in 1 location? Like use a train for all the ore to get it to one central factory?
If that sounds like a fun project then by all means do it. But there is really no point centralizing iron production given how plentiful it is on the map
You can usually find iron near any other resource node you might need to use
Alrighty, thanks!
those are interesting ones
indeed they are
how much Aluminium Casing and Aluminium Sheet should i made ?
currently i built a factory that can made 1600 Aluminium ingot
keep the ingots until you know how much you need
e.g. when you're building something that needs 100 casings, make 100 casings from the ingots
repeat until you run out of ingots
i see thank you
currently building a modular frame factory I need to split 240 ore into 20/60/133 , when using a manifold lane and a combi of splitters, it doesnt really matter how I set up my factory right? The overflow will split into the rest of my machines right? aslong as my input is equal to my output?
Not sure my question is clearly formulated.
Manifold will self balance as long as input belt speed is high enough to handle the full manifold volume (mk3 belts, in this case)
ngl, the bleached Iron one really doesnt look all to good. Considering the additional sulfur cost and hassle plus your gonna need water for the sulfu anyways, I would jsut stick to the pure recepies
and therecycling loop is extremely strong
ik ik im not taking any recepies because im saving up
ah ok, assumed the question was wich one we would prefer sorry
nah dw
i did kind of mean it that way ngl
very funny, I somehow get the feeling we have the sme laodout (im also producing 1600/min)
Is it the same if u use a combi of balancers and manifolds?
and just saying, if the input belt isnt fast enough, the balancer also wont recieve enough resources and the factory wont work anyways
using mk3, So i dont think I have to worry aboyut that, right?
i mean depends on what your doing
I have builds where I need 6 MK 5 belts
I have builds where one MK 1 is enough
this one with a combi of balancers and manifolds
i usually dont use balancers, not worth the hassle IMO
you need at least mk3 belts here (270/min)
Ive got that. Ill be alright
What alternative recipe you using ?
I'm using
Electro - aluminium scrap
Sloppy alumina
I'm also using 1200 Bauxite per minutes
Will the satisfactory planning tool on steam help me with the maths? Im new and im js tryna make a early game farm
why mk4 only transport 270 from 2 mk3(150coal from each side)
Mk3 belt somewhere
Or you're only consuming 270
shoudnt be but i will check again mayby small mk3 is there after upgrading its ~1km belt
If I'm not wrong, items before the mk3 segment should be stuttering, and the items after should be moving smoothly, just with gaps between them. First I'd check inside this merger and other possible splitters/mergers. They can often hide very short segments of belt that can't be removed/upgraded without removing the merger, if you placed the merger on the belt
Hi, coming back to the game since it finally has controller support. I'm working on a starting coal plant to fuel my power grid. Got a setup for 60/min of coal and sulfur lined up, just need to build the assemblers, water pumps and generators. Now if only Satisfactory Calculator could help me work out how much of what I need to build it all.
Satisfactory Tools can, though not the generators. Also, the game has a todo list that tells you how much items/machines in it cost
i found small segment mk3 and items was stopping but only where merger was that why i was confused why only there and not on connection between mk3 and mk4
Oh? Phone AP or what?
i used https://satisfactory-calculator.com for planing my factory
Worst calculator of them all, actually
i only used it for basic factory for it was good enough and i didnt know other website
and most factorys i can do without any calc
The tools site isn't much better, it seems. I was hoping to be able to sort out the whole supply chain, especially power consumption-wise... Ah well, thanks for the help.
sometimes i only check how much i can do from x resources nodes
sorry, what are you trying to do?
It works for the basics, but breaks down as soon as you add multiple alt recipes
Figure out two things. How much of what I need to build, and how much power it will take to sustain a coal plant on 60 compacted coal.
Including the supply side, water pumps and assemblers.
mostly i osed it for 2/3 steps for it wasnt big deal for me bc most calc i can do in my head
It's not like I can't do it the old fashioned way, I just figured that there had to be a calculator that could handle power production the same way they handle item production. MW output shouldn't be that complicated to manage, I thought.
- overview tab
- that's just a production line for 60 compacted coal + water extractors?
it doesn't show resource extractors because there are usually more ways to get raw resources
what if you're getting water from a resource well? or as a byproduct from some factory?
Not seeing anything like that from either Sat Calc or Sat Tools sites.
not seeing which one? the latter?
anything like that. To include an 'overview tab'. Maybe I'm looking at the wrong site? I looked up satisfactory tools and the site seems quite minimal.
what I sent...is Tools
Then share the link?
https://www.satisfactorytools.com/1.0/production?share=GnmlQUuC4ZFJulVtbj40 (just a random setup for 10 nuclear pasta with all alts enabled for demonstration)
try opening the link again
You gave me a link for a nuclear pasta recipe?
you said that you're not seeing anything like an overview tab
if you want a setup for 60 compacted coal then
I know how to get 60 compacted coal. What I NEED is the breakdown of what is needed to make a power facility function that uses said coal efficiently and how much power the setup will need to be self-sustaining.
that "setup" being the generators, compacted coal factory and water supply?
Yes
Do you mean the actual layout?
But there is no "MW or Power" output option for any of the calculators I've looked at so far.
I explained why a calculator can't exist for that: there are many ways to get water, and if it boils down to the amount of water extractors, it's 1 calculation
Power isnโt a recipe . Figure out how many generators you want, how much fuel they need, make that plan
target produced power can be calculated as "I want 600 MW, one coal generator produces 75 MW, so I need 600/75 = 8 generators and each consumes 15/min coal, so I need 8 * 15 = 120 coal/min"
or "I want 600 MW, one fuel generator produces 150 MW, so I need 600/150 = 4 generators and each consumes 3/min ionized fuel, so I need 4 * 3 = 12 ionized fuel/min"
I think satisfactory logistics might have that? But it kinda sucks in general so I'd never use it over Tools but it might be useful to you. I wouldn't fully trust it to be correct, tho. I've seen its results differ from other calculators, but idk if they were wrong or it just used different recipes (which it still shouldn't but whatever)
That's dumb. Everything in the game is calculable and these calculators have options for different alternate recipes and power shards/overclocking/underclocking. People walked right up to the line and said "Nah, I'm good".
I don't think that's true. I can solve this in my head but I definitely can't solve oil alt recipe loopbacks
Baffles me too. Satisfactory Optimizer can calculate power, but only net power. Seems nobody cares about gross power, because it's so simple to calculate
you could have a calculator that solves this for you, but the only figures are (1) target power output, (2) generator output and (3) fuel burn rate
there's 1 or 2 that will plan for power, but the overall planner is so garbage I wouldn't touch them
just divide your fuel output by how much the generator needs
That would work for me. I'm not trying to achieve a set amount of power, I'm just trying to create a power plant and feed it it's own power once it's up and running so it stays running.
that's any power plant. Any power system producers much more than it consumes
all power plants should be able to power themselves, unless you go nuts with pipeline pumps and such
(running 1 nuclear power plant can be a net negative if you use too many drones in the setup...)
I'll use 1000 trains to move the coal to this 2 coal gen station
Right. It's more of a failsafe kind of setup. I have a solid biofuel plant that uses one generator to run itself and feeds a bunch of others to keep my powergrid running. Of course, it's only self-sufficient as long as I keep feeding it. Which is annoying and insufficient in the long-run.
ok sure but if you make a coal power station it'll feed itself. I'm not sure where the worry is coming from
ime, when making power systems. even if you overclock every machine involved 250% youre going ot make 5x more power than you consume
at least
I want to know how many of the generators will have to be dedicated to keep it running. But that's only half the question. I want to know how much of which buildings I need to build to get it started in the first place.
you can avoid this problem by having 1 shared grid
there's not much benefit in keeping it separated, if the "main" grid fails, there's no point in keeping the secondary grid alive
Shared power grid leading to mass-black-out when it gets overloaded? Sure I can.
the secondary grid will support a generator setup that has stopped because of a power trip
therefore, it won't support anything at all, just running empty
the game provides mitigation methods like power storage and priority power switches for this reason
Okay, you're just pissing me off now. I'm sorry, but please stop responding to me @deft lichen . I'm not getting anything useful out of your responses.
Believe it or not, but I, a player with 1700 hours in this game and 10 playthroughs, have been using a single grid since hour 10. A blackout is what we in the biz call a "skill issue". There's no unpredictability. You don't have to match supply and demand. It's very simple to not have a blackout. Just keep capacity above max consumption. That's it
Aside from biomass burners running out of fuel, I only had one blackout in god knows how long and it was caused by a bug. Placing 1 single power storage fixed it
satisfactory tools tells you how much power you need and thus how many generators you need
I also used to do that. And I've noticed that having multiple power plants go down because one thing tripped the grid means a lot more work to get up and running again. Compartmentalizing things helps in that I can cut a facility that's not needed at the moment off the grid temporarily and flip the switch and the whole network will come back up quickly.
fwiw there are priority power switches researchable in the MAM that allow you to do what you are describing
all you have to do in that situation is disconnect the power station from the grid, and restart it
!wikisearch priority+power+switch
This article is a stub. You can help Satisfactory Wiki by expanding it.
The Priority Power Switch is an improved variant of the Power Switch. It can be used to set which sections (named Circuit Break Priority) of the power grid should shut off first, if a power trip is about to occur. Additionally, it...
It might IF it actually calculated the system in it's entirety. s
??? it does. what doesn't it calculate?
the generators, the water pumps... GASP The miners.
pretty sure it calcs the miners
generators DONT USE POWER
it can't know how many pumps you're going to use becaues it can't know wher'e yo'ure building or HOW you're building
what if you're building this 2km in the sky?
No, but they do cost resources to build. Welcome to the other half of the conversation that I've been pointing out.
those resources are static and a one off.
and how do you calculate the JOULES of those parts if you don't know what the recipe chain you're using for them are?
For example Sollid Steel Ingot saves you joules
what you're askign for is just insane
Yes, and yet, the cost to build them is calculable in a reasonable manner. If I decide to build a 'sky' power plant, that's a problem for me to figure out. Otherwise it's irrelevant to the conversation.
I don't need that. I just need to know what to put into my 'pocket dimension' when I go to start building.
have you unlocked dimensional depots?
Y'all acting like I'm asking for rocket science when I only want what Satisfactory-Calculator already does, but with an output for MW.
Not yet, I'm already straining the power grid I have now and for some reason I'd like to have more of it before I set up more.\
dimensional depots don't require power
if you have existing production for base materials, get uploaders going and then you don't have to worry about how much mats you have in your inventory when building, as it replenishes from the depot
Alright, I'm sorry but that's not the problem and in-fact is not related to the questions I was asking. I'm moving on with my day. Laters.
Fair enough. You stated that you wanted the calculator to tell you exactly how much material you need in inventory to build, and Iโm pointing out that the game (as of 1.0) has a mechanic that obviates that need.
Modeler allows you to plan miners and extractors, but I have no clue if it tells you the power production/consumption of the thing you set up.
If not, there's Optimizer. Compared to other calcs, it sucks to use because it's text based but at least I'm pretty sure it's capable of calculating everything you want. Well, except machine building costs, but it gives you the counts and you can add them to the in-game to-do list
is there any like simple-ish way to make 60 iron ingots into stitched plates
like what ratios do things need to do
it's much easier to figure out your desired output first and work backwards
otherwise use a planner
just turn off the SAM ore or converter machine
personally though, when starting a new game, I just make 1 part per node and smoosh them together as needed
@ruby shoal ok so in general you want pipes to be as simple as possible point A to B
Hey!!! And we have a winner! This is exactly what I was asking for!
branching pipes like this can work but is often less stable.
Okay, mainly just because fluids are natrually less stable than solid elements, right?
well fluids are bi directional. they aren't belts ๐
which means shape and elevation changes can affect things
with the example you've given, if it's flat, and you flood the system by having a couple gens at like 50% at first? it'll probably work w/o anything else
this is partially because it's a fairly short manifold
Right. I've been following some advice of letting gravity take care of most things as far as fluids go, so I've bene building pipes above the inputs and outputs of machines. Like this.
that's fine, though it honestly probably doesn't do much
if anything. as long as it's at least level you won't hit issues with that part of the pipeing
Gotcha. So as long as I let all the generators prefill, the branching manifold I drew up should work fine, right?
it should yes.
at least in my experience. But I always suggest making hte simplest layouts you can, as they'll have the fewest issues
I thought that was the simplest layout. Do you have a suggestion on what could be better? Even if I don't need to use it here, I'm sure it'll probably come in handy later
And so I can use 2 of the 8.4 generators to make sure the entire system is continuously supplying itself, even if the grid goes down. Perfect!
this is simpler as it has no branches
Ohhh, I see. It feels weird building like that, but I definitely see what you mean
well there's a bunch of soft rules to pipes
most can be bent or broken if you know what you're donig and willing to put the time into the design
for example short manifolds are more stable and you can get away with being a bit lazier with them
so if you keep your mk2 pipes to only like 400 flow manifolds you'll run into fewer problems and have to think about them less
what you have here is flat (good) short (good) branched (less good)
at worst you might have to put pumps here to keep the direction going
Oh, that's not too much of an issue. Though I do plan to have more generators than what I drew. Like I said in main chat, I can supply 17.5
Why not this?
Doesn't that create an issue in the middle pipe where water traveling in two directions meet?
I remember there being a channel dedicated to this but I can't find it..
Tell me if I'm in the wrong place and I'll go elsewhere, but I'm trying to decide which recipe to take
Maybe, I'm not an expert in Satisfactory fluid dynamics or anything. But I usually build something along those lines and drop in a fluid buffer on that section to help keep pressure evened out when pumps inevitably start kicking on/off because they're never quite stable about things.
If you don't choose you can 'reserve them from the pool and just keep researching hard drives to find recipes you actually want.
oh fr? cool! I only just jumped back in last time I played was in 2023 lol so im a little rusty
I would proablaby then just split the refineries into 2 groups and feed each line
You are never locked out of recipes, there's more hard drives on the map than alt recipes
choose a recipe that you might need for your next factory, for example if you're bbuilding rotors or motors next, copper rotor could be useful
if not, pick at random or rescan it then repeat the process
A bit hard to split into two groups when there's 7. Looks like I'm just gonna need to trial and error this for a while
clock them properly
How would I ensure that? I have 160 HOR to use, and each machine by default requires 22.5. So if I wanted to split it between 8, would it just be 160/8? Underclocking them all to 20% does not seem right, but I've always been abysmally terrible at math.
Or you can just clock 3 of them to producer teh same as the other four?
or just have 2 rows of generators with different amount of generators
or the same amount of generators on each side just clocked differently
clocking is the single most powerful logistic management tool you have.
so for the group of three you could have 2x 100% + 1x 150% = 350%
and the group of four you could have 3x100% +1x 50% = 350%
this is one of the things you learn going step by step with the tiers - plan more than one step at a time especially with fluids
it actually does
everything ranging from power, how much shards/sloops youre using, even the overall sink points from end product
I feel like I'm losing my mind (diary of a wimpy kid?)
Currently I'm trying to make 2400 RIP/min but the oil transportation and conversion to rubber for the rubber RIP alt is killing me
I know I'll benefit from it a lot, mostly because the HOR from making all that rubber will generate more power than the factory will take when it's done, but also the raw amount of materials and their distance apart from each other is pretty crazy
what's the problem?
Is there a better site then https://www.satisfactorytools.com/1.0/production for figuring out materials needed?
Was working fine for Uranium Fuel Rod production, but it appears bugged on Plutonium Fuel Rod.
I had all base/alt recipes toggles, all buildings/items etc. It simply doesn't know how to compute a result it seems.
you have to input the uranium waste into the production plan
bah, I figured the waste was the problem, but didn't see it in recipe. I guess because it acts differently than recipes.
yeah, because there is no "recipe" for it, technically
Hmm, waste from production drop down? Not seeing it.
there never was a channel dedicated for this
and there never is a "better" choice, all recipes have their use and you can get them all, so pick one that you like
go to inputs tab, type in plutonium waste
enter the amount you'll be making
Dang, these planners seem useful, but hard to properly use. I know its off because I did the math and making/burning 4 Uranium Fuel Rods /min will yield 200 waste. So I'm trying to make use of that. Yet the initial results show only 150 is being used. Oi Vey.
EDIT: Ok, issue was my math. Seems I needed to aim to make more P fuel rods to consume my 200 waste off*
@vapid gorge This is roughly what it looks like. 20 Refineries that need 30/min and a 600/min crude pipe coming in. The bottom line runs from end to end with the crude coming in the middle. the top line connects to each refinery with a junction
I'd feed the top. but it will probably work
but the more junctions you have feeding machines the less stable it'll be. This will probably be fine as it's the oil step
better to have shorter manifolds in general though, so having 2 refs fed off 1 junction
okay, that makes sense. thank you
yeah no stress. Post the oil step, if you want more leeway in your set ups, run it at like 400 or something
ive been doing 480
12 of those crude refineries make 480 HOR which goes to 16 refineries to make 960 DPF
yeah that'll make your life easier ๐
Is making a heavy turbo fuel setup worth it in 1.1 or should I skip until rocket fuel?
what tier are you in
Oil. Just preparing to make computer + HMF factories
I tapped into western oil fields for some recycled plastic/rubber. Got 2 more untapped oil nodes
hmm idk I usually don't bother with sulfur/compacted coal until tier 7 so I wouldn't know
I personally would take a pure oil node and do all turbo blend fuel until you get miner mk3 so you can get more sulfur out of it, then you can easily add on more machines to refine the fuel into turbo fuel
What does your power grid look like
I mean, you can skip both for nuclear.
it's simple and each nuclear gen is worth 10x fuel
Biomass burner only run 
Oh snap, forgot about the blender. Yeah, I'll skip until next tier then. Got 8GW of power should be enough for phase 3
Yeah probably
I think I'll have 60gw power before phase 4 ๐ต
I made a foolish but potentially useful decision to make 2400 RIP
The oil involved in it makes a net positive on my power grid anyway because I'm using rubber and plastic in the thousands, so lots of HOR will be a byproduct
We're still doing HOR - Diluted Fuel - Recycled plastic/rubber flow?
Need plastic for computer city
I don't have either of the recycled recipes yet
I'm using crude oil > residue recipe > residual rubber
That's way too far. Gonna need more power until then
The HOR will be diluted also because water is basically free and canisters literally are free
diluted fuel can give you plenty until tier 7
and you can kick start it with power storage.
hell, I'm usually on my 96 coal gen power station until tier 7
@livid vessel
I'm very willing to teach you how to do this, but you need to participate.
for example a basic image of how you've set things up from over head and I can teach you everything you need to know
Its a freaking wreak
erm i think 600 makes 20 GW (not accounting for what you use to produce) if you use diluted and HOR alts
im still working on my power plant, but its 1800 crude and makes 4800 fuel, divided by 20 is 240 fuel gens at 250 MW each is 60 GW
that's fine ๐
sent dm
why do people keep insisting to go to DMs
it just doesn't make any sense, why limit the people who can help and limit reach whom that can help
i go to dms because if many people are trying to help me i get overstimulated and break down in tear and shut myself away for a few weeks from people
nobody else is responding
Even better ๐
why do people keep insisting to go to DMs
There are couple of peeps infamous for harassing others when they're having a conversation in here, so people use other channels instead
Real
eh, those are usually dealt with by 
I haven't yet seen a moderator ping that was left unanswered
sometimes it takes a while, which is obvious, people don't sit here 24/7 waiting for a ping to respond ๐คท
Stuff sometimes sits for months+ without mod evaluation or action. I have a list which goes back to February - at that time the moderation ticket bot was down for weeks, i DM'd 3 mods about it to inform them of this and ask about how else to raise a moderation issue, and all of those DM's are still unanswered. As far as i know, they were never read and no mods were aware that the ticket system was not functional for weeks before March 5'th, or about the other issues that i raised. What's the next move, DM them every day and probably get banned myself for harassing them?
I know loads of people who have either left the server or have most of their community interaction elsewhere (such as dm's and other servers) because of the lack of moderation. No issues with the rules, only enforcement of those rules is extremely rare or non-existent for some of them. I'm sure that there are many peeps willing and able to help if required.
I don't remember splitters swallowing Lift ends this hard previously. Is this right, or is the game just messing with me?
I think that's been possible before 1.1
Ah, ok I haven't played in a while, my hands don't like it when I try to play games with WASD controls.
Idk about if it would go to that extent but it definitely has had the potential to overlap to a big degree with lifts
idk about that, but practically every moderator ping I saw or ticket I made, there was a reply or action within 24 hours, "worst" I've seen was a complex case with a lot to go through where the reply was within 48 hours
can't talk about cases I haven't seen obviously ๐คท
||fuck this new internet, so unreliable||
Why are you still using the old reply feature
That isn't a feature that is just markdown commonly known to be used in quoting someone.
Its purpose is quoting afaik
There we go, 2 of 7 Coal generators keeping the wheels greased so the others will always have fuel.
