#math-and-meta
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well it depends on which recipes you use
for example the set up in the image is the top part of hte diagram
the numbers are clocking
but its different depending on your recipe choices
How much concrete per minute should I get for just building and stuff
depends what stage of the game you're at 🙂 a full node wouldn't be too much. Maybe just let over flow concrete go into your work bin
But like all my stuff is made to not waste like a singular material
So all the ratios r lined up
I mean you'll have to sink a bunch of stuff if you want the systme to keep running anyway right?
Building materials for your own use is better than stealing from production
You can sink the stuff or let production for it stop when it runs full.
that's why you over flow. Just don't stink some stuff
What’s the best recipe for heatsinks? Heat exchanger vs default
from memory the difference is exchanger adds rubber to reducer the alum cost?
well much like every time someone asks 'what is the best recipe'
'depends' xD
is saving some alum in exchange for some oil a good deal for you? if so exchanger is great
whats the default recipe again? dont quite remember
oh base uses alum + copper
exchange , case + rubber
exchanger replaces copper entirely and saves alum but costs rubber
base is sheets + copper sheets
Yea
do you want to use copper or oil for your heat sinks is the main question.
- saving some alum with the rubber version. Generally rubber is a lot more work especially wit hthe recycled recipes
Mainly looking at it for the speed and the fact that it saves some aluminum, plus I’m a little too lazy to get copper. Though I can get it pretty easily from a drone
I mean these are all choices based on your preferences and your location 🙂
if yo'ure using the recycle loop with rubber it's 1 oil per heat sink, which isn't bad
but copper sheets can be a bit pricey unless you're doing pure/alloy ingots + steamed sheets
I’ll probably end up using the default one since I need the copper somewhere else in the line
as in you might as well process more of it? a reasonable choice if you have enough 🙂
But first I’ll need to build the concrete and Caterium trains 😭
drones! drones everywhere!
are drones like good-good or just reliable
because untill now i only wanted to do trains
they are perfectly reliable.
benefit is they require almost no infrastructure, just fuel sourced
are they long distance?
or are trains still better for that
each vehicle shines in it's own method
trucks are excellent for places with natural roads and can move tons
trains are versatile and you can reuse the infrastructure for many other routes
drones ignore terrain and are great for terrible terrain, or moving things nowhere near other parts with no infrastructure
generally longer distances, they ahve a long take off/landing sequence
but 'better' is subjective
already got a train like like 80% of the path and need to move lots? maybe od a train
Drones are great for low-medium throughput, and trains are great for high throughput, both are good for long distances
never plan on putting tracks anywhere near the spot? maybe do drones
Drones can do high throughput too, just add more drones
Although if you really want to, you can spam drone ports to do high throughput, as some people have done
now if I was moving like 20,000 ore or something pm to a location I'd probably do trains and plan for hte terrain along those lines. Jsut because thats EXTREMELY high throughput.
I like trains a lot, so I use trains a lot of the time, but I did use drones to carry some low-throughput things across the map because it was so convenient
but yeah, idk man i just love trains somehow, i can imagine imma start using drones between not to far away factories
but at that point I'd be having lots of stations along the way to pick the mup
if you manage to have a number of shared locations that drones stop off it becomes easier to refuel them too. Only need to fuel that location
o yeah fuel is an entirely diffrent story with drones
Fuel's easy
Just have a fuel port, and wherever you want drone ports, have another drone port requesting fuel from the fuel port
they'll run on most things. pretty easy yeah
Now I kinda want to do a drone heavy game just to see tons of drones flying around
honestly a shame. Used to be batteries only, but the ychanged it up and now batteries are almost useless
good for like 1 part
so also like the common fuel? i thought of electric based fuel like batteries or fuel rods from the nuclear stuff
Yeah, there's a list on the wiki if you're interested
the fastest fuels are plutonium rods and ionized rocket fuels. But it's not super clear how much 'speed' affects throughput
it probably helps to some degree?
I ran the numbers and in theory, it helps a bit
Not sure how much it helps in practice though, you'd have to conduct experiments to find that out
yeah, not in my nature to grind out that sort of number crunching xD
The longer the route, the more it helps. The drone docking sequence takes nearly a minute, and it happens twice for every 9 stacks transferred. So you're basically capped at 5 stacks/min, even if the drone ports are right next to each other
yeah i thi k imma set up a smal nuclear power grid just for that fuel production
I'd probably focus on making a proper nuclear production set up and just use some of it for drones, or waste to p rods for them.
having to set up multiple nuclear chains would be a pain
At 5km, I estimate you can do 1.75 stacks/min on the slowest fuel and 2.5/min on the fastest
thats a fair difference
i dont realy need nuclear power that much, fuel is enough for me rn and im planing to quadruple my fuel generators at some points
doing base recipes for nuclear is very simple and each nuclear gen is worth 10 fuel. Well worth it
and significantly less piping
plus much less ugly
i somewhat perfectly figured out how pipes work so not a big issue, bu alr ima get into nuclear
it's worth while 🙂 large fuel stations are just ... kinda spamming the same thing over and over and are massive.
nuclear is actually interesting and don't need much with teh base recipes
so an issue with buffers is that they can seriously fuck fluid flow
are you trying to buffer trains?
yeah but every other buffer work withou the issue
height changes are a real issue. I'd recommend a tried and tested train buffer system
buffer of despair and suffering
copy one of these
you generally only need a small buffer per platform unless it's a fairly long trip
i don't think it will fix the problem that the pipe randomly loses flowrate
typically you need a pump right before and after the buffer to even have a hope of it being stable, and those are tried and tested set ups
How might you go about splitting a 15 line into 10 and 5? draw a baby diagram for me if you need
i dont have smart splitters yet... but idk if that would help anyway
one splitter
wouldnt that make it into 7.5?
and what happens when you send 7.5 to a side that needs 5?
it overfills and stacks up
which would back up the rest of the line and push resources down the other end
does an industrial storage container function as a splitter?
not evenly
one output gets priority?
and it randomises
semi-randomly, yeah.
and it can randomly change
weird xD
it was never designed as one (and personally I don't see a reason why would I ever want one, given we have splitters)
Probably a dumb question but I'm trying to use the satisfactory tools and can't seem to get how I determine how many items per minute I would want?
to start you should have a rough idea in mind how much you want to make
what i usually do is start with that rough number and set it up, then figure out where I want to build it, pick alts as the local resources permit, and then tune the final items per minute for the resources available in said location
I don't think Satisfactory Tools (or any other calculator) can help you with that
but everyone has their own process
but like I have no idea how much I want to make? I feel like I accidentally missed some fundamental knowledge at some point.
you made how much for your current need
for example, i automate 5/min turbo motor just to go into depot
assuming you just make them for construction purposes, and not reuse (which is impossible to plan, so its often recommended against)... there is a few pieces you really need in bulk, typically the things used for foundations/walls and conveyors, so make those in higher amounts, everything else, start with something like 10 or 15 and thats probably plenty
less the further you go down the tech tree
as it gets more complex
producing from raw is much less complicated than over producing and then sending them to other factories
if you have no other ideas, just try experimenting iwht some numbers and see how many resources it needs, if you need to pull in several nodes from over half the map, it may be too high for a single factory 😛
my method, which isn't for everyone, is to dedicate 1 normal node to each basic part and merge things as needed.
build on floors so you can expand when you get bette rbelts
smelters floor 1, constructors floor 2, assemblers on 3 , ect. Have large containers between each process to catch lots of parts
quick way to go up the tiers
make as much as you need (for storage)
steel recipes are such an upgrade
yea Solid Steel is a MUST! and encased pipe if you want to make more incased industrial beams easier also the obvious iron wire and an alternate for plates which eliminate screws from production 🙏
I thought a lot about iron wire
but honestly, most of the time where there's iron, there's copper
and early game, copper is useless
while iron is in very high demand
conclusion: I do rips with copper wire now
not "useless" but not very needed early on, the only downside for iron wire is it makes coppper redundent and iron more used but either is fine. keeping copper wire might make the copper veins have a use but the difference becomes negligable once you scale it up. Its really just prefrence.
I tried keeping copper storage for the cable wire and sheets
but I didn't think it was that good
If I have a building which smelts 1440 iron ore per minute (6 input streams, max Mk3 belts), and I need a rotor factory, should I make a screw and iron rod factory, then direct that to the rotor factory or just have everything in exact ratios for the rotor factory? I'm trying to be a little efficient and plan ahead
And, on another layer of depth, should by iron outputs be split to be exactly what a factory needs before routing it over, or just pump out max iron to everything and it'll balance?
you definitely shouldn't do a dedicated screw factory, transporting them will be a nightmare
depends how you set it up
Right 😂
Yeah screws are a pain
you could do iron pipe + iron wire + steel rotor. a little bit more expensive iirc but much easier
screws are fine
I have 48 smelters with 6 belt inputs and 6 outputs, so I wasn't sure if I should just have a ton of factories in series where the iron overflow goes to the next
💀 I have 1 alternative recipe
Which was luckily cast screw which is amazing for a first
Yep, the world is mine to explore!
there's more drives than you can use so you don't really need to choose carefully. recipes you don't end up using only cost time
I haven't really had the time to grab them all yet, probably will when I get to tier 5
ok fellow geniuses
have you ever needed a mechanism that would store like 2 stacks of something, and when 2 stacks are reached it would send them all at once?
create mod brass funnel
no? why would I ever need that?
you know what, that's a good answer
I made the system, but I guess it doesn't have a use case yet
didn't even think it would be possible to make something like that
There is any app that helps in satisfactory? like blitz in lol?
depends what you need want with
We have valve for liquid having some like it as splitter would be nice
To optimize my factory
you can do that without it 🤷♂️
Hey Can someone tell me if this works, cuz I was messing around and just thought of this, and im too stupid to know if it works or not.
Ok guys, I made a thing I call a "limiter"
it limits throughput
why is this useful? So you can overflow into other things
thats not a new invention
opinions on the electrode aluminum scrap alt recipe?
better than default
I agree. water output is a bit more annoying then the default, but it does give slightly more aluminum
Sloppy+electrode+pure is my go-to aluminum production chain. You get one ingot per bauxite ore, minimal oil needed, and no extra silica
The build layout with split refineries for fresh/waste water is very straightforward too
It's more water efficient, and same difficulty to set up with a typical efficient/safe config
some times oil feels like coal but better
I would like to see some of those
because I didn't hear much about it
I'm embarking on a biomass-only power system for a challenge run, is Biocoal a viable energy source as opposed to biomass logs?
Biocoal is amazing
Especially the one made from wood
Actually, I was doing that challenge myself, but I was using stuff like turbofuel, but the coal needed to come from biomass
My pure probably going to want to underclock your machines a lot
And sloop your biomass producers
when going through the tiers and unlocking new stuff to build and automate, what would be a good ballpark of production per minute of these stuff? I know that elevator stuff can be just a thing you do on the sideline and not really need a dedicated factory, but everything else I have no idea, for example idk how much motor per minute should I do for a "good enough" and not need to fall into the Factorio cycle of "omg I will need to build another 50 of these machines to feed the new machine I unlocked because the ones I have aren't enough"
when in doubt, I just target 1 or 2 final machines at the end of the production chain. you can look at the milestones (and/or the wiki) to see what resources you are likely to need more or less of, and which ones are intermediaries that you don't need dedicated production lanes for
Underclocking conserves power the same as overclocking costs extra, right?
and ofc i'm trying to bumrush sloops
yes. not much, though
not enough to be remotely worth it imo
I just got the Molded Steel Beam recipe unlock option, looks good, but is it worth it?
even with things like particle accels? Surely it would be worth at that scale
half clock speed, double the machines, 20% power savings
you decide if it's worth it but imo no
eh depends on if you are using limestone a lot
i dont use concrete for almost anything other than foundations so it is good for me
you throw concrete in it makes more production per building
also saves on steel
eh upto you
you can also combine it with wet concrete to save on limestone
if they are running off biofuel they'll want to
would liquid biofuel be the better for power then just burning the solid biofuel in biomass burners?
im guessing because you can sloop the refineries that make it it probably is
by the time you have liquid biofuel you can be making fuel/turbofuel power, so no not really worth it. great for the jetpack though
Edit:missed that this was in the context of a biofuel only run
no just asking because of the guy who's doing a challenge where they only use biofuel for power
I know that fuel is vastly better and renewable
afaik, every step of processing biofuels up gets you a net positive power output
although refineries are quite power pricey so maybe slooping that step might not be good? not 100%
you'd want to do a bit of math
somersloop doubles power consumption right?
I think 4x?
yeah thats right it's 4x
Yeah idk if that tradeoff would be worth it
defnitely worth doubling each step through to SOLID though.
do a bit of math 🙂
I'd be curious. Maybe you can turn the meat from 1 hog into the same energy value as a uranium rod xD
would sloop and underclock be viable or is that just a waste of twice the sloops?
depends on how many refineries you have making it
there's a fair few sloops on the map and the constructors will only take 1 each
if you dedicated all of them you could probably UC the refs
pretty easily
right right the constructors probably need only one of each for the forseeable future im mainly thinking of the refs
and if you OC the constructors it's not a massive power jump
the extra 60/min biofuel that the refinery produces per minute when slooped, produces 750MW of extra power while the refinery consumes an extra 120MW so i'd think it's worth it.
so i'm burning bio logs now, my next stop is slooped biocoal or just rush to liquid bio?
only valuable IF you've used all yoru sloops though
and make sure to build huge power storage
right right massive batt bank already planned
OC'ing the burners doesn't produce extra, just increases burn rate, right?
you'd also need fuel gens if you're burning liquid bio fuel, and they'll output constantly, not as needed
Collecting sloops isn't that hard. just some require things like hazmat or explosives to collect. although i don't know if you want to lock up 60 somersloops or more in refineries to double liquid biofuel. but since i imagine alien power augmenters are off limits with this ruleset so idk what you are going to do with them otherwise
yes yes, hence batt bank plans
thats also true. so a lot more potential for lost power
Idk, i think i was going to use them, but i think it would be more fun to not use augmenters, we'll see
you'd want a priority power switch on some powered pumps that lead to feeding each fuel gen. that way you could shut the system off manually and use charged batteries
@fierce prawn
and like 1 powered pump right before a hump to each fuel gen
so just have my biofuel run in bursts to charge massive battery arrays and run off battery for most of the time?
side view , x is pump
ooh smart
you probably can get by on just the solid stuff for a long while. probably up to phase 4, but once you start needing to power particle accelerators or matter converters you'll probably need something else
yeah, at 4 bio logs a burner is really not bad at all for now
already have a spare box of excess leaves and such
probably gonna make a giant storage complex to hold a forest's worth of wood and such to act as a secondary "battery"
this is already really fun lol 😂
i miss my lategame niceties already lol
i mean... you'll need 10-50 biomass burners to power a single particle accelerator.
3-21 if you have them fully overclocked
right, and 10-50 biomass burners is, honestly, not terribly hard to keep running
Don’t forget you can make biomass from mycelia which is easy to collect in places like the swamp
I'd actually think he'd collect it using animal remains
oh yes yes as soon as i get my smart splitters and such up, i'm making a super chomper to process and sloop all available bio recipies
which has a 1 to 100 ratio when converting to biomass iirc
Yeah remains are gonna be biggest bang for buck
which the swamp is also a good spot for remains mid-late game
Yeah you’ll actually have to underclock to fit all the output biomass on belts
once you hit mk3 logistics you can usually hand the outputs from wood. although the remains one would probably need mk4
i believe overclocked slooped is some 8000 a minute lol
Do y'all know of the locations of exposed SAM? the two closest nodes to my base are all locked behind exposed rocks and I would love to get sloops unlocked pre-elevator
actually i think that exceeds MK6 belts too, dont they only go to 1200/min?
yup
where did you start?
rebuild the belt
and you're sure that's iron and not copper on the belt? hard to tell with the shadow
there is a pure SAM node on the cliffs to the north east.
and it has no rocks covering it?
its iron and also it worked when i rebuilt it so thank you sm
i dont think so. if it does the one in the crater lakes biome doesn't have rocks
although that one is impure
when in doubt, rebuild
ehh output doesnt matter i'm not actually getting into sam, just need a few hundered to unlock sloops
heck, my 300 hour save is still only using that exact node
I guess it doesn't if you drop 40 portable miners on the node to extract 1200 sam a minute 🤣
should be enough for somersloop tech
So lets say a red pipe, flow going left to right, drops down, then goes back up
this isn't a worst case scenario. But can sometimes have flow issues with the fluid dropping back down before the manifold
if flooding the system doesn't work, having a powered pump right before the manifold generally does the trick
Hey guys I’m having some problems piping water upwards
I have a pipe that is partially full and then the next pipe has nothing in it
Doesn’t make sense, I’m using multiple MK2 pumps to get the water upwards
Does each pipe need to fully fill before the next one can start to fill ?
Pipes fill from the bottom to the top
The only cases when they don't need to fill completely is when the pipe segments are flat or have a low angle between them
For some reason when I had all my pipes connected they couldn’t fill
But if I connect them one by one and let them fill it works
I’m trying to make 10 modular engines and 75 versatile frameworks per minute, while budgeting coal to under 480 per minute.
The moment I considered using rigor motor recipe was when I realized how far deep in the spreadsheet I’ve gone
Sounds like you might have misinterpreted what you saw 
Unless using floor holes (which sometimes encounter bugs), the amount of pipe segments you connect doesn't affect headlift (how high a fluid can climb inside a pipe system)
Pump placement matters. They only push, they don’t pull. And every pump reset headlift where it is placed, ie multiple pumps in a row do not “stack” headlift
So therefore the first pump needs to be placed below the extent of the 10m headlift provided by the thing making the fluid. Every pump after that needs to be placed before the previous pump’s headlift runs out
When building pumps, there is a moving blue ring hologram on the pipe that shows you where the headlift will go for the pump you are placing. You can also use walls or foundations to measure your vertical distance you are climbing
Yeah I see that now, I think I was slightly off on my placement
And yes, full pipes are happy pipes, allowing them to fully fill up never hurts
I realized I do not like pipes lol
FWIW I don’t believe there are any bugs related to pipe floor holes in 1.0 or later. I’ve never had an issue with them in ~500 hours
Let’s just say they are an acquired taste. Pipes are not belts but people tend to treat them like belts and that’s where they get into trouble
I didn't read anything about that being fixed, so I didn't want to leave that out ^^
(Issue was them killing headlift from pumps placed right below them iirc)
Honestly sometimes I feel that I destroy the pipe setup, rebuild it nearly identically and then it works 😂
okay, sloops are gotten and i must say I am impressed
fully slooped, the recipe for leaves to bio logs is 1:1

this might be.. actually okay??
Sometimes a pipe system is wobbly and if it starts wobbly it won’t fix itself.
Pre flooding the system can sometimes kill the wobble and get it going
I’m using buffers now
And had to place the pumps perfectly
Seems to be working better now
avoid buffers, at best, if managed properly, they do nothing
at worst they'll murder your flow
(except for train platforms, where they actually do work)
never had problems with them 🤔
yeah best case scenario what you're doing with them does nothing.
it's just that it's not worth while to put in a possible problem for no benefit
idk tells me if theres weirdness going on with flow if they slowly drain over an hour , or is otherwise unstable
i think theyre sexy too
you can tell that by checking the machine's internal buffers
and they might be the reason machines are starving
I know I'm producing enough fuel to feed this many generators, but the ones on the very end are using up what is reserved in the pipe and shutting off.
How can I fix this issue? Did I set something up wrong?
loop the pipes
My best guess is that this section has something to do with the issue, since none of the pipes except for the first two on the bottom seem to be flowing
Ah, gotcha. I can try that.
ok so the output manifolds here are split for hte packagers, what does it look like on hte input side?
I just counted, i assume you use 480/min fuel per generator line?
A big number of refineries are have yellow lights
Why are they yellow?
guys has anyone ever calculated the bare minimum of resources needed to beat the game? like you need 1100 reinforced iron plates for the smart plating in phases 1 and 2, but it comes out to 1108 because you need 8 for an assembler and stuff like that
you can sloop everything, which would make it very low amount of resources, especially if you include gathering around crashed pods
lets say we did include the crash pods, and maybe sloop items maybe not, depends if it would be more cost efficient power-wise
why power? power is free (geothermal)
you can just plug in all the phases and required milestone and one of each building into FactorioLab, add sloops as default and it'll give you the total
well until geo ten
i mean, subtract the pod materials, add the previous materials, maybe even alt recipes, MAM unlocks
You can add pod materials as input, enable alts, and the MAM unlocks required to unlock slooping
Though you'd have to split it into multiple parts due to alt recipes being locked behind milestones
use satisfactory tools
increase intputs to 990000000000
set production to all space parts send offs
the per minute amount should be the total amount you need for hte parts
Tools doesn't have sloop support. That's why I suggested FactorioLab instead. You can add sloops to every step in a like 2 clicks
Though there's the issue of machines making X items at once, while calculators have no problem making 6.5 of something
So every step would have to be rounded up to the nearest multiple of a single cycle
And sloops don't take effect until at least one cycle has been completed so you'd have to account for the first cycle not being slooped and find the cheapest recipe to waste that on
Could someone confirm something for me?
Plutonium Pellets cant run at 100% when slooped due to stack size being too small
If it outputs more than a quarter of a stack by default, it can't be fully slooped and still run at 100%
So it'll make 60 per cycle when fully slooped. You'll have to remove 20 before the next cycle can start
if someone can help me with me setting up my factory so it looks like a actual factory instead of a industrial waste land, im trying to make a "manifold line" and this is a floor 3x3 for my smelters which then goes up to a 5x5 constructers
oh also hi im new here 🙂
looks like an extremely standard manifold , yes
if you're looking for aesthetics I highly recommend playing a lot more because learning how to do internal layouts is key to aesthetics
i mean im trying to understand how many smelters can i run with this setup before it fizzles out?
do the math, how much does the recipe need? how much ore are you pumping out
well i can deal with the out put 30 bars per smelter i get that, but im trying to get input right, i do not mind breaking each smelter to other constructer but it is the input im trying to figure it out.
you're makign 120 righ
yeah so from what i have seen people line MK2 all the way till the first splitter connected to smelter then MK1 conveyer all the way.
yes it is pure
yeah 120 till the first splitter
it's really not more complicated than that.
thou saving space after the manifold can be good as your belt speeds will increase fast
well i was going to mention the filling up the machines then turning them on but thats what my testsd will do but thanks thou.
machiens don't accept input if the yaren't on
except for generators
Is feeding machines from below with pipes bad even if the system has enough headlift?
no i mean fill all the smelters with irons bars and ore then let them follow to the next step
very much so
if you want, doesn't significantly change anything except you doing more work
if it was jsut a matter of headlift feedign from below would have zero problems
Its a bad idea because each pipe fights gravity on its own.
Which means that even if you technically supply enough head lift on the input, it comes down to the pipes filling right
And that just is not a very easy situation
is asking questions about modded (though still fair) math allowed? wondering about a refined power coal powerplant...
You can try but theres no guarantee that we will know if its a mechanical thing related to the mod
no one will know what the mod does, but youcan ask
no it's mostly just
figuring out how many I will need and how to do the fluid logistics correctly with it all
Fluid logistics, no matter what, should be kept simple and small
I mean figuring out how much is just 'look at the recipe, see how much you have'
you can post overhead images of your set up here and see if people can see whats wrong
Use the KISS method!
Keep It Simple, Stupid!
I mean, I tried doing that in my non-modded coal powerplant...
(tucked away all the way here at the place with 3 pure and 1 normal coal nodes)
the water just ended up creating backflow downwards, constantly throttling the coal powerplants, despite having enough headlift :')
(there wasn't enough space for me to build 28 coal powerplants on the same level as the water source, so it had to go up)
we'd still need to see the actua set up with images from preferable overhead
...oh wow
I seriously don't have any screenshots of that powerplant?
that's a surprise
either way, it was pretty much just... a box, with 28 water extractors in 4 rows of 7 lined up ontop
in terms of the new powerplant (on a much more heavily modded save and with AGS), I'm still planning
get some? it's basically impossible to trouble shoot fluids w/o comprehensive images
shape and layout are incredibly important
the old powerplant has already been fixed
by. placing exactly 4 more pumps.
which prevented backflow entirely
ok, but judging from what you were saying you have a new thing that you need help with?
yeah, but at this point it's mostly planning the maths
and seeing what layouts would be feasible
ah. Well break it down into chunks
don't interconnect things
as well as not messing up the fluids again...
water go up is quite easy x promise
maybe once you've half way done with planning build an example of what you want and have someone have a squeeze at it
at least most everything after the water gets boiled is steam, aka. a gas, so I shouldn't suffer too much as soon as I pass the first hurdle
alright!
remember, seperate sections
don't split manifolds over multiple floors
those are a couple big design points to stick by
also, is 45 motors per minute for 300 iron ore pm, 300 coal pm, 405 limestone pm, 270 copper ore pm and 270 caterium ore pm anywhat good? asking about a previous motor factory build in the rockier desert area
I usually use load balancers anyway... 😓
dont' try load balancing with fluids. It basically doesn't work like that unles you build it in a very specific way
also your your motor factory is very subjective - if it does what you need it to with materials you're happy with? it's fine
hm, alright
yes.
belts it doesn't matter if you manifold or load balance. No mechanical difference
Load balancing jsut takes up more space and is more complicated
wouldn't load balancing be pretty important for a powerplant, especially in the case of a grid failure?
nope. why would it?
a faster startup time could be the difference between recovering from a failure or depleting the battery reserves
if power fails, the manifold stays filled
if your power station crashes it should stop your generators from burning anything
oh, it doesn't consume anything when down?
nope
well, I guess there is no mechanical difference then
(also obligatory - batteries do not store power)
honestly, my best advice would be to play through the whole tiers 1-9 w/o any mods. Especially overhaul mods like refineed power.
there's so much going on already with the game that getting the basics down first before modding things is very important
If you use refined power, please specify what building you are feeding
Because refined power has boilers and those do NOT care about power failures
They just burn through anything they get fed, no matter what the boiler on top has going for it
The only things that stop them are either a lack of fuel or a clogged wasteproduct port
oh, uh
in that case yeah they're. gonna run forever
I'm gonna be setting up a modular power coal setup
and from what I can see, with mk2 miners I could feed up to... 48 heaters
which also means getting over 2160m3/min of water
cool 🙂
I used RP once for a fuel station. It was pretty cool, but they changed the consumtion rates on machines a couple times and mostly broke it
I'd probably OC the extractors at that point
right now, modular power seems to be equivalent in amount consumed to vanilla?
would splitting everything into 4 rows of 12 be sensible?
you mean water?
no, like- heater+boiler groups
oh well, sure. But that also sounds like you'd split the water into 4 groups right?
I could also make 12 rows of 4, and then feed each row with a single (150% OC) water extractor
with multiple extractors but yes
seems reasonable. Thats in line with keeping things in their own manageble chunks
from that point on I'd avoid mixing the 4 groups in any way
it's not that it would be impossible to do, but it'd make your life much easier
fortunate that the amount of HP steam produced by one mk1 boiler is exactly how much a mk1 turbine consumes then
If its 45 water per boiler then you can treat it like vanilla coal gen numbers: 3 extractors per 8 boilers
I could do 6 groups of 8...
sounds convenient 🙂
the problem then will be making the piping look clean
!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...
well these are examples of 3 extractors to 8 coal gens.
You could do similar
8 groups of 8 stacked on each other
III think I ended up doing what is basically example 1
just in a slightly weird way
its a solid choice 🙂
alright so. I've got this as a potential basic unit(?)
pretty
360m3" of water and 120" coal come in (through the front and back respectively)
and 240m3" of carbon dioxide and 480m3" of high pressure steam come out
could also lay pipes in a straight and orderly manner like this
iff all the waviness is a cause of problems
ah, then yeah best to keep them simpler
steam would be out on either side, above carbon dioxide
and flatter
hmm, alright
with liquids, as straight and flat as you can manage 🙂
I used calculator
Is it okay if i round things up and dont over/underclock anything?
wdym?
ye it is
depends. you need some bottleneck that is correctly clocked if you want things to be stable
What if i dont use 6.3 smelters and just slap 7?
with belts? it'll be fine. You might get weirdness with liquids
might get unstable flows
having unused production capacity is fine, but you might wanna be careful if that capacity actually becomes used. it means your factory is not running exactly as planned, and that might mean better or worse
Good thing we have these new item counters for the belts. Have become very useful for me atleast. Making sure my lines are outputting what they should be
I just clock the very last step to produce exactly as much as planned, and if it's running at 100% uptime, everything is running as planned
don't need to look at anything else
Yeah I only did because I was crafting 4 different items and was maxing out my throughput on MK3 belts in some instances with ore
I made this building for adaptive control units, is that okay
that's a question best asked in #design-and-architecture
because to me, any building is a waste of time lol
I meant the size of the building, not the design
depends how big you want your factory to be
2 ACU per minute
my adaptive control unit factory is 1 manufacturer and 1 assembler
I build it every time I want to complete a phase past 2
It is made from scratch
Everything needed for ACU is produced in this building
my advice is this: calculate how many machines you need with the recipes you chose, calculate the area they take up, and then multiply that by 2
if you have about that much floorspace available, it's likely to fit
my average foundation coverage by machines is about half
There is one unused floor and some fllors with little machinery in them
But it is not completed yet
So we'll see
So with 4800 oil I could produce a lot of power if I turn it into dilute fuel? Than turbo fuel or rocket fuel?
4.8k oil is way too much to spend on power lol
unless you're doing it for shits and giggles
it's 160 GW with diluted fuel (and heavy oil residue)
Would it be worth it to go HOR -> Diluted Fuel -> Turbo fuel ?
Or turbo blend fuel?
it's more power for more effort. more precisely, 2.(2) times more power. and I'd say more than double the effort, so idk, up to you
imo it's not worth the coal and sulfur, when you could just make more regular fuel
Yeah I forgot what I did to power my 152 fuel generators last save
I think I used turbo fuel
if you can do rocket fuel, it's probably the easiest. but don't use 4.8k oil lol, that's gonna take at least 1700 generators to burn, fully overclocked
Sounds hot
I'd personally stay at normal fuel and don't go into the TF branch
but it's really up to you
I’m guessing sulfur and coal is better used later on?
well more like not worth (imo) to bring extra resources to fuel, which can safely carry you to nuclear
Ahhh so less effort?
Sulfur's a key component in late-game power generation, but there's also plenty of sulfur on the map for nearly anyone. I wouldn't worry about wasting sulfur, personally (unless you're intentionally building Really Big)
It's one of the more rare resources, but there's still a lot more on the map than nearly anyone needs
Yeah this is the biggest structure I’ve built to date. The fuel generation before reaching nuclear with triple the effort lol
Brought in coal and sulfur from the local cliffs.
I could probably reach nuclear a lot faster forgoing this al together eh?
I’m definitely not one for unique architecture 😅

Regardless of what tool you're using to help plan out your factory, it can often be really helpful to break it out into chunks, rather than having one huge graph
nono,i understand it clearly
its just that there is a LOT of planning involved
So like one step there is producing batteries; might make sense to have a separate graph for Batteries, and then add those in as an input item on the "next" graph, etc
i will probably need two rail links
heh, gotcha. :)
I tend to graph stuff pretty heavily in chunks. (Which is also nice for organizing logistics, actually, 'cause you end up with "natural" smaller factories which can just export to the final assembly area, etc. Though that does imply a willingness to engage in Moar Logistics)
actually you know what i forgot to add batteries,i think
much better
also specs of that mess
Heh, yeah, if it were me I'd also have separate graphs for each of those exports, rather than mashing 'em all together. IMO would make the build(s) far easier to manage when actually building 'em out
Even if you end up building 'em all on the same site. But personal preference and all that. :)
having it all in one graph clumps together resource refinement though
nah, then I wouldn't know how many machines to place. and I'm not making quickwire 4 times
like alumina solution for example
I'd also be pretty unlikely to build all that on the same site, so to me that wouldn't be a detriment. :)
I'd almost certainly have a totally separate aluminum factory which just exports the aluminum products as needed
Quickwire's a weird choice for that particular complaint, IMO. :D Quickwire's just a couple of constructors. At least pick HMFs if you're going to make that complaint. :)
On my 1.0 save I was making HMFs in three or four separate locations, so even that doesn't bother me.
hmfs are only for fmfs, so those wouldn't be split anyway.
Splitting 'em out gives you the opportunity to use different production chains, too, which is always fun
i have computers,RCUs,crystal ocsillators,ai limiters,supercomputers,HMF,turbofuel and high speed connectors all in one place actually
Well, something like HMFs, anyway
built all together
Quickwire is just like one step removed from the ore, is my point; hardly onerous to make in multiple locations
But yes, that's all personal preference, of course. :)
Oh, I make it in multiple locations. if they're completely separately planned and built. but if I need it for multiple things in one factory, I ain't splitting it. or any other item
also it is a good practise to utilise priority switches so your whole factory doesn't go down
Yes and no: if you use the hoverpack a lot, I'd avoid it. There's a bug where when your hoverpack switches grids, it can temporarily idle the machines on one of the grids
I have 0 switches and 0 storage 🤷♂️
useless if you know how to manage power
Which I personally find annoying enough that I don't tend to use PPSes anymore. If you don't hoverpack, though, then it's nice to have the peace of mind. :)
it's complicated,but i study mechanical engineering and somehow manage to manage my power
(Though I do agree with KYO297 that the best solution to power is to just keep an eye on your grid and ensure that you've always got plenty of overhead. If you never let yourself get near your power ceiling, you'll never trip anything)
what's complicated about production > max consumption?
i run as close to power spikes as possible
inefficiencies
If it weren't for the hoverpack bug I'd continue to use PPSes; I've always enjoyed the nice separation between factories it gives you
Heh, well if you like to play dangerously with power, then yeah, PPSes are absolutely your friend. :)
yeah
i like to run my machines at their maximum possible setting before damage
both in-game and irl
when i worked in a cnc workshop i managed to cut down cycle times by as much as 66%
also i'm wondering where to put the factory with those resource requirements,any suggestions?
sure
jesus christ
you should. probably try miro
the aluminum factory will have to go though,i think
or i will cart in more,a lot more bauxite
why?
well, okay
to be fair, organising it is still going to be difficult and you'll need to manually mark down inputs and outputs and calculate
but in my experience it's much simpler figuring a production chain out when you break it down yourself
while a calculator just
ends up in an information overload
I can't say 100% that it would work better for you, but it's my recommendation if the ten thousand lines all look like chaos to you as they do to me lol
i'll pass,the story points are too funny to me
my brain cannot comprehend company
this poor thing will have to go
or i will build around it,idk
so the main benefit for pulling together all imported resources for me is due to extreme use of trains
i use them everywhere,and making multiple stops for each factory adds up quickly
What are some of the best Items to feed into the awesome sink that are relatively easy to make?
unfortunately, the more complex item, the more points it's worth. points double every step
Generally the more complicated the more points, and people often reccomend sinking stuff like space elevator parts (and other such items) for points
Personally I say just sink everything you are making that is a surplus. Like use a smart splitter and have the overflow go into a sink
It won’t be quick for surplus of lower cost items but the points will build up over time
this advice is good if applied throughout the entire game. but if you're by phase 3, adding sinks to iron plates is less points than it's worth
I agree, I just wasn’t sure how progressed they were
still better to sink iron plates than to not sink them and have the production line idle
Given how early you can get smart splitters and the sink, IMHO it’s worth it to set up overflows asap (once on stable power generation eg coal)
Y'all think I can make it to Golden Nut with this much power? 
okay, so for anyone wanting to do a biomass-only run and using somersloops to max out their biomass efficiency:
Liquid Biofuel is more Biomass efficient, but requires more sloops to build, roughly 5 more per 10 GW
Biocoal is more Sloop-efficient, but uses roughly 250 more biomass/m per 10 GW
The input for the packagers look like this, and the rest of the refineries look like this. The reason all the lights were yellow was because the packagers were backed up since the fuel wasn't flowing through the pipes, so it backed up the entire chain all the way to the first refineries. I've since shut down the entire system so I can rework the Fuel Generators.
Sorry this is such a late response lol. I think I'm going to move the Fuel Generators down a few floors and loop the pipes like this. I'm hoping that will solve some of the apparent flow issues
is that like very much needed for fuel production?
I'd personally stay at diluted (packaged) fuel until nuclear
needed? no. nice, sure
so is the normal recepie bette for rocket fuel?
i got all the other recepies like heavy oil residue and diluted fuel
I wouldn't call either better. they're just different. different resource costs. though nitro is much easier
default is cheaper in terms of WP, but they cost different amounts of the main resources, so it's not very comparable
hm okay i think imma go with that recepie then because it can produce more per minute
I can't figure out why the pipes with the green arrow are full, but they aren't flowing to the pipes with the blue arrow. Does anyone know why?
rebuild them
maby thats a fix
Ah, don't have power switches yet
connect and disconnect a powerline
works the same
I'm wanting the pipes to prefil before the machines start taking from them, and the only way I've found to do that is standby
trying to fix my nuclear setup ... the same setup work fine in my other save file damn
how much total fluid is that pipe getting?
Would it still be considered a biomass only run if the biomass was turned into coal for the traditional rocket fuel recipe?
Also don't forget, the fauna can turn into alien protein, which can turn into biomass. So there's definitely that approach
well, that's using oil too, which is a fuel
I would argue if any part of the recipe isnot biomass originated it's not a biomass run
now you could argue you could use converters and SAM to change bio coal to other things and mix them, but those things take so much power I don't think you'd have a net positive
You could, hiariously, make a whole uranium rod set up using only SAM and biomass
Biomass ---> Tickets ---> packaged ionized fuel run.
damn it... now I want to make biomass uranium rods
Biouranium Rods does have a nice ring to it
...I'd need upwards of 1500 bio coal pm to make 1 bio uranium rod
I'm not sure this is feasible
althought it's a net positive power output!!
So it's possible?
and to have it power itself? seems so
You could reduce that down I'm sure with some alt recipes https://www.satisfactorytools.com/1.0/production?share=iXDD1B1JEpgHuLBBOSQS but I'm getting ready and really shouldn' tbe fiddling with that now
for example solid steel would reduce things a bit
I'm currently operating on a different challenge rn, where I have to sink as many items as I automate... (End of chain, otherwise it would be a pain)
you know what.
with sloops and hog meet, 1500 bio coal pm isn't that hard
1 hog meat = 2 protein = 200 biomass =240 coal pm
Shit. I have to do this now
I think he has discovered "Whale Oil"
Well... A regular reactor is 0.2 uranium rods/min so this can be scaled down to 300 coal/min and 149 S.A.M/min
So this could involve a ton of underclocking
Would spitter/stinger protein also work at similar rates, because those are much more easy to get their parts rapidly
even w/o underclocking it'd be positive
yup any critter part
sloop to 2 protein
I like it, we're going to be trading space for energy efficiency which means we can get a ton of efficiency with biomass.
Hog meat is now a renewable resource
wait I forgot a doubleing, sloop the proten to 400 bio mass
you'd need about 3 meat pm
- sam
no, I'm a too tired idiot, I don't think I slooped the biocoal
this is entirely doable and incredibly stupid. I'm in
Would batteries get in the way of the goal of Bio Power? I mean it is storing energy from all that biomass for later
so bio burners won't charge power storage, buring liquid bio fuel in fuel gens would.
so if you're doing that, it'd help. You'd want to have a priority power switch to pumps to stop feeding fuel gens when power storage is full though
Okay, I made some math...behold!!!
Coal Gen
15 Coal/Min + 45m3 Water/Min = 75MW
15x300MJ/Min = 75MW
4,500MJ/Min = 75MW
60MJ/MW
Biofuel Gen
20 m3/min Biofuel = 250MW
20x750MJ/Min Biofuel = 250MW
15,000MJ/Min Biofuel = 250MW
60MJ/MW
Bionuke Gen
0.2 Uranium Rod/Min + 240 m3/Min Water = 2500MW
301 Biocoal/Min (from supplied plans) = 2500MW
301x300MJ/Min Biocoal = 2500MW
90,300MJ/Min Biocoal = 2500MW
36.12MJ/Min Biocoal = 1MW
I got zero sleep last night so I'l lbelieve your math xD
Biocoal is more efficient than biofuel per megajoule because of preparation, but less space efficient .
Bionuke power is gonna be almost twice as efficient per megawatt.
Someone needs to make this happen
honestly, I was waiting a long while until a fav mod of mine got updated.
But I think after I get back this weekend I'm gonna do this
i briefly considered allowing nuke with sam to uranium before realizing that’s totally not in the spirit of the challenge
but maybe biomass to every nuke material? Maybe.
The time has come for me to start making heavy modular frames and begin working on the parts for Phase 3. My biggest question right now, is should I revamp the factories I have to produce Heavy Modular Frames along with the other iron items (modular frames, rotors, reinforced plates)? Or should I start a new factory somewhere brand new (I'm thinking the rocky desert) and have it be the new iron factory, that way I can attempt to produce the Phase 3 parts nearby it.
animal meat is actually a life changer for biomass builds, im just waiting to find more sloops so i can automate
i usually make a second factory, on account of the sheer volume of iron bits you need
Gotcha. It feels bad using this space and resources not knowing what's coming down the road, but it does seem easier than redoing what I already have
nah, no point in redoing, make a city! Production is still production no matter what comes down the line, having some amount of resources being made will always be useful. belt the outputs from the old place over to suppliment the new place, or just leave it be and convert it to a ticket farm
Well, you can make reanimated Sam right?
That implies it was animate at one point.
Thus it is just alien coal 😛
and every part you use was biocoal
I did it. Bionuke.
-kill a pig
-run his corpse through The Machine
-spits out a nuke
-take nuke
-kill a pig
you mad lad
is it strange that in end game I want to avoid the pure recipes because I don't want to have to run water everywhere and instead I just want to use my oil power production by products in my basic material production. I'm making a mega factory and I realized that the ratios for making alloyed iron ingots and copper are good enough and rubber concrete uses exactly as much resin for the rubber as I'm producing in my oil base, meaning I only need to process a material I'm sinking anyway. I also produce a lot of compacted coal, so I want to make as much stuff out of steel as possible as I also am sinking that as well. I feel like it'd be more fun to work with assemblers than refineries from an aesthetic point of view too. Water is near infinite but it's such a pain to work with fluids as I don't like to use pumps, cause they end up using a lot of power.
it's not weird, all recipes have their use and are all valid options if you want to go that way 🙂
I never thought I'd think rubber concrete would be worth it but when I saw the ratios line up perfectly I was like dang I need to use that
rubber concrete is great
I've had someone say it's a waste of oil lmao
well people have different opinions on different recipes
having opinion on recipe is fine, problem is forcing your opinion upon others
because then we get situations like this, where people find out that they have been using "wrong" recipe for them all the time
but what I feel is that a lot of people tend to analyse recipes in a vaccum
the problem is you can't analyse recipes at all
no matter if in vacuum or not
you can't just say "X is better than Y"
because that's based on your opinion and preferences
there sure are a lot of videos on oyutube that do that lol
yeah it's a big problem
people think there's good and bad recipes and ask which ones are which 😦
heck I feel like my preference for recipes changes depending on the stage I'm at
indeed that's what often happens
and the place I'm at
or which location you're building at or which resources you have
or even if you feel like doing complex or easy build
I've used silica for concrete before for instance, but when computer parts become a thing, all my silica goes towards that so I stop using it for concrete
@wind spade so the other day my opera had this weird crash and was unable to recover my preferences file, meaning I lost all my login caches, cookies settings, certain settings... your calculator is the only thing so far that has remembered my settings from before the crash 🙏
Ok I need more info than that lol what are your inputs, outputs, max belt speed and miner level?
red are inputs green are outputs, 780/min and mk.2
all of this is in one factory i don't know how i can even split the output of the miners to have the exact numbers for them
780/120=6.5, you will be limited to 120/min for the miners
If you’re making heavy modular frames I’d decrease scope of the factory until you get higher tier logistics, you have the beams unlocked already so you should be automating them temporarily for belts and lifts
Do you mean mk.2 miners or mk.2 belts? If belts you just need to downsize in general
😭 😭
am i doing this right
i tried making two vip junctions i guess but its hard to think
thinking i might have to flip the first B junction horizontally to avoid it also becoming a vip
but idk how it works when theres two vertical and one horizontal
what even are you doing here
jesus fucking christ
looks like PCB
How do you get the lines to go square like that?
I hate the wavy lines
top right settings -> styles -> 2D
like.. in the save file?? Or into making this 😭😭
i also have snap to grip on
I’m 60 hrs into my save and my power grid isn’t even close to this LMAO
no actual building time
not even considering thinking time lol
that also happened for some reason
only played for some weeks now ;-;
andf the fact that i have to add another 2 layers ontop of alla that freaks me out
like aaaah!
my power grid that is powering all of my machines right now consists of only 40 fuel generators
this one will have uuh
700
👍
so much to build, im dying
certified fuel gen lunatic moment™
Thoroughput gon be crazy
only 400 per row of 100 gens
and i think im even overproducing a litle
fuel i mean
the alternate recepies are just crazy
Which one is it
3
heavy oil residue, diluted fuel and Nitro rocket fuel
be crazy
ahh sweet! thanks
this was just an "emergency idea" because i just unlocked stage 9 and i wanted to make factories for every item ther is
and my power was short with the first particle accelerator i somerslooped temporarely
so yeah
gotta do what i gotta do
this is all just from this btw
yeah.....
When not limited by water, why does satisfactory tools opt for using basic iron ingot (and even say the recipe is impossible if i remove the alt) when the ammount of iron ingots/iron ore is higher with pure iron ingot recipe?
the website is kinda bugged ngl
u gotta do a litle math on ur own
oh wait im dumb, basic actually is a 2x, pure is only 13/7 so slightly lower
in theory with unlimited limestone you would want to do all basic, but im limited by not wanting to bring in outside limestone
what? there's no reported bugs
not like that, it just idk
(at least none around maths)
doesnt show you the most optimal way
the issue was my fault, it wasnt the tool. i got alts confused in my head
"most optimal way" doesn't exist
no not the math, the recepie choosing
better than the scim planner
yeah yeah
lol
it choses recipes correctly based on its algorithm
whether that is what you want or not depends on what your goal is
how does it chose btw?
looks a lot better now
still looks like PCB tho....
it doesn't really "choose" recipes
it calculates the whole graph at once with goal of smallest possible consumption of raw resources (and the resources are weighted based on their relative appearance on the map, so rarer resources are more "costly")
well for example i wanted to calculate the output of rocket fuel once and i only removed one alternate recepie and it told me it is impossible to ge the product in any way
share the production line
its from crude oil to rocket fuel
Ah i thought it might be weighting resources!
the most optimal one acording to the website
share the production line
and i removed the nitro rocket fuel recepie
wym
this one
but yeah doesnt matter i went with the optimal way anyways
click it
you need to enable compacted coal recipe
ah
otherwise you can't make turbofuel
and this is my current recepie for my new power grid
dis one
im not even halfway done placing all of the generators
did like 150
550 to go 😭
this one to be exact is the one im using
Well there’s no reason to ever need that many
You can get to nuclear with far less power
i have an oil power system that burns almost double the fuel it produces.
@wind spade I would consider Tools telling me to use 0x constructors to make 0.006 iron pipes a minor rounding bug https://www.satisfactorytools.com/1.0/production?share=W4hTvyA2zzIl5LpTYUhm
Refineries produces 160 m^3/minute fuel, generators burn 266.67m^3 for context
how does water throughput work on pipes is it the same as conveyors?
meaning if i put it in a manifold will the ones at the end get less or is it equal throughout the pipe
Essentially yes, but on every dead-end branch the pipe will fill with water to a level above that of the main manifold feed line, and then flow back into it. So you also need to derate your pipes to manifold with them (e.g. use max 450m3/min flow on a manifold with mk.2 pipes)
derate?
im confused sorry
you have to under-clock the production of the pipe to under its max capacity.
ah use less water than you need
thats not the correct way of saying that but i know what i mean
e.g. it says 600m3/min transfer rate. That's a maximum, your effective rate may not be that high.
wasnt there a way to loop the flow around so it didnt "slosh"?
It still does, that somewhat fixes flow rate restrictions by splitting a 600 pipe into two 300/600's before connecting to the manifold.
does headlift effect throughput or do pumps just eliminate that
300/600 is much more tolerant to sloshing because half of the flow capacity is unused
Without enough headlift, if you raise elevation your throughput =0
headlift.. technically doesn't affect throughput, but can in some weird circumstances.
Basically if you're within headlift limit, all is the same. But sometimes pipes don't transmit headlift properly (with particularly quirky designs)
if you have enough headlift, the pipe will eventually reach maximum throughput if you have enough production
im trying to make a 3 floor coal power and the pipes are confusing me i have 9 water extractors going into 24 coal generators but how to split them and make sure they work is making my head hurt
im in the desert and im challenging myself to build it in the valley where those two coal nodes are
still doable without manifolds or uneven splitting
yeah but im unsure on how to do that because im stupid
see the link that i posted
wait i am stupid i just thought of a better design
using that as a reference
also how do you tackle splitting between uneven machines ie. 9 into 24 as 24 isnt devisible by 9
the last one has less
for the simplest designs i don't, again see link
i should think
yeah i see it but that goes into 3 and 24 is devisible by 3...
i see your point
3x gens at 88.88% = 1 extractor at 100% = 40 coal
pipe throughput used is max 120/300, then it splits evenly into 3x40
it is basically impossible to break a design like that, but fairly easy to break a 3:8 manifold design
makes sense
I'm a little bit stuck on this concept. I'm about to make my first largescale factory to create Heavy Modular Frames, Adaptive Control Units, Versatile Framework, and Modular Engines, 2 each. But this is the first factory I'm really using Satisfactory Tools for, and as such, the first time I'm dealing with unusual numbers.
I feel like I just don't understand how to split strange numbers. For example, I'm supposed to split 1296 Iron ore into two belts, one of 807 and one of 489. How do you guys advise managing stuff like this?
Lines on Tools aren't belts
to turn set numbers into arbitrary ones, you can e.g. manifold iron ore into a bank of smelters, and control how much goes onto a belt at the other side by the amount of merged smelters and/or the clock speed of them
for example if you merge 9 smelters output there will be 270 ingots on the belt, 10 smelters will be 300, etc. You can make any arbitrary number via underclocking, and they'll throttle their input to match the output that you set when their buffer fills.
Share the link of the plan that you’ve made?
This makes the most sense, honestly. I've gotten so used to attempting to use belts to control ratios, I hadn't really considered that machines are actually better for it.
I don't really have a good idea on what to do for this factory, but I figured the parts would end up coming in handy later, even if I have excess of them. 2/min seemed like a good amount and fit the ores I have nearby almost perfectly.
I would clone the tab and creat an individual production line for each component
Maybe process all the raw ores in one spot and split the machinery into groups for each section
You can also split it midway and organize it past that? I’m on my phone so can’t make too detailed a suggestion
one thing to consider: for space elevator parts, you only need a fixed number of them, so you can get away with not having a dedicated continuous production line for each of them. a container-fed set of machines to produce exactly how many you need at each phase is perfectly reasonable
but if you want to continously produce them and sink the excess for points, that's fine too
I've heard this, and did just that for Phase 1 and 2. Though aren't some Space Elevator parts needed for more than one Phase? Versatile Framework is in both 2 and 3, and aren't Adaptive Control Units needed after Phase 3?
It just seemed easier to do more work once, rather than continuously hand feed containers to produce the parts.
Though now that I'm actually thinking about it, having one building where everything is made through a few assemblers and manufacturers does sound kind of nice, even if it is hand fed.
Yup but you can still just overflow stuff into them
the early phase elevator parts are the basis for the later ones. so the final elevator parts are a culmination of all the prior phases' elevator parts smushed together, basically
I just built my elevator in some out of the way place with a big platform around it and a handful of sloop'd machines fed by containers to make exactly however many of each part are needed for the phase
the containers are fed from continuous production for things like HMFs, rotors, computers, etc. regardless, you definitely want to automate those and send them to dimensional storage (and overflow the production to a sink)
How do you feed them into the containers? The best transport I have right now is Trains, and it seems odd to use such a big part of infrastructure for the Space Elevator, especially since everything in my world is sorta spaced out.
Though I guess drones would probably be useful once I get them
hand-load from dimensional depot/inventory
if i'm making a modular plastic/rubber loop BPs, do i make each module process the max, limited by a machine, or do i opt for nice whole numbers, at the cost of more machines. the factor conversion is 1.176471 (plastic) and 1.25 (rubber). "nice numbers" constitutes 85%/80%, whereas max is obviously 100%
ok idk what im not seeing but can someone please explain why sf tools decided to do this???
Did you hit maximize or something
no
what the fuck
I agree
steel rotors are right there. wtf is it doing
I COULDNT TELL YOU
and why'd you-
wh-
fucking iron pipes for stators but STEEL RODS WITH SSI FOR ROTORS????

the rest of this makes enough sense to me but sf tools just did a bunch of fucking drugs on that section
what the fuck
if you aren't using maximize then tools determined that the combination of recipes it selected would result in the least resource consumption
tbf tools gives no fucks about efficiency in maximize
it may consume less resources
but from what I can see, it consumes the most brain cells
you said you were not using maximize, and my statement specified not using maximize
yeah i only used maximize to get the target number then set it to items/min
my question is what the fuck is tools smoking to get this????
and at that point tools tries to minimize resource consumption, which for rotors might mean using screws over steel rotors if it can make rods out of steel or aluminum
just disable the recipe that you don't want tools to use
-# Me with my modeler all happy and me readable
Do you think i have the patience to go thru and disable specific alt recipes when i have every alt recipe in the game unlocked
modeler is nice but i hate myself and also dont wanna download more software
do you have the patience to figure out the recipe plan all by yourself without using a tool to help you? Or the patience to go learn another tool and figure out it's quirks?
I am the first one
because those are your alternatives
Namely because I dont want the """best""" recipe according to Tools. I want to recipe that will make the coolest building
And art is subjective.. thus I want to manually do the recipes
I like seeing everything perfectly optimized.. i am ass at making things that look aesthetically pleasing so instead i make things that look good if you can appreciate the technical side of things
I mean my buildings look clean but its still a million machines and tight knit belts that just barely dont clip on a slab
I am using copper alloy and iron alloy in a single area because the local nodes allowed the perfect ratio of buildings and I'm doing SIS for them
Not because the Alloy alts are good but becuaese they allow me to make something thag looks cool
I am still aiming for turning all the uranium on the map into ficsonium and 8 fueled APAs
well tbf this is all for my nuclear plant which honestly, is going to be on the exact opposite side of the map because fuck common sense, i want funny uranium powered drones
weed, probably
that's peak.
that is the definition of peak.
I mean i do like ikea lamps... but you cant get rid of them easily and pccs are expensive
I will be using Ionized fuel for my drones... that will be transporting the uranium and likely plutonium rods .. so still uranium drones :]
And it isn't even sharing. How rude.
-# assuming weed is legal in the location you live
I try. You've seen me try. Those UI elements made be proud
good point, not what im doing though, im slooping two of my nuclear manufacturers, one for drone fuel, the other to make funny explosives
i dont want to get into nuclear already ngl, seems a bit overcomplicated with those 3 waste cycles
I am not here for sink points.
I am not here for power.
I am not here to be effective.
I am here to make a pretty neat building.
I have completely made my map unusable lol, the lists upon lists of vehicles makes it unreadable
I am here to complete the shopping list that ficsit gave me
and you etter damn should be
I am doing this because I will be making power shards regardless. Might as well make them a round number and feed the overflow to my ionized factory. So APA is before nuclear for me
-# I mean, cannabis is, but full-on weed no... either way I don't participate, cider is more than enough for me
honestly its complex but you can only do 1 cycle and sink the plutonium if you want
Not sure what else to do on the build but I had rushed the last time as I needed to leave... so likely redo a bunch of shit upon my return
well, yeah but sinking a good power source is also just not a thing i wana do
I did that like.. how long has the game been out? One less month then that ago
true true true, i dont have ionized unlocked (hell my power grid barely functions if im lucky and it makes me wanna cry, ive spent months troubleshooting the power plant and it's still broken....)
While I am still in the pre nuclear build i just have 8 APA placed and tapped all the geo nodes. They're enough for the time being
i have a love hate relationship with doing what im told, i spent 3 months on phase 3 then did most of phase 4 in a few hours
I rushed to beat the game. Not quite speedrunner speed but I started a new save and finished in a month. Now only coming back to make a real factory that looks good and worthy of a true pioneer .. or whatever
i have 4 and then 36 fuel gens and i think 32 coal gens powering my world, oh and the duracell...
the fuel generators are perpetually a problem (they will run fine for like a half hour at a time, a few will sputter, and then go back to running just fine for no fucking reason)
I have allocated all of my sloops so I am literally using all of them. I have a few unloreful ones I will be voiding from regenerated locations I guess.
i havent touched basically any of the sloops in my world, just grabbed ones i found
8 APA and the remaining handful goes to my SAM reanimation, I do have like 80.something overhead on reanimated SAM
No idea what I want to do with it, could take a sloop out and still have enough but nahhh
im also still perpetually busy trying to fix my problems with my build, like with the quartz im using for my build has a weird imbalance in it for demand which led to this thing and its many revisions
it works... but it has consequences and i dont know how to fix it without redoing it (keep in mind that this comes out of a belt balancer)
Oh I can't wait for train logistics 
yeah i know your pain...
I HATE BELT BALANCERS SO MUCH
Don't let Kyo hear you say that
Kyo was such a life saver, brother basically waked me through belt balancer 101
For me it's actually building the tracks. Since I want it to actually look good and weave through the terrain like a majestic animal
my buddy tried that, i prefer to build them up high so it doesnt interfere with the 100+ vehicles i have
tbh i have no clue how many vehicles i have but i know its a lot...
I am kinds scared to have trucks. Trains are reliable and stable.
honestly the problem child for me was carts and tractors
yes i use factory carts for item transport
Tho I do want to take the piss and have a factory cart deliver something like ficsonium fuel rods since they have a single slot...
no i will not stop using them for item transport
... huh
... are they doing what they are told?
Can I use a (golden) factory cart for my ficsonium fuel rods?
Urgh I will need to do some actual tests as I do kinda want to make it do some tricks and shit. No idea if the game will allow that level of fun
the problem is cyber wagons suck at driving... the factory carts however work mostly well
i do have some issues with them just randomly dieing on load but thats an easy fix
you can just reload and they regain their will to live
or if that doesnt work, go push them
and they wake up
And if im on the other side of the map?
How do I produce infinite electricity power, it’s painful to run on biomass for so long
reload save until it works
you get fully automated power after phase 1 dw
just be patient
But I won't know if it has worked I'm on the other side of the map ;_;
Phase 1?
natro. you have this thing.
its called a map
on this map you can see if vehicles are moving
What is phase 1 how do I find that
you dont have the space elavator put down yet?
You think I will have map markers on for most things?
I don’t think so I don’t know where that is
finish the tutorial and such, the game will yell at you to put it down after
Do I have to find it on the island somewhere
I did not have any tutorial :/
this thing
its a buildable
Did you.. skip it on world creation?
Ya
Ohh?

WHY?
I just didn’t know😭

have you even built the hub?
broooooo
I have no words. But I do have emotes
Yeah I think so but idk how play
Do tutorial 
in what world does someone skip a tutorial for a game they haven't play.....
okay i know this is gonna sound dumb, but make a new world and dont turn the tutorial off...
The process is going to be so long tho
it isn't really
no not really
its less than 30 minutes
it's maybe 20 mins
Do you want to learn how to play the game?
I spent like 3 hours on this world currently!😗
as someone who has sunk 400 hours into this game in 6 months, that tutorial will save your skin
The game will teach you much better then we can
do the tutorial and then return to your world?
because it gets really complicated, really fast
The game doesn’t overwrite?
no?
I have like.. 50 worlds.
