#math-and-meta
1 messages · Page 319 of 1
i think you would only need one vip if done right
if you even wanna use a vip that is
what is VIP again cause it's not very important person
*magical priority merger for liquids
if only i actually understood pipework 😅
ill try not to mix the water cause i dont know how to input the recycled water in the system without issues
would a 4th refinery for the 3:4 at 250% really be a dealbreaker?
if you put it in a mk 3 BP you'd have room for 8 anyway
Eh, I guess I could OC them to 150% and 200% instead
250, 250, 25 | 225
alternatively: 200, 200, 125 | 225
for alumina. that way you wouldnt need to worry about where to put a VIP
otherwise... well its still just a single input of 450/min fresh water
man this sucks. if I do 3:4 @250%, the output is 1500 ingots/min. 2x750...
And thats bad why?
because it doesn't use mk6 belts effectively
but maybe it'll be fine
depends how many belts of alu ingots I'll actually need
Aside from mandatory uses for converters (EPM, DMR, ficsite ingots), does anyone use any of the mineral conversions as a regular practice, or mainly only in a pinch?
The problem with the conversion is even as a "Fuck, I'm out of limestone" solution is you still have to get at least the SAM over to the factory
At which point you can probably just run the real material over instead
Yeah that's what I'm seeing too, hardly seems worth it.
Unless you just happen to have a SAM node right there anyway
Or a spare train running the stuff everywhere
I used it in my equipment factory. It needed basically every single resource, but in laughingly small amounts. So I dragged over half of them, some SAM and made the rest. That's the only practical use I can think of
That's a good point, like for an ammo factory
And the non-pracrical use is maxing out nuclear and making more uranium than would be normally available
But using all the natural uranium is already a 100+ h project
Actually that's kinda perfect for making ammo, iron ore turns into sulfur and coal
...Or I just build the ammo factory in the southwestern blue crater where all those nodes are already
the main reason why im making my ammo attached to the oil factory is cause sulfur and everything else is within a stone's throw
the western side of the lake will have ammo the eastern side is the refineries and generators
My main oil refinery is on the northern coast, but I'd debated building a smaller secondary oil refinery down there for turbofuel and whatnot, so ammo factory there as well might make sense.
has anyone compiled a list of the absolute minimum amount of mats needed to get to game completion?
Do you mean resources or resources types
i guess both
0.0001 pm of most resources will eventually get you there
it doesnt all fit on one screen but i think this is enough to show the uhh, byproduct issue @vapid gorge
use this to paste the actual link 🙂
im making time crystals elsewhere but for some reason its insisting on using them on something and i dont know where its grabbing those from, or how to tell it not to do that. this is new behavior.
it's also a good way to keep track of your plans by placing them in a spread sheet or something
so my guess is you have all these inputs in here not getting used and doing something weird.
and that borked it a bit.
there's a few quirks in SFtools behaviours
right yes, thats how im keeping track of whats already being made that is in the bigger plan. it didnt do this last night
edge case quirk I'd imagine. I'd use a spread sheet to manage all that and the final plan web links you land on
I've never had so many unused manual inputs in a tab myself xD
@wind spade might be interested in it? or probably something he's seen before
i will most definitely make a clerical error if i can't keep it all in one place (i will have an input i forget to use, and duplicate the factory). its more work but i guess i can transfer it all to satisfactory modeler, since that seems to be the new hotness
eesh, do yourself a favour and just type a few numbers into a spread sheet
takes a 1000x as long to make anything in modeler
the only reason it's hot is because the author spammed it onto steam and doesn't have a learning curve. But that's because it lacks huge utility.
tools has a small learning curve but the UI is fantastic
you could, but it was incredibly janky and unsupported technically. You had to abuse a bunch of game behaviours in a way that they weren't intended to be used which took a lot of space and complexity, and any of them being changed at a later date (such as how items were unloaded by containers) could break all of your stuff. Now all of that is handled in 1 tiny and officially supported building with a few UI clicks.
Can you not change color of ceiling lights ?
use a light switch
I just started fase 4 and this is what my plan is
Any idea how to do I without geting anyware nere spiders
Yea it’s also just spread out a bunch for the pic
modeler also just has a terrible user interface for anyone else who doesn't already know exactly whats on it, being the main issue
Ahhh, I just like to have a plan ant I suck at bacic math so having the numbers right thare helps
I recommend https://www.satisfactorytools.com/1.0/production , has a small learning curve but is a million times faster
plus you can share plans easily, save them as links, and the UI is very readable by anyone you want ot consult with
Thanks I will check it out
just as a thing, you'll want to either turn off the converter machine in options or untick SAM ore as an input.
the conversion recipes are considered base so it'll often try using those. But other than that there aren't really any hurdles
The combo of SFTools and Modeler can be quite handy indeed~
One covers for the shortcomings of the other.
Personally, I prefer using both rathe than just one: SFTools to make math, Modeler to "draw" the resulting factory/recipes chains while still having a tally of all resources
Since input is considered "free", Tools use it if possible. It's kinda featurebug
is this good for a phase 3 power plant?
Yes...?
What are you unsure about?
unsure if it the most efficient design
If you don't have Blenders, there shouldn't be any doubt about that 
alright then thanks
you are confined to 1560 coal and sulfur right?
Tools optimizes for lowest resource usage. That's it. Manual inputs are not resources and are considered free. Because your "byproducts" are made entirely from inputs, making or not making them costs exactly the same amount of resources. 0. So if it's allowed to make something for free, it just might.
That’s great, I’m more interested in restoring the old behavior before it started doing that, but it seems nobody knows how. Thanks anyway
tools haven't changed behavior in this matter since the release
I don't know the internal workings of the optimizer, and I don't know how it chooses between different plans of the same "value". I'm guessing it's "random", i.e. whichever "lowest cost" plan it finds first, it'll spit out that one.
The only way I can think of to reliably get rid of those, is to just disable recipes. But also, any change to the plan could make the optimizer stumble on a different plan first, one without byproducts (if I'm right about how it works)
It also seems to change my numbers sometimes when my browser closes, but that’s not new behavior, just a great test of my bad memory.
I think for new tools, you should re-optimize the plans for power or something after they've been optimized for resources. It'll get rid of this, and those random canisters byproduct plastic/resin often gets turned into. Unless you have some better plan for it already
the solver should™ be deterministic
as for "multiple different plans", the behavior there isn't defined, but from what I've seen it usually tries to optimise for lowest amount/total sum of variables (meaning lowest amount of byproducts, so it processes things to make the byproducts be less)
you can't really "reopitmise" a plan 🤔
... You optimize for one variable, then set it to be exactly that, and optimize for a second variable
yeah, so for the second reoptimisation, I'll need to set the byproduct to be the same
not sure why that'd be the case but sure
well because otherwise the production wouldn't match?
The whole point is to make the production not match, so long as the thing that we want to produced is matched (and it always will be, as maximise proved that amount possible) then that's all that matters.
The rest of the plan changing to something which uses fewer resources (as it does when copying from maximise mode to regular mode right now) is explicitly desirable and the reason for this feature (or for copying from Maximise mode to regular).
The feature would just save you from having to make it in the equivelant of V1 tools Maximise mode, then copying that production amount of your desired item to non-maximise. That is really bad and unneccesary UI wrangling at the moment.
if the production doesn't match, then it's no longer optimised for resources though?
confined from the sulfur due to being at the blue crater area
(at least not necessarily)
to round up the refineries and maximize oil consumption you could sacrifice a couple of somersloops to boost production
(very controversial)
I'm not asking for byproducts. I'm asking for outputs. Only outputs need to match. Idk why byproducts would need to
on which machines? to deal with decimals i usually just build a few more machines and underlock them
I would say save your sloops for assembly parts
if outputs match, but you optimise for power, you'd get power-efficient production, not resource-efficient production
"Maximise" doesn't optimise for resources. KYO wants a "two pass" option which will maximise, and then optimise it for resource usage without changing the output.
This exists in Tools right now and gives you an objectively better plan than using Maximise alone, but you have to fight the UI and use 2 different modes in series to do it.
You optimize for resources, keep used resources fixed to what you got in the first step, optimize for power
one machine should be enough, i set the turbo fuel refineries to 88.888 to round up to pipe limitations
Phase 3 turbofuel power plants are so complicated
oo ty
With the unpackaging and stuff
without the packaged which i added arbitrarily for trucks and personal use you get about 6.66 more generators than the original plan
that's not what we're talking about, I know how maximise works (and I also don't want to change this on existing tools, as stated multiple times in the past, because it would change people's plans)
we're talking about tools using input to create random byproducts
Another thing: Being able to input custom weights for resources would be a massive upgrade. They can default to the same now, but if somebody can just set their weights (and tweak them) then it saves A LOT of time when e.g. optimising for region or world resources.
I think this may lead to non-resource efficient builds 🤔 but I'm a bit confused right now and trying to visualise it
especially when using maximise mode
new tools will most likely have something like that, old tools technically have them but it's not in UI, not planned to be added to old tools though due to lack of free time and not wanting to waste more time on old tools
For items/min mode:
Step 1: do what you're doing right now - fixed output, optimize for resources
Step 2: freeze the resources used to be exactly what step 1 produced
Step 3: fixed output, fixed resources, optimize for power
For maximize mode:
Step 1: maximize for output
Step 2: set the output to be exactly what step 1 produced
Step 3: do all steps from items/min mode
Could just do a bunch of diluted fuel. Much simpler
ill probably do that with the remainder of the oil in the area
Or just that. Saves importing a ton of crap and it’s lots of power
Plus you could build more diluted on another node
Yeah, unless you really want the improved oil efficiency, Turbo is not worth bothering with. Even if you have all the resources nearby, it's more work per MW than diluted
wa- you don't need to unpackage
With diluted packaged fuel
Which is like 4x as efficient for oil with the HOR alternate
Diluted fuel exists yk
Im talking about phase 3 here
OOOOO
You dont have blenders at that point
I forgot
They get wayyyyy better in phase 4
And you unlock rocket fuel at phase 4
So 5 refineries 8 blenders( with alternates) and you get 37.5 GW
Yeah... should've used that because turbofuel sucks
can any1 help split 116.25 into 3 smelters at 100% and 1 at 87.5%
is there anything that lets you split something into a specific amount without having to use a bunch of splitters and mergers
A single splitter
Wait no 2
That's 4 smelters total
Basically manifold it
how long would hte manifold take to fully fill up
Not very long
Also, I wouldn't bother with underclocking unless you really need to
i mean i can produce 240 iron but then my miner is doing too much
should i jusat settle for inputting like 120 iron ore into it
Manifolds only really take a while to fill if its like 20+ buildings and your input isn't very large
or should i fill up the manifold before i even start the machine
Even with nuclear, if you do it correctly, it only takes a few hours
Exactly
If you want to. You don't need to
But a manifold for 4 smelters will fill up in a few minutes
should i just manifold everything
the problem with the amount i need is like everything is an odd number i literally cant load balance it
im doing a smart plating factory
Smart plating numbers are generally pretty nice but as a rule of thumb just manifold everything
just clock things so you have an even number of machines to feed, easy to load balance
not that load balancing anything is mechanically useful
A loop is 12km so each train can do 10 loops a hour at 120kn/h. each train is 6,800 items so each train can drop of 6,800 items every 10mins. But I need 6,800 items every single minute. And we need to factor in the 1 or 2 mins to pickup and drop off the items
Whats the most efficient way? I am able to have multiple trains on multiple rail ways
you can use this as a ballpark to get the number of cars you need, then divide it by a size you think is manageable for you and maybe add on an extra one for safety
Having 1 big trains vs multiple smaller ones doesn't really impact efficiency unless your train line is saturated
Im looking at this and don’t rly understand it
So it it saying 26 items a second, and it takes 300 seconds for each trip
Then how many items in a stack and stacks in each train section
You need to know the throughput you want and the round trip time between your stations
32 stacks for 1 car
If you I’ve a large train route does it tell you the full time or just to the next station?
Measure the actual time it takes the train to drive the loop, with all the stops and loading/unloading
No you need to time that yourself
You also need to remember that a freight platform only has 2 outputs so the max throughput on that platform itself will be 2 times whatever the fastest belt you have
With the volume of stuff you are moving I suspect that will be your bottleneck
Idk of the top of my head so a good guess is. So I need 6,800 a min. So 114 a second. Round trip is 15km, Thats about 7.5minutes, and let’s add 2.5mins for loading and unloading. And everything Im moving stacks to 100 and there is 32 slots
So, 114 x 600 / 100 x 32?
What belts?
You can't just assume your train is at 120 km/h all the time
480
Sorry, it’s mostly flat and I’ll be using more front ends than I need to go faster
Doesn't matter. They could slow down due to signalling, and you also aren't accounting for accel/deccel periods
Alright
With mk4 belts, you need at least 9 platforms to move 6800 items/min total with stack size 100
Let’s assume Im correct in saying 10mins tho. 114 x 600 / 100 x 32 is 21,888
could I have 4-5 and use 2 trains?
No
No
Alright
9 platforms minimum
your platforms can only handle 960/min
Because you need 18 belts
They can't even do that, actually
Is this the items per train?
If I were you I would go for 2 trains of 12 cars each
Or 4 with 6
But potentially a little more to be safe
Assuming 9 wagon long trains, you'll need 3 of those to move 6800 items/min 10 minutes round trip
No, that is the number of cars you need to move your items at the throughput you want
Did I do it wrong then, it says 21,888
Alright, sorry for my bad math. I just googled 144x600/100x32
So as a minimum you require 22 cars but in reality you will need a bit more
I totally forgot about the pause for loading/unloading lol
For each train section, doesnt that have 2 in and out, so if a train was 2 long, it could input (480x2) x 2
Nope
Or does it just have 2 in and out per whole station?
True throughput of a station is a bit less as they don't input/output items during loading/unloading
And the more trains you have running through your station, the lower the station throughput will be for that reason
guys im planning on making an iron factory what items should i make?
Everything
#math-and-meta message This is what you need but if you are like me and like nice numbers you will go for 10 wagon long trains and have 3 of them to have your desired throughput
so iron plates, iron rods, reinforced iron plates, and screws? am i missing anything?
anyone got a list/link for good performance settings without being potato? the mega projects killing my frames
Sorry Im new to the game
I may stick with long conveyers a lil longer but I’ll look into this some more
Depends what you have unlocked, but generally you will need to automate everything
im in phase 2 i just finished all of tier 5 and have nothing unlocked for tier 6
You need 2 belts out of the platform into an industrial storage container, then 2 belts out of that to your factory. But you'll only get about 420 per belt. Which is why you need at least 9 platforms. 6800/420/2 = 8.1, rounded up, that's 9
So 3 trains with 10 wagons along 9 stops?
9 stops?
Why 9 stops?
9 platforms i mean
The number of wagons in each train should match the number of platforms
Or 9 if you are using 9 wagons
Why 10? 9 is the minimum. Plus an 18:18 balancer is easier than 20:20
because even numbers are nice
Oh, and did I mention you'll need a balancer to consistently get 420/min/belt? Yeah, you will
@severe girder If this is your first train setup I wouldn't bother with it tbh
Go for something smaller
It absolutely is
Belts 😭?
What is it you are transporting?
Why are you even moving 6.8k of something 5 train minutes away with only mk4 belts?
This is what im wondering lmao
Im not, not yet thats why Im looking into trains. But I probably will :(
And that’s all I have unlocked.
Can those items not be made at the place you are trying to take them?
Per Minute :
216 Caterium
630 Copper
1215 Coal
3472.5 Iron
720 Limestone
180 Crude Oil
Oh...
There the natural resources, then taking them all to 1 mega factory type place
wait what would be a reasonable amount of iron plates, iron rods, reinforced iron plates and screws to porduce
And you can't get all of that where you are building?
Yeah, that ain't all going into 1 train/station
Not, it’s all through i tiny bit of the map
That's not an answer we can give you. It depends on what you need and also what resources are available nearby
Unless you want it to be huge
Bc I only have tier 2 miners just for the iron I need 15 pure nodes
That’s why it’s all a lil spread out
there are 8 pure iron nodes nearby
Either use belts or turn the raw resources into other things that you then have less of and transport those instead
Because the 6.8k/min values I gave before assumed 6.8k of one item
With multiples, it's much worse
Most of it is screws and that turns it into more i think:0
Again, not really an answer we can give you. Do what you want
Oh Im sorry, should have made that clear
If it's gonna become screws, you could probably cut your iron usage in half by using something else lol
Make sure you use all relevant alts if you're building something big
I also assume that you have multiple pickup locations and all of these resources aren't at the same place at the moment?
Huh? I don’t have ANY alternative recipes
Idk how to get….
Lmao
hard drives
Thanks
you will never use screws again when you do
I do have a few already
Using sub-optimal recipes can make your factory insanely large and expensive. 1 missing recipe can make it 2x larger in the most extreme cases (HMFs)
Arnt the random recipes you get on hardrives?? Do you just find more hard drives till screw is an opinion?
Copper rotor enters the chat
The only good screw-using recipe, really
based on your subjective preferences
why would you add copper into the production of rotors and then motors when you can just use steel rotors, iron wire and steel pipes?
Steel rotors are very expensive
Because copper rotor is the most resource and space efficient way to make rotors
Based on a lot of people's subjective preferences, from what I gathered from different conversations
^
thats valid, id rather take the more expensive recipie and simplify the production chain tbh
Unless you want to cheese rescans, yes you need to gather HDDs until you get the alts you want
You get 2 recipes when you scan a HDD, if you don't like them then you can do 1 re-roll for another 2
all just preference ig
Still doesn't make it objective 🤷 and definitely doesn't mean all people think that
Thanks guys
Which is completely fine 😉 just saying why I personally wouldn't bother with it. Abd tbh the other options aren't really more complex either
Also is the speed you can get to by slide jumping a bug?
In what way is it simpler? You either introduce coal (and hence, steel) or have to use iron pipe which takes up a lot more iron
And usually where there is iron, there is copper
iron pipes with pure iron ingot is easier imo, after making 380 refineries for copper just for copper powder in my current project i dont mind a couple more for iron
i deff might try copper rotors after this convo tho
Copper rotor is just over 50% less resource intensive as steel rotor
Although if you are not resource maxing I guess that may not be very appealing
Steel rotor + default stator and you've got motors out of just wire and steel pipes
And with iron wire and iron pipe, motors out of just iron.
Sometimes it's easier than copper + screws
For that case I guess
Iron is very abundant in a few locations. Might as well build your motors there and not touch copper
thats the logic ive used making motors from just iron, typically i try and simplify the amount of different inputs just for simplicity, never rly thought about resource maxing because i dont think my pc would cope
I usually care about resource efficiency, but mostly because more resources = more effort. If more resources = less effort, then I will happily pay the price
fair enough, my logic especially now that blueprints are a thing is less total inputs = less effort
im having a lot of trains run slow due to the signaling at my T intersections, am i better off using a roundabout or similar design?
Post a pic?
there is also another one just over the hill you can just see, the problem is when one reserves the path the rest wait for it to complete it which causes them to stop (Right hand drive)
Consider not using path signals
i just watched the gridlock disipate so thats not there
replace with block signals? ngl i have little clue how signalling works tbh
You've got some weird-ass signalling there
im ngl i just copied some stuff off the wiki bc its my first time actually using trains
we have signalling on the wiki? 
I don't see the signals being wrong, just maybe too frequent
Duplex signalling rules are fairly simple, even if there's a lot of them
- Path signals at entrances to intersections where rails cross. But actually cross - one rail goes straight through another
- Block signals at exits of those intersections
- Simple splits/merges do not really benefit from path signals - block signals are good enough
- Large and/or complex intersections may benefit from having extra path signals inside them.
- If one rail goes entirely over/under another in an intersection and they do not cross, it's probably best to treat it as a series of splits and merges and use multiple block signals. Especially if the intersection is large. But using crossing rules (path in block out) do work too
- On long straightaways, block signals every 100ish meters. The exact spacing doesn't matter, you just don't want kilometres of signalless track
- Path signals create no-stop zones between them and the next block signal - it might be useful in some cases
- Path signals need space before them, completely free of block signals. If a train is passing through a block signal and then a paths signal, in that order, the distance between those signals needs to be longer than the train's braking distance. Otherwise the train will slow down or even stop when approaching the path signal
On long straightaways, block signals every 100ish meters
can easily do with 300-400m intervals
Technically, I'm pretty sure the closer the better, but I do 100m, because
- There's very little benefit from going closer
- That's the max length of a track segment
I've heard people complain about "having to spam signals too often"
it works and there's nothing wrong with it, a matter of preference really
(and yeah, by 300-400m I do mean 3-4 track segments)
The distance between trains (front to front) is gonna be signal spacing + braking distance (~200m) + train length. The denser the signals, the denser your trains can be
Though with 1-4 trains, the difference in density between 100m and 400m spacing is 1.8x
that's true
it depends how busy your railway network is
most parts of my network only see like 3 trains total, so 100m signals would be overkill
Good morning, my powergrid just exploded and I'm trying to restart it (manually u.u)
I'm at a power switch to turn more parts on but it crashes there the entire time O.o
Power Grid A has Prod 2.2GW and Max Cons of 1.1GW.
Power Grid B has a max Cons of 520MW.
Why would it explode/crash if I try to activate thta part?
My own math says that no matter what, 2.2GW should be able to power a 1.6GW factory thinking
Thank you, I will read this in detail tomorrow I have to sleep for work
With some thinking - try placing priority switches.
With a lot of thinking - good luck debugging!
I don't have the priority switches yet
But powerplant and these switches were next on the menu ^^"
Just that the powergrid went down the moment I decided on going there after reaching Phase 4
fyi, kMW doesn't exist, use GW instead 🙂
physically disconnect your power station from your factory grid,
restart power station
reconnect
Well ... the game shows MW xD
No clue how this community handles it so both kMW and GW are somewhat correct D:
After all I know a couple of games that uses kk instead of m.
But ... I can fix the remaining kMW to GW xD
yeah, it doesn't show kMW 😛
and GW is how you should handle 1000 of MW 😛
That's what I did.
And made it work (I just planted one more fuel power generator ... the biggest section of my consumers had 5 more MW Max Cons. than I had Production D:
So on startup it exploded despite never actually using that much.
Next is making the grid more robust ... and moar power.
Ty for the help ❤️
First time messing with signals. For this design I think I need both a path signal and a block signal in the red circles, but can only place one. Is there a way to do this kind of intersection that I don't see, or do I need to separate the intersection to place both signals?
I'd rather design it better tbh
this looks like it will have deadlocks all the time
yeah it's fine (though if I had to choose, #1038092680493801533 would be a better pick imo)
Yeah, I'm realizing that too. Might have jumped the gun building so much of this without troubleshooting first
I'd probably place a path left of the left circle, and a block right of the right circle.
IF there was only one of these
But alternating path and block signals with less than 200-300m between them is a terrible idea
So actually, placing path signals everywhere except behind stations is probably better
But that'd mean trains just passing by would delay everything massively
So yeah, this is not a good design
To mention, it’s recommended to just watch a guide on trains, signaling. “Toaster gaming rails satisfactory” on YouTube is pretty good.
Then pick one of the couple good rail setups and consistently implement it in game.
What are those green and red stuff? 😅
those are highlighting areas of the railway tracks in editing, so you can see what conditions are happening according to particular colors
Ohhh okay
Signal segment colors. You don't need to care what the color they are exactly, other than whether it's the same or different
different is good if theyre all different, especially in ones used by multiple trains coming from any direction
they need to stop if there's a train in there to avoid collision, or take alternate route
have them in a line like this and you'll save your sanity
more of a noob question.. How do I distribute the the Iron ingots in the amounts I need after they leave the foundries?
manifold
they will self balance when the 30/min line is full
you can also load balance by adding a line of mk1 belt and split into 2 so you get 30 30, merge back 1 30 and the last 30 can be connected to copper alloy
or simply just have 1 smelter that produce 30/min and has that single line goes into alloy foundry
that was my plan for the copper foundry, thanks for confirming
my problem for a manifold is that I'm limited to the T3 belt
the other main method, thats usefull if not all the locations you want to deliver to are in the same spot , or you don't have a fast enough belt, clock groups of machines to deliver what you need exactly onto abelt
but I have 308.704 Iron ingots leaving the 5 Iron alloy foundries, so what is the answer to figuring out how to get them all onto a single manifold?
Or am I meant to use two seperate manifolds?
Sorry, still trying to wrap my head around the mechanics
"or you don't have a fast enough belt, clock groups of machines to deliver what you need exactly onto a belt"
this will break it up onto multiple manifolds
break it into 2 line?
Oh, yeah you've got a stupid decimal in there, I'd say injection manifold
injections manifolds are just multiple manifolds linked together. For no real reason
so the answer could be to use two of the five manifolds to make the 103.704 for the Iron wire, and clock the 3 remaining foundries to produce the remaining 205 ingots I need for the remaining constructors?
clocking is your single most powerful logistics tool you'll have the entire game
I'd do a 2:2 balancer and then 2 lines on each side. No need to worry about doing math exactly, it'll work as long as none of the belts' capacity is exceeded
what is a 2:2 balancer?
Split each belt in half, merge the halves
not something useful in this situation since you're not trying to get 2 belts of the same volume? I don't know why it was suggested to you
But not merge the same belt back together, merge one half of one belt with one half of the other, repeat for the second halves
I think the theory is that if one belt clogs, then it'll balance onto the other belt
Theoretically bypassing the item throughput limit
I think I understand
you could jsut do that with any 2 belts
Balancer doesn't mean "equal outputs" tho
A useful trick, but not necessary in this instance
no, it's baffling
To you, maybe 🤷♂️
I use it all the time. Very useful when I can't be bothered to do math. Which is always
green line is the manifold
grey is the splitter that goes into both manifold line
you get equal line in this way
theyre trying to do 308.704, which cant be done in 270 belt, so i suggest to do 2 manifold and have the machine does the exact rate for it
I guess. I don't know why you're linking them if you're clocking them exactly right
you could but I think that would take an extra step of calculations? a minor one, but still an extra step
so Im going to : 1. split off a 60 line for the copper ore line and the iron line both, then split each 60 into 30s, relinking 30 each to the original ore lines and sending 30 each to the copper alloy smelter. 2. Clock two Iron alloy foundries to produce 103.704 ingots for the Iron wire line. 3. Clock the other 3 remaining Iron alloy foundries to produce 210 ingots for the main manifold line to supply the rest of the factory? Did I get it right?
Correct. A balancer allows you to kinda have the capacity of multiple belts in one. Except you do not actually have the belt and have split on/off it with your actual belts. But as long as you don't exceed belt capacity on either of the inputs and outputs, a properly designed balancer will work, regardless of the exact numbers involved, thanks to clogged belts overflowing onto empty ones
you can do that
Thank you to everyone who took the time to help me out, I assume this channel typically doesn't see many beginner logistical problems, I appreciate it, this game rocks.
You'd be surprised. The answer to a lot of people's questions is "manifold it". You at least couldn't just manifold it due to belt speed limits.
if 1 manifold line couldnt keep up with the production, do 2nd manifold line
hahaha
i worked with 3k screw with just mk3 before (dont ask me why)
Generally, my goal is to make smaller modules that require more acceptable numbers per module, and then scale those
how do I divert 60 copper ore off my line in order to be split into 30 when the line only contains 71.827?
Seems like it's not possible with a line lower than 120 units.. is there a clever way to do this i seem to be missing?
Is this where smart splitters come in?
Single splitter and let it self-balance
Or just never merge and have it separated
yeah clocking the machines is prob simplest and least braining move
The logical part of my brain has fallen asleep.
What is the best way to connect these 3 converters (500 EPM/m) to the 10 Encoders (150EPM/m) (Power shard) while
make it 9 encoders
no
is it just outputing photonic stuff?
you could try a pipe ring and 3 inputs?
it might not be the worst
I can't think of anything else that would be better
9 encoders 😛
I'm needing those 125 power shards/m
112.5 is not good enough kek
you could clock it so you still get that?
I'm not sure how much...less bad valves are nowadays?
The 10 of them are already at 250%
but I'm unsure how much that effects back flow, the unpowered bit
yeah figured. could do it 12 then?
I mean the ring will probably work fine. Probably.
are you doing ionized fuel plant?
madman
6 at 108.333333% could work
Looping the loop-organ
well, 108.3334 anyways
I'll see how it looks, since this is meant to be very demanding of aesthetics
jeez
i forget, what is the power production you need to have to make those worth the crafting?
I don't care about power.
I care about the aesthetic
hell yeah
Oh my
60gws or more
And all this just to make a cool build, not even the power
How much ionized fuel
.. 80
I have split the 125 shards into two halves, 120 goes to APM and the 5 overflow goes into Ionized for Drone/jetpack fuel
I'm (hopefully) finishing up my first aluminum setup, and I'm having an issue with my water. I need 600 water for the Bauxite - Alumina processing, and I'm producing 360 water at the Alumina - Scrap processing. Adding two water extractors at 120 each gave me exactly the 600 I need if I loop the 360 back into the first pipe.
Though it seems like after a while, the pipes (which were already full) fill up entirely and the entire system stops. Why does this happen? How can I fix it?
Separate fresh and recycled water
How? And why would that fix it?
pipes don’t (really) have priority! Unfortunately, the amount you have looping back is not the first to be consumed by the system, so the loop ends up slowly filling up from your pumps. While it makes sense on paper, this loop system would require perfect 100% uptime forever on every machine to stay balanced and unclogged. You are much better off pumping in all 600, then using that 360 in leftover water in some other recipe!
like this
blue is fresh, red is waste
Ah, I think I get it then! That's probably the best solution for me, since I don't have another recipe I need water for that I can make nearby, I don't think.
Actually, that creates some slightly screwy numbers, since 360 doesn't perfectly supplement 400
over/underclocking should be able to even things neatly
Hmm, this is gonna need a little redesigning then lol
it's mostly clocking work. 🙂 example ratios depending on what recipes you're using
Alright, this makes a bit more sense. I'm using the Sloppy Solution and Normal Scrap. The only problem with repiping and changing the clockspeed, is I already built the rest of the production line lol, so I'd have to change everything I already have
Or, no. I could just see if it's possible to redo the refineries
Its thankfully quite easy, if you already have all refineries present, you just need to redo some piping
The ratio of solution to scrap refineries doesnt change, only the ratio of how many refineries get fed byproduct water
thank you again, my problem was definately overuse of path signals, i will be utilising more of these thank you
@quartz sleet if you scroll up you can see a discussion on splitting the waste and fresh
thanks
while directly feeding waste into fresh is possible it's fiddly and depending on your choice of how, somewhat unreliable
and this is super easy to do
for priority pipe mergers the merger needs to be vertical on the line yes?
yes.
though it's not a super reliable option
it's probably the most reliable of the direct feed options
yeah ive used it before just thought id check ty
with how weird fluid can be it is a good option
I mean, I would argue because it's less reliable it's a less good option. It works off magic basically
the keeping waste/fresh split options (above) is objectively the most reliable.
you can also split the waste to an entirely different process like pure ingots or something. But more effort
@tall dawn add in all the final outputs you want, end product items, it'll create the path
yeah lowk i need to do it properly but im 40 hours into this project and im at the end, im ready for it to be over
shrug I would argue it's very fast and will save you more time keeping it split because sometimes you just need to keep rebuilding VIPs but you do you
time is completely out the window for me rn, i automated from scratch all of the final space elevator parts with 10, 10, 1 and 1 /m of each, would have been quicker to box craft but i was in it for the journey no the destination
Split water is definitely the most time and space efficient way to build aluminum.
You can actually make perfect priority systems now via packaged water and priority merger - they have significantly improved functionality but are more complex and time/space intensive to build properly.
this is a packaged priority system for 6x600 bauxite, with forge ingots powered by cheap silica (all processed in the module)
where is this img from ?
i screenshotted it yesterday 😄
from ingame?
@vapid gorge
well hard to tell, but are you feeding 3 generators from 1 water extractor?
Yeah kinda, will take care of it rn tho
well 1 water extractor makes 120 water, 3 generators need 135 water pm
so that's one issue. But you really want to make your power stations very neat and tidy. especially with pipes
also this is west , go between the N and W for north west
Thank you
anyone know of any tools for making rate limiters?
Smart Splitters ?
once the belt is saturated a smart splitter will over flow elsewhere, meaning only X parts per min will be sent down a path
or you know, use clocking to rate limit
no but like i have a 1200/min output from industrial storage but i cant use mk5 or it will take to much
once hte system fills up, the smart splitter will overflow the rest where ever you want.
what is the issue?
mk5 conveyer does 1440
780
which is taking too much so eventualy the factory wont beable to rpoduce enough
ok how much do you need to send down the belt?
(2 of them)
1200 in total
ok so you know what happens when all those machines are full if you use 2x mk5 belts?
they will only take 1200 pm. So it'll work out.
ok but like i dont have that factory yet im just prodcucing the 1200 and would like to keep it at that level
that will happen.
if you clock your machines that consume the parts to consume 1200 pm it will run smoothly.
is there some aspect of this you don't understand? the machines themselves will control the rate moving on the belts
i dont have those machines!
what machines need 1200 pm?
eventualy 60 assemblers
ok clock those constructors to consume 1200 parts per min.
that will mean your belts, even though they are mk5s, will only move 1200 pm
yea i know i will do that but at the moment i dont have those
so why do they need to go anywhere? if you jsut need them to keep moving jsut sink them
you don't need a rate limit a sink if you want it all sunk
so i just want to sink but if i just use 2 mk5 they will just take too much and ill have to wait ages for it to backflow again
do the overflow before the buffer, that way you'll have a big buffer
same problem
no? you'll have a giant buffer of items, and extra will go to sink?
if you are making 1200 ppm incoming, and you want it to keep flowing, you'll be just as empty of items behind the buffer if you 'rate limit it' or not
yea no but thats the problwem if im empty behind the buffer they manifold will empty and i wont get peak production
empty output manifold does not impact 'peak production' in any way shape or form
an input one sure does
that's why the full buffer that feeds the eventual input will be full
and even if that weren't he case you'd just wait for hte spin up time
but that's not the case, the buffer will flood the system you make
the 1200 comes from another factory
so? you feed the input manifold from the giant buffer.
or sink the overflow BEFORE it gets on a vehicle, that way the delivery point is full full. Lots of ways to solve this with essentially zero effort
@dusky dust This is the system that needs a valve to operate properly
(side view)
Any water level high enough to feed the machine on the left will clog the output of the machine on the right.
like this
however if you valve it, this happens
water goes leftways through the valve, even when the left pipe is fuller/higher.
and it doesn't come back
The simple way to fix it so that you don't need shenanigans is to put the output machine at a higher elevation than the consumer. Even 1 or 2 meters works great.
HOWEVER in P4 there are several buildings which both input and output fluids and can loop into eachother to reduce resource cost, so it's impossible to keep the input above the output because that would require building B to be both lower and higher than building A, which can't be true simultaneously. For me this was Non-Fissile Uranium consuming liquid acid and outputting liquid water.
Valve radically improves flow for those.
Aside from that, in every test i've done, valves with no flow rate limit either did nothing or improved flow. I've seen that from several water enthusiasts too
Another thing that does is using low-capacity pipes in the direction that you want less flow to go for uneven splits
e.g. turbofuel manifold, you want 7.5 to go one way and 592.5 to go the other way, you put a mk.1 pipe on the 7.5. That makes the system want to split 400+200 instead of 300+300.
pump would be better here 🤔
The only difference in functionality between a valve and a pump in this circumstance is that the pump requires power. The valve does not, and they do exactly the same thing - so the pump is just strictly worse.
more headlift can't hurt
no, but there's literally zero benefit. There's also some increased risk - if you forget the pump powerline somewhere then the system bricks completely due to unpowered pump headlift resetting at the bottom of the pipe system
would a non powered one work? or would it prevent the machine from getting fluid
Non powered sets the headlift to 0m, it actually REMOVES the headlift which is already there
Given the location (equal height or below the recieving machine/s) that would cut liquid flow to zero
I mean forgetting to power anything is problematic 😄
wire!!!
Yeah, but it's another point of failure for something which has literally zero benefit from needing the power in the first place
a valve is just a pump that doesn't need that power connection
they are otherwise identical here
depends purely on you. You can get all recipes, and all recipes are useful in certain scenarios
Might just sit on it then, just now getting coal/steel going so we’ll see if that alternate helps
Not really hurting for wire/copper atm
And no caterium reasonably nearby
how do i get these back machines to stop stalling
you're trying to push more through your pipes than they can handle
( they arent at 600 per min)
mk.2 pipes can only handle about 400/min in some situations, the picture above being one of the worst of them
what i did which seems to now be working is seperated it and reatteched it at a later point
?
middle out works better than connecting at one side, yes
backflow consumes flow capacity too.
ah
so if 500 flows forward and 100 flows back, you have 600m3/min of flow while only 400 actually moves
and the pipe chokes on that because it's @ 600
how to properly acount for backflow?
loop the pipe
also hot to let manifolds properly move?
no space for what i w as doing there
literally has space for the image above
it's difficult to predict manifold flow rates, but generally splitting your pipe in half before the manifold (so a 600 into a pair of 300/600's) is the easiest way which requires the least knowledge i think.
i thought it would be more anoying
If you want a pipe to send 270 one way and 30 the other way on a junction, putting a mk.1 pipe on the side that you want only 30 will also help.
however would be annoying as hell
if i just keep thorughput rates in the pipe low can i treat them liike belts kinda?
neither, just let it sit in the library to not get them in the next drive
no, you shouldn't treat pipes as belts
i mean not have to doi annoying shenaigans
like looping
if im having to do it over the whole damn thing
If you don't move more than half of the pipes flow rate limit then mostly, yes
thats what i was saying
400/600 might always be fine, but it's getting near danger zone for the worst setups
it's a good habit to loop the pipe always. It's not always needed, but it can't hurt and usually helps
iver just the machines or all the way to the destination
just the manifold
oh then ill do that in the future bp's
but as shown in the image - ideally vertically, feeding from top and connecting to machines at the bottom
i mean hey what i did has let it work so far
what about loops like the alumina ones?
how do you do them normally
aluminum is easiest to do by separating fresh and byproduct water
what about vip juction or whatever they are called
I wouldn't trust that black magic
they don't work reliably unless you have package and unpackagers w/ priority merger
so what if i do 3 water systems, the first only runs on fresh water, the second runs on waste waster from the 1st and the 3rd turns it into wet concret to sink
so i guess 2 systems really
you don't need to sink/wet anything
the 2nd system is all the waste water (including the one from the waste refineries)
hjow the hell do i get rid of the extra water if i dont want to mix fresh and waste water
ah
then how do i do the pipe loop thing(cleanly) for blenders?
and do i need to do that for gasses
and i f i do the loop thingy how much can it reasonably let through
600
there have been recent new designs for vips and their mechanisms that do seem to be consistent
https://www.reddit.com/r/SatisfactoryGame/comments/1lr5p8p/solved_how_fluid_priority_actually_works/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
can it go the full distance of a manfold
just make it as in the image
i mean as a blueprint
that was once said about McGalleon's VIP as well 🙂
page not found
just for inputs or also outputs?
what?
loops
why replying to message about VIP tho 😛
idk
inputs need it way more, I've heard some people saying they needed loop for output as well, but I can't confirm or deny that
so both to be safe
hm there arent many low throughput output fluid recipes right?
if you want, sure (though for outputs the main pipe should be at the bottom, not top)
what do you define as low throughput?
quartz purification needs 10/min
thats input not output
turbofuel needs 22.5/min
outputs 18.75
i guess in most TF systems is kinda already output looped since you interconnect it with the gens
how th do i get this to work for something with both solid and liquid input?
you... connect belts and pipes?
i mean can it be slanted junction or does it have to be flat
i need this to be scalable
as long as the feed pipe (bottom one on the image) is level with machines or above, it's fine
ok
and im making a bp for it can it go the whole length and i connect it at the ends?
or does it need to be small
imma go with "someone should really test this"
and obligatory @oblique hollow ping
(tldr do you need a loop for 600/min output, like making 600/min nitric acid all merged in 1 manifold?)
Shouldn't be needed.
Merge manifold prefers if you keep it mk 1 until you actually have more than 300/min tho
All sidelines out from blenders should be mk 1 too
And add a pump for good measure at the final output pipe that moves 600/min
Splitting flow back up is the part that needs the loop / the equal split
so a 570/30 merge is stable?
Should be imo, as if it isn't, the 30 pipe backs up and is more than 30 and becomes stable
ye i guess the 30 pipes acts as a buffer so theres always enough to supply 600/min
Might be a bit late but if you process nodes of bauxite individually your manifolds for waste and fresh water tend to be very short and don’t need a loop
im in phase 3 your not too late
"two pipes which look the same but are segmented in different places behave differently" strikes again.
I find that behavior quite problematic
i just wanna be able to make my solid aluminum rotors at max effieciency
But yeah, process the nodes individually, split the fresh and waste water refineries in two groups. Simple and effective. Also one of the few places you tend to not need the loop
fortunately that works well with my base polanning
( im sad he didnt notice the solid aluminum rotors)
i think its more "have different number of segments"
so its like which pipe has more segments
that one has prio
Yeah, but you can build a 6 segment pipe and a 2 segment pipe which physically look identical.
but one of them has behavior X, and the other has behavior Y
so if somebody takes a screenshot or video of that pipe and they aren't in the salvage menu, you can't see why it's working (or not working)
Yes it does
No I saw it 😛 and a few days ago when someone posted the chain
probably me
Prob xD
i am genuinly going to make them
mostly cause i need to use all alts
and im using them in the only production chain where rotors dont make motors
nuclear
and iug smart plating but mod engines use motors
is Fine Black powder better than black powder?
what am I doing wrong with path signals? First time using trains 
what's the error?
Signal loops into itself
oof
pull out a signal, and look for a place where the color on the rail is the same before and after a signal
replace every rail touching that signal
though that's assuming you built your rails/signals correctly and got the glitch
will try, thanks a lot
well they are spaced properly at least 
well, the "signal loops into itself" is meant to appear when it's possible to drive from one side of a signal to the other side of it, without passing the signal in question or any other signal
if you can do that, you need more signals
if you can't, something's glitched
When I select all alt recipes in 1.0 tools, how does it choose which alts to use or to use a base? Is it minimizing the number of raw resources used, the % of each resource it uses of its total, or is it just picking the first or any arbitrary alt? For instance, if I want to optimize/make it easiest on myself to build X ballistic warp drives, Y ai expansion servers, and Z biochemical sculptors, what will tools optimize for in the tree computation?
it minimizes the total % of the world's resources used
It attempts to optimize for resource usage, based on weights derived by what KYO297 just said. :D (ninja'd!)
unless you're in maximize mode
Is it generally recommended to follow its suggestions, or would I regularly find that doing so complicates setups and/or requires more transportation of intermediates given that it won’t necessarily optimize for less number of unique required raw resources and/or their map spread?
I'd say, on average, the most resource efficient alts are usually the ones that minimize effort, especially if they're far up the chain
but not always
I imagine it would always choose alts like wet concrete or other water-dilutions that increase production, which many low tier items have, so that’s a lot of water piping
Nah, you should build however you want. I often end up tweaking recipes and such to match what I end up wanting to build in the end
sftools' biggest benefit isn't necessarily just that it solves factory production for you, but that it makes it so easy to tweak exactly how you want to do it
I often deviate from tools' plans by about 10% of the recipes
Like if it solved using a recipe you don't want to use, just deselect the recipe. Or if you want to avoid using Copper, go deslect copper. Or if you've already got HMFs being produced somewhere else and want to use those, you can add 'em as inputs, etc
It's kind of rare that I'll accept sftools' very first suggestion, but that's also because I'm pretty familiar with the game's recipes and have my own preferences and such (and more knowledge than sftools has about the local nodes that'll be near the factory I'm building)
As a first-playthrougher, I am actively struggling to know what I want and lack the familiarity to make any sort of reasonably informed decisions. There’s an entire thread in the questions channel about this 😂
Though that said there's also nothing wrong with just accepting sftools' first graph and making that. Up to you, in the end!
Heh, for sure
As I say, nothing wrong with just taking its suggestions and going for it
I tend to keep a tab open on sftools which is just for copying, where I've selected all the alts that I've found so far in the playthrough. When I start up a new factory I'll copy that tab
That way I'm not always clicking on recipes and such
if you're making iron-only rotors, always disable default rotor, and if you're making iron-only modular frames, always disable default frame
those 2 default recipes are less than 1% more efficient than the next alts it'll choose (steel and steeled), but require significantly more machines
the rest is up to your preferences tbh.
Note that especially for petrochem stuff (rubber/plastic/fuel), if you've got the necessary recipes, it'll always try to optimize for oil efficiency on those, which leads to the most complex petrochem loop. That one's a bit wild, so keep in mind that producing rubber+plastic doesn't have to be as complex as sftools will often suggest
I see. I just know I’m going to run with something and get absolutely destroyed with the lack of organization and foresight.
the issue with a less efficient oil processing is that it's a lot less efficient
(I know that it's just sftools doing what it's told, but I'm always amused when I'm making a factory which needs, like, 20/min plastic or something, and sftools goes all most-efficient-oil on it. Like, it's fine, sftools. I'll just use a bit more oil. :D)
I'd just disable oil at that point
Sure, though the most efficient loop is likely to be a bit wild for someone still getting to grips with the game. And even though the other options are less oil-efficient, your average user is highly unlikely to ever actually exhaust oil on the map, so it doesn't really matter in the end
My real favorite "sftools doing what it's told to do" thing tends to be anything involving Nitric Acid, since it'll optimize the f#@! out of those miniscule amounts of Iron Plates, unless told not to
All Coated Iron Plate and Pure Iron Ingot goin' on
Like come on, I need 20/min Iron Plates, I'll just smelt some iron. :D
(again, this is not a complaint; I'm just always amused by it when I see it)
I'm more annoyed by not being able to disable it with just one click
Like SAM shenaningans can be disabled with one click in 2 different ways unless you're making a tier 9 item
same with the blender before T7
which alt(s) in particular would I disable? and are there any alts you'd recommend always disabling? or is it just totally dependent on the situation
seems that way; https://www.satisfactorytools.com/1.0/production?share=ylPTZtwLzPsD71cZWM5N uses 60% of the map's oil when no alts are selected...
Totally dependent on situation. On a playthrough I may end up using every single available alt for a material, depending on the situation of the exact factory
you should usually disable all resource conversion recipes, unless you specifically want to use them. search for ( in th default recipes section to show all of them (though not only them so don't disable everything under ()
or just disable SAM entirely if you don't plan on using it for anything
If you want to disable the most-oil-efficient petrochem loop, the alts involved are: Heavy Oil Residue, Diluted Fuel (or Packaged Diluted Fuel), Recycled Plastic, and Recycled Rubber
Though personally I just leave all my available alts selected at first and then disable as I see fit
thumbs up though I did use both HOR and DF for the nitro rocket fuel power plant...
Right, everything's dependent on your situation. Rocket Fuel builds probably nearly always involve those two
(Also, I'd personally recommend keeping graphs for "big" stuff like that broken out as much as possible, regardless of what tool you're using to help solve for it. Obviously that's a bit more difficult with Phase 5 stuff since there's a lot of resource interaction, but for instance if it were me I'd probably have a separate graph just for Trigon production, etc, and probably break up that plan into three separate factories (making use of the "inputs" tab to manage exports between 'em))
one advice regarding inputs: Tools considers them free. plan everything in one tab first, then split it up, making sure to keep recipes the same.
starting your plan with inputs could mean tools will waste them
or don't split it up at all. I don't
Right. I was trying to do that for computers as a seemingly reasonable "one or more sattelite factories" based on the recommendations i got in #1393623558596329616 message, but then I got tripped up on deciding "well which alts do I use, do I need to worry about resource consumption %s that I'll need for other recipes, etc).
Like on my 1.0 playthrough I did have a joint Superposition Oscillator + NQP factory, but I'd had separate inputs for the Alclad, Crystal Oscillator, and Supercomputer inputs to that chain (and was exporting those products to the separate factrories which needed 'em)
Yes, this also made my brain panic as I was trying to do so.
Yeah, what KYO297 said about the inputs. Doing that first pass with a huge ol' unwieldy graph is handy to know what inputs those sub-factories might want; at that point you can split 'em out
Also, keep in mind that for the Phase 5 SE parts in particular, you definitely don't need to be building that much unless you want to. You can save yourself some time by decreasing your numbers a bit; the absolute number you have to deliver to the elevator is pretty small for all of those. They're handy for coupons afterwards, of course, but you'll probably have finished the SE delivery for one long before you finish building out the rest of the factories to do the others, etc
Not that those numbers are crazy, of course. :D
I tend to just target a 2-hour-ish completion time for Elevator parts
I mostly based it on the base rate of a single building, scaled up slightly, but well below the maximum rate of that item the game could take, to be on the lower end
Yeah, fair, and the game's been sort of encouraging that approach in past Elevator steps anyway
For Phase 5 I've found that if all you care about it just completing production for each part in ~2hr or so, though, you can often get away with even less. (Though now that I think about it, I may have slooped some of those outputs as well)
I certainly want the golden nut
sigh
I'm trying to figure out my pipe logistics
I would use take the 1500 and use that first but each one of those PA drinks 497.78 so each pipe of 500 would overflow 2.22 and last time I checked overflowing a gas isn't that fun unlike liquid
why can't you clock?
I mean I could but I want to balance the plutonium and that would eventually lead to it building up in one of the less clocked PAs
but can't you send exactly 497.78 to them? and left overs somewhere else?
So valves?
I was going to take the 12 shard encoders and do this with the 2.22 overflow, if I clock the PA to 250 I could use it all
god I hate modeler. Or how you've laid this out.
or both
It's be much easier seeing this in tools to see where everything's final goal is
so much of logistics organisation benefits from a holistic approach
I can't use tools for actually laying things out, I've tried
oh I know, but being able to see the full flow is so helpful to organise clockings and groups
I changed the 10 shard encoders at 250 to 12 at 208.333 and it's much better and seeing how that looks in modeler just works better with out how I process things
And' fuck it;
8 PA at 250 and 1 at 240.
xD I have no idea what is going on but I hope it'll work out
I've heard this a lot when showing people my plan :)
"chaos can be found within Order can be found within"
I mean it's probably fine, but seeing a tiny bit cut up everywhere doesn't tell the story well
Spoilers, here is the ending
just be patient
the first 6 machines need to fill up fully before it works
ok
just spent the time doing the math i will need 150 smelters for the aluminum 💀
das... a lot
i think like at least 30 can fit in a blueprint
i still got only mk2 BPs which is unfort
but yeah it's still gonna be a lot
and plus ill have to figure out the layout for how many belts ill need cause it's 9k scrap
ill have to figure out how to split everything actually so it doesnt look like a royal mess
wait i thought you were using all the bauxite in the world
yeah but this is the first half
ah
i was about do say how did you lose half your scrap
i haven't got it to the factory yet
only like 8 of the nodes
i mean in calcs
ah. i haven't added those it's right above the screenshot
unconnected for now
fun fact you can drag water from the refinery straight to your trashcan. basically dumping water for free
and in a machine like distilled silica which has the same output as input you can move it directly from output to input
huh
neat
how does the pioneer do that tho and just move hundreds of galons without a bucket
does she drink it
(yes she drinks sulfuric acid)
@thin ermine
dont go to the red areas its too dangerous
and stay out of the red jungle
i already went through there before
the red jungle or the red bamboo forrest
b o t h
Solid Steel Ingot or Steeled Frame?
sold american
i was leaning that way, the frame one didn't seem to alleviate any problems
Yeah, that's overcomplicated. Just package it all and then you'll be able to priority merge recycled water before you introduce clean water
nah im just goingg to ahave a clean and recycled system
not wasting space with packager shenanigans
And I got two templates in the works that more than fits in a mk2 blueprint
i will give credit, packagers add flair to the build
shrug put random aesthetic shit around it.
you could just have a couple packagers take up less space and just exchanging packages ad infinitum
I don't even think you need to hav ea priority merger for what their talking about, just clock both packagers to package the right amount of fluid pm
not the same as a machine with decent purpose, I can put any two package loops anywher but it aint authenitc
Actually I did design a plug-in system
Put 150 Bauxite/Min, 60 Pet. Coke/Min, and 45 Water/Min and you get 150 Aluminum Bars a min. Only shame was I'm not the best at making it pretty, but I got it within an Mk2 Blueprint to scale
But It can be a plug-n-play system one can scale with in a blueprint. No worrying about recycling needed
or the much more problematic "doesn't work on my machine" situations
where it's like.. they look identical from the outside, but "you should have used 3 segments to go from A to B; however you used 5, and actually two include verticality when it should be only one". If you go to help someone and start speaking like that it just sounds like witchcraft, and honestly kinda is.
i just try to avoid systems which can be affected by that as much as possible
key difference between systems which can work, vs systems which cannot fail. Liquid VIP is one of those "can work" things, while solid achieves "cannot fail" status because the priority merger has absolute reliability.
electrode scrap is goated
2 pipes of oil and 2 somersloops handles the entire maps bauxite
messing around with early game satisfactory is fun
wanted to make my first modular frames factory in the save be 40/min.
at least it should be once everything balances out. just the last assemblers left now
and of course i forgot to even hook up one of the rip assemblers great
600 pm coming in an splitting like this into 2 lines of 10 refineries. Have them looping from the end on both sides
yet some still won't stay at 100% 😦
remove the buffer
removed all buffers from the line, gonna wait like 5 mins and see how it does
there was also a previous buffer at a water?(oil) tower
You can't send the purple pipe upwards like that. It cannot climb the pipe without clogging the manifold, because the pipe is above the manifold.
you MAY be able to make it work if you put a valve before the elevation gain begins, but that pump on there is probably too high up to do that job
in general, it's a lot easier if you keep things either on the same level or go downhill rather than uphill
the output ?
you have some refineries creating heavy oil residue yes?
It comes this way into the bottom floor and then goes up on the side I showed previously. At the top floor it fills in and then flows back down. Seems to be working now, the output manifold is full but the machines aren't backing up
what are you asking for help with?
The issue was with the oil input
are you 100% sure that the machines are not running because they have 0 oil
rather than not running because output is full
110%
well they were, it seems to be fixed now that i've gotten rid of the buffers
Strange though that only that one line was having issues, I've used buffers before input manifolds like that before and haven't had issue before in this save
thing is if the reddit post is actually right then you can just add 20 junctions do it and it just works so it doesnt matter if the other side has 3 more or something like "add more junctions till it works"
like look at this thing
i think ive found a weird bug, 1200 belts running out of a smart splitter arent running at 1200 items/min i can tell because there is items going out the overflow
im an idiot nvm 🙂
What is this?
picture from the reddit post i linked in the convo above
its a VIP
that uses extra junctions to deprioritize fresh water
Ugh
at this point just use wet concrete to sink it this is insane lmao
i mean ye this is a testing setup
im sure you can make it look nice (or hide behind wall)
dayum
if i add a mk2 pump on a mk1 pipe it can still give 50 meters of headlift right?
cause i was thinking of doing that for something instead of 3 pumps on the pipe
ye
alrighty
I'm pretty sure
mk for pumps and pipes have nothing to do with each other
do these exist in the game?
don't believe so
unless more came in 1.1 than people chatted about
probably structural solutions
Afaik they are "in" the game, meaning they exist, but can't be built - save compatibility
@deft lichen ^
wait so these are unimplemented obj? \
More like previously implemented but removed
I don't remember those being listed in the wiki under those objs
But idk if that's true and if those were in game previously
But Docs list a lot of these under compatibility schematic
I'd have to check at home in the evening
nice and steady
the counter where i have issues with 600 pipes doesnt need to be reset
how do I transport gases
what are the physics like?
do I need pumps or can they flow anywhere?
no headlift needed. don't use buffers or fluid trains
no trains?
should I just pipe it like all the way across the map
could always drone it
I was thinking of just piping it if trains aren't the move, but I could always package
I don't have drones yet
train is fine if you package it
haven't done sulfur stuff
I'm pushing to get nitric acid unlocked so rn I'm trying to get some fused frames set up
I have them unlocked but I'm not using it yet
ah, well a bit of fuel would do it, up to you
uh.. I thought it was just batteries 💀
look them up on the wiki
well I have a lot of extra fuel that I could put into drones instead of power
if I'm going to end up converting it all to rocket fuel soon enough anyway
eh, just do nuclear, it's more sane
well I want rocket fuel as a jetpack material anyway, so hopefully I can get a mix of both
you can just do a bit of RF to then make into ion for the pack.
but to do a reasonable FU gen station you'd need like 500 fully over clocked fuel gens. Or just like 50 nuclear gens
I think I need to make a "second base" for uranium bc my location for the majority of my factories centers around the northern forest and there isn't much sulfur or uranium around
drone the uranium and sulfur to a convenient location and make the rods in an independent factory
ok
was in the same location and i just piped it
about drones, can I use multiple in a single port? do they just hover above a port while it is already occupied or will that create problems
I don't know that I would recommend doing so for item management reasons, but I suppose you can
yes, multiple drones can have a single port as their destination, and yes they will circle around the port in a landing pattern if it is occupied when they arrive. It is a perfectly valid strategy for distant drones since they won't arrive and unload that often
also do both ports need fuel or is fueling just one ok
Just one
drones must receive fuel at a port, doesn't matter whether it is destination or home
I would only do it for fuel carrying drone ngl
My general rule of thumb it set up 1 drone port per 3 stack of items per minute you want to transport
And 1 at the destination for every drone port you place ofc
I was considering using one drone port for my radio control unit production bc the computers and alum casing need to be brought to the exact same location
And I highly recommend setting up a base with fuel and drones that you can send to other locations so you don't have to worry about fuel more than once
low quantities of both are involved, I just want to have a solution where it doesn't clog up or fill with only one material
Just place two different drone porta mixing items in vehicles is a horrible idea
ok
I was almost even considering a belt to move computers bc it's not even that far away
I mean I only need to move 6/min
Whichever, but mixing items in ports leads to major inefficiencies
Depends on how much of the system's capacity you're using?
If it's not likely that the port will clog then I suppose there's no reason you can't use one port for both drones, just be sure to have the equipment to deal with a mixed belt and make sure there's an overfill sink somewhere
what can i do with this crude oil?
you need a well pressurizer
Tier 7
i think...
ah see, ty
What are the proportions of the supply you need to move? 1:1 or something more complicated?
You can take advantage of the fact that merger will take from each input in turn, round robin fashion, which means you can ensure a 1:1 or other small number mix going into the drone station. And use belt limiters to cap the supply exacty on how much you need or just above.
100:6, whatever that simplifies to
tier 8, though i think phases are abetter marker
One setup that might work, is one that uses drones' bi-di transport abilities. Dump the items into the loading drone port, on the unloading side, filter them out and set up overflow. Put the overflow back into the drone, send it back, and on the loading side, filter whatever was delivered, and priority merge it onto the supply belts, using up the overflow first
I have not tested if this'll work properly with drones, but it does work with supply lines
You might also want to use a ratio merger instead of a normal merger, because if you just merge 1:1, you'll be sending a lot of the Computers, back, transporting them back and forth for no reason
Alternatively, you can use rate limiters on the loading side, and on the unloading side overflow into a sink - as long as you're putting in exactly as much as the factory's consuming, nothing will be wasted, and the overflow will prevent it from clogging if something goes wrong with the factory or the supply
Or just use 2 drones
I just finished the math for my max nuclear no waste project that will be boosted by 7 Sommersloop machine (all boosted by alien power matrix) for a total of 4 580 250MW 🤣
I think I will only finish the alien power matrix factory this summer and the rest throughout the year I guess 🤣
The first afternoon was just for Marking each nodes I will use for alien boost matrix on the map with a marker 🤣
Ficsonium or no Ficsonium?
i'm assuming steel screws here?
unless you want to make a motor factory?
Reroll
if you want lots of motors rigor is great
I wouldn't want either
and steel screw goes fantastic with bolted recipes
Or... I would wanna keep it so other hard drives don't roll either of these
except bolted recipes suck ass
A lot of people. not naming names, will go RECIPE BAD, without actually thinking about the situations where they are good. Like all recipes.
but basically every recipe has it's use. Pick based on what you might be making next
if that's neither? reroll and repeat
I have yet to find a situation in which bolted plate is better than stitched plate
same with bolted frame vs steeled frame
they both just seem straight up terrible
In before V1.2 meta just boosts screw recipes 1billionfold in a new recipe update
I'll welcome it
other than copper rotor, screws just seem terrible compared to other options
it would be better if there was something you could gain for using them but no
resource savings from copper rotor and that's it
I actually included a bolted recipe in my mod, so I'd finally have a reason to make screws
then you have little imagination
I don't even make screws at all and I'm about to start on nuclear power, so I guess that's kinda true
Screws are optional 😎
The RIP alt that uses rubber instead of screws is peak if you can wait for each assembler to fill bc there's just so many needed to make a good quantity