#math-and-meta
1 messages · Page 321 of 1
the 3rd one from left is working
this was my last resort
and it still doesnt work
what even is wrong
you can make one in fluid with some quirky exploits, but otherwise only with packaged
the easier way to do things which mostly works fine is just to run some refineries on fresh water, and some more only on waste.
Nitrogen is kind of a rare resource it seems
Especially if you’re using recipes with nitric acid in the mix
you don't need a lot of it, and what you do need it for is basically all power
except cooling systems(?)
It's also concentrated in only a few locations, but really easy to transport due to packaging compression
why is it in the water?
what's the water extractor set to/
and I did say overhead image
and fused frames
You need a lot for FMF, cooling systems and rocket fuel if you’re making it
my Concrete Production
How much p/min
Mk6 belts and default jetpack fuel. Amazing
Probably 0, considering I don't see any sinks
sinks are behind me
6400 per min
and its gonna stay like that for a while
Why not liquid biofuel at least? It's better than regular fuel in like all aspects
I have a grand total of 0 Biomass and dont really wanna setup something for that and farm the biomass
im fine with normal fuel
1 stack of protein and sloops in every step will make enough LBF for like a month of constant flight
Regular fuel absolutely sucks ass compared to LBF but I'm assuming at that point you're hoverpacking everywhere so it's not like it matters much
not really
i use normal jetpack for like
70%? of the time
Hoverpacks are only really useful when amidst your buildings or working on a building. Jetpacks are still great for moving around
Hoverpack is kinda niche yeah
I kinda hate how it just cuts off
I only use it when buidling schematics
Also afaik LBF and normal fuel have the exact same energy and thus burn time for both generators and jetpacks- and I checked the gg wiki just to be sure
Ouch. LBF lasts 3x longer than fuel. Makes building a lot easier
Idk, I'd have issues if I had to land 3x more often to recharge
Nevermind for some funny reason LBF has different stats specifically on jetpacks
im just bunny hopping everywhere
Before I installed the hoverpack buff mod, I used to use the jetpack with LBF exactly 100% of the time, and tbh even the nearly minute long flight time still wasn't enough sometimes
Slide-jump 'bunnyhopping' my beloved. Works pretty well most of the time, but the jetpack helps in a lot of cases
yep, preserves speed and and gets rid of fall damage
Guys, did we ever figure out a suitable priority merger for pipes
Not really
Only for overflow
so this wouldnt work
if it was going up
Nope
thats sad
Check the pins for the plumbing manual, and like 2/3rds down is the VIP junction
Isn't it like buggy af
Mine work perfectly fine
I did add a pump after tho
Not sure if that makes a difference
But it's an old BP I know works and I don't dare to touch it
the internal calculator is so neat
i was being lazy about hexagons and just gave it a go and they actually have sqrt???
it feels like such a fun thing to add that i'm so happy they did, kinda makes the quick search feel almost like the ficsyt version of google
no abs thought :sadge:, at least they have power though using the caret
also interesting that they're using double precision :OOO
this is my proof, idk if it actually is
Tragedy of the highest order that there seems to be a horizontal speed limit in place now (at least pre-jetpack, I haven't bothered making it yet)
Can't hurl myself off moving trains
mightve been an unreal thing? idk what the version satisfactory is using but there was some weirdness with the movement code (in that it was dependent on frame rate) for marvel rivals which felt the similiar in satisfactory so they mightve changed it in one of the unreal updates?
idk if that wouldve effected satisfactory so soon though, my guess was that it was recalculating deltatime more than once in a frame or it was using single precision floats for some sort of time domain thingy that couldnt handle it well (i havent studdied that math/phys in uni more than dmath soz, only compsci)
Satisfactory does have framerate dependant movement
with high fps you cant fly as high/long on the jetpack
Vertical bars don't work for abs?
I am curious what the full function range looks like
+-*/ are standard everywhere
^ and sqrt() are reasonably expected on most normal calculators
max() and min() might be useful on occasion
so I wanted to see what recycled plubber you guys have
@cerulean stratus Are you looking for full spoiler version or just like heavier tips?
full spoiler?
So the recycled rubber/plastic production line is kinda a puzzle. You only get one chance to explore that puzzle for yourself. I'm just checking that you don't care about doing it yourself at all.
Ok I think I got it
@cerulean stratus The reason I did that setup was because it fits in a blueprint designer so I can just stamp them out quickly and then get the logistics all hooked up
The layout I like is shown here. For simplicity, just sink the resin byproduct. Then fuel is converted to either rubber or plastic (shown) by a looped belt setup with 2:1 ratio refinery.
Overflow splitter to siphon excess out of the loop.
What I used to do is build whole chains at a time, and it was great, although a bit linear. If I was trying to burn HOR from multiple sources though it was a nightmare to deal with
With that said, I think building chains can be interesting when built beyond just a line, I still have to see what exactly is happening in doc's design
For understanding my setup, just do a super basic 1:2 refinery setup. Then look at the math for the recipes. It’s a very unique recipe combo where you essentially have a “catalyst” ingredient that’s also a final product. It’s funky.
the hard part about your setup is, what if you need more plastic than rubber? and how would you control it?
I felt like making whole chains was really annoying because you had to make a lot of things again from scratch
The idea of my setup is you keep it super clean. The production chain is oil -> rubber or oil -> plastic. You never combine them.
When I needed both I just plopped down the same setup tuned for different rates next to each other.
Can a single loop deliver both products, yea. Is it as easy to understand, implement? No.
Yeah I took a better look at your design, it's basically this
Yes
Fits in a mk1 blueprint designer so you can do this early
You can prefill the feeder refinery with a small stack in the blueprint so it will immediately spin up once you hook in fuel and power
Yuppers
I found it quite fun, cool to unpack this design. Going in, I had heard it described as requiring recursive steps back and forth like a huge chain of alternating steps. Was surprised by how obvious, upon looking at it closely, the looped design was.
You can make the line longer if you want as long as you have that 1:2 ratio. I like simple blueprints to make it easy to stamp out more production whenever I need to tweak it
sorry orgo, I've been neglecting your for a bit, lemme check it closer
All good. Complex stuff like this really requires you to take your time in game. Doesn't translate well to reading chat descriptions.
There are other ways people do these recipes that don't use loops. I was commenting on those designs relative to the loop designs.
Btw that fuel input pipe would continue to the other side and hook into the next block and the output rubber/plastic is coming towards you in that
I want to say that priority mergers in 1.1 are useful for merging back in the byproduct resin plastic/rubber in a very robust way. I wasn't very comfortable with basic merging a product into the main product belt.
Like technically it shouldn't cause issues, but at the time didn't want to verify it.
More of an advanced concept with byproduct management when your produced item is over produced relative to consumption (backpressure). Blah blah blaah
priority mergers are so peak
They took so long to add them
I don't disagree.
and the moment they did, I became able to build logic systems
Since I'm giving random tips, This style of rotated pipe junctions I found really nice for blender and more complex refinery pipe routing.
Since my recycled loops used blender diluted fuel into refineries I used it for that piping.
Satisfyingly clean piping.
Interesting that your outputs are first used as inputs of the next one
ye that way you can get 1200 output
do you usually expand the manifold much?
yep
like it's one thing to say 1200 output, but when you're playing with mk4 and then mk5 and then mk6, your math get thrown out
He likes things (manifolds) big. I get it.
ye you just increase the manifold when you unlock better belts
Do be mindful of your combined clockrate ratios of the refineries. You need to maintain the 1:2 if doing pure output of one item. 1:1 requires a 1:1 final output in comparison.
Idk what zyranex is using
eh just overbuild the manifold and dont underclock
Or can you technically just have idle clock capacity i guess?
Inelegant but seems alright I guess.
i do it mostly so it can adapt to varying rubber/plastic demand when i unlock new alts
The issue is a bit complex
Here's the story
- You're making plastic for electronics and everything is fine
- You need to add more rubber now, which drains plastic
- If you don't add more plastic, or if your run out of fuel for the new plastic, your electronics will suffer
And this is something I just can't agree with. I like having controlled failure, and the things that should fail would be the new additions not the old ones... if that makes sense
Sure. Simplifying is always going to be easier to troubleshoot, validate. Some people like living more dangerously.
Honestly I go to great lengths to implement this feature, but no one seems to care but me
Kinda hard to tell what you're saying.
If you build say plastic using the recycled loops you can just treat it as a modular "this makes X plastic/min". And if you need more you just paste another copy of that modular production line. There's never any issue of rubber influencing plastic as it's just plastic.
The recycled loops stuff just happens to be under the hood of the production line, but who cares.
It's just oil -> plastic
Zyranex style, yea, you need to keep a ledger of what you're using and how much you can scale it.
ok, here's the situation
If you have a part that's being used in 2 places, for example, you're using wire for cable and rips
if you want to have more rips, but don't increase the wire, you risk your cable production going down
Yup, I'm with you.
well its different with buffers but ye
And I think that's wrong. It's the new rips that should have suffered because of lack of supply, cable shouldn't have been involved
It's ok to have that preference. But regardless of which one is undersupplied that situation of being undersuppied is bad. So people just focus on having enough supply.
Hence not caring
well if cables are full then you still get more rips
but ye i totaly get that not many people like that playstyle
My philosophy is that I try to build all the parts for a given line in that line. It means I have lots of small productions of the same items spread around because they get used in different things but I never have to worry about not having enough because I've planned that into the new factory line
would you really make a factory for when your storage is full? It adds irregularity to your power and if you use the storage it makes your production go down
Getting multiple questions being asked btw
my philosophy is that I don't like to go back to fix something, I'd prefer to never redo things and only go forward
yes but storage is like 10% of resources
so i plan for 100% productivity but i only have 90% while building it
i always just split into storage so its 50%/50% but the storage fills fast
Using a specific midgame item like computers or HMF probably better for giving examples. Something like iron ingots you rarely want to build all in one place because there are far too many downstream consumers. HMF for example is pretty reasonable to do limited sharing of one factory producing HMF with seperate downstream consumers.
Idk if that's the topic though.
Is storage meaning DD?
ye i guess i also build everything in 1 place xD
I remember having a lot of quickwire making for high speed connectors. But since I was splitting 50% it was taking me way too long, and I didn't need a whole container worth of quickwire, so it was just delay
I now use just a machine for storage. Some times I use 2 for the milestones, but once they're done they go straight to production
yes
this was in update8, so no depot
i sometimes reconnect a storage container back to the production if i dont want it to fill, or want temporary extra items of it (for example by unlocking something new that uses that)
For DD production, I never want to have the DD supply run out. So that means I do:
- dedicated productioni for DD
- have DD fed from a production line with the rates worked out to have a bit of extra production over what's used downstream
Idk what other options exist that are reasonable.
my issue is that those dedicated productions are idle for like 90% of the time
It's a DD item. Is what it is.
yea
It's like factorio malls. People just build 1 of every production structure feeding a dedicated chest for each item. They sit idle a ton, but it's fine.
And with global DDs you just chuck it on the other side of the map in a big box if it brings you shame.
dds are so op
ye
So yea, seems like what you're talking about spaghetto is just a well established practice already for DD items. Hence people brushing off the topic when brought up.
I'm kinda sad they killed the mall
I think a dedicated line for dd is pretty important, but that's not the thing I wanted you to understand
you can do it with a smart splitter with "any" to DD and "overflow" to production but i personally prefer 50/50
All my midgame production lines (HMF, etc.) have the output belt feeding in priority order via priority splitters.
- downstream consumption
- DD
- awesome sink
Idk if spaghetto does that.
What I think it's important is that expanding your products without expanding supply is not always just a "oops" moment, but more like an eventuality
and when that happens, you want it to fail only the most recent additions
which is why in this example, I am sharing the inputs, but the outputs have separate machines
But that's not an eventuallity. It's just a mistake. (not having enough supply)
Just have enough supply. The end.
It's like failsafe power. Just have enough power.
hm i usually build the new stuff first and then expand previous builds later on
and during that rely on storage
like buffering 500 modular frames so i can instantly make HMFs once i unlock them and then after that expand the modular frames line
This is interesting but I must sleep. Gnight
Thing is, production chains can be long, you may see a machine only draining 8 heavy oil residue and you just spam them and only later you realize you're not making enough hor, but now your thermal rockets you're hurrying for so much can't be produced
if i put 600 gas per minute in a pipe will it behave or do i need to treat it like liquids
it should behave better than liquids, but idk
in theory
isnt it the same as liquid?
just no headlift
ig what im asking is do i need to do some loop shenanigans to get it to flow properly
ive hear it prioritized filling up equally
i dont know i always just do <500/min gas pipes
I never tested it. Hmmm. I know the tricks to make liquid work (<550 fluid/min) also works for gas.
That's why you calculate it before
can i do a full 600 pipe of rocket fuel without me panicing about my grid is what im asking ig
i usualy only calculate my post tier9 goal and freestyle everything before
i did 500/min RF pipes
thats annoying
im going to have to test ig
im going to try normal 600 pipe, and then a few other methods of fluid transport
#screenshots message
it worked out for me
12 lines of 500/min
Do final final thoughts on the spaghetto thing, yes, you can design that way. It’s kinda fun, cool. Does not calculating lead to other issues, yes. I recommend just calculating and keeping simple in satisfactory.
That said, the design style you’re describing is definitely a thing in Factorio rail bases. People usually just monitor their consumption, production rates to identify when they have an issue of underproduction. Then they fix it asap. Min maxing priority of what stops working first in the underproduction state is a thing you can do (trains have priority now in Factorio). It’s kinda cool to design for it. Satisfactory doesn’t have all those tools so it’s kinda just a pain. So meh.
i dont want 500 pipes
thats not fun maths
But you do you on the topic 
are you doing defualt or nitro?
nvm its easy math for the fuel gens
bothish but nitro rn
3000 nitro, 3,333.333333 reg later
cause default makes 250 so 2x of them is 500
imma do 500 pipes though, as thats only 48 fully overclocked fuel gens
nitro makes 150
ye not sure what id do with nitro
that works
i can spare the power, my final build will make 3 tw
dayum
(all gens are fully overclocked) 50.6 turbo fuel gens, 276.48 nitro rocket fuel gens, 444.44 ionized fuel gens, and 120% power boost, and the rest from a really weird nuclear power setup
450 pipes then
maybe but ehhhghghghghg
what's the problem with that?
or 108 normal gens 🤷
if amount of gens is a problem, go nuclear 🙂
Me when i forget that the guy is doing an all alts run
and i need 444.44 for ionized
i paved over the whole blue crator, but im not taking any more space than that
im doing nuclear as well
I like doing 240% for rocket fuel powered generators. Makes it an even 10/min consumption
ok thats worth it
its only a few more gens
though i only barely have enough shards
Yeah it's a minor difference, like 5 more for burning a full 600 pipe of rocket fuel but it's an easy number to work with and easy numbers make planning easier
fair
fortunately my next factory is my matrix + powershard plant
now to use a casual 2000 sulfur for rocket fuel
If I dismantle my coal power there and put mk2 nodes on all 4 iron and 1 pure coal node
Using alternate steel recipee
480Iron + 240 Coal Inp
I get 360 Steel per minute, how do I divide this into pipes and beams? (it's my first steel plant).
Side Note; Do u think its worth having a tractor bring coal from the pure node on the left edge to double production
Also do u think its time I use trucks to bring raw resources from one place to another then process it or do I still need to wait to get larger number of inps per minute for it
just make a 1k fuel generators power plant and you are done for some time
not that hard
I'd just belt it with such an early set up. Much simpler. Good power spot to the north west in the hills too
i hate whoever decided this number for pure iron ingots
leached iron is better
u get 2400 out of 1200 ore
clock the miner to different number then 😉
thats not the point
not too happy about this either, but 0.8 is fine.
0.714286 is ugly af
it's one machine with different clock speed, what number you put in doesn't matter (imo)
could possibly entertain the thought that differnt people prefer differnt things?
this is btw what i mean when i said you have the need to be techinically correct
this is not about being correct tho? I'm just giving my opinion?
there's no "correct" way to play the game
yes there is
the "efficient" way
(from ADA)
a ballance between enjoying and also actualy progressing, a ballance between fun and grinding
I just feel that sometimes people give too much weight to having "nice" numbers per minute, which then leads to issues like yours, and many people actually thanked me for reminding them of this 🤷
a balance between not rushing but still progressing fast
so, a subjective thing that will differ from person to person... hence my point of "no correct way to play"
buddy i was joking i was referring of how ADA would want you to play
idc about ADA
yeah ik that
Remember that ficsit does not waste :>
You disgrace!
Ficsonium is real on this one.
Imagine using Ionized Fuel for this
1 quadrillion fuel gens
NOOOOOOŒÔº
I did the math and it's very off-meta
Send em to nerd jail
do you calculate the power you need beforehand too?
meta be nuclear?
or mass coal gens? 👀
Bio burners
i knew it
Gonna do an all bio burner phase 5 setup brb
gl, i wna see a screenshot afterwards pls
(honestly with my mods this could be possible)
gonna have to deforest all the map for 5 mins of power shard making :)))
maybe less fr
with a mod of a foresting machine that replants trees or something maybe. if you can automate the whole process
but otherwise 💀
just mega chainsaw
fills inventory instandly with the plants around you
the only range limit is literaly your inventory
imagine if pollution was an actual factor in the game and all plants would wither around your factories
the more they grow
1 creature remains can become 400 GJ of energy if converted to liquid biofuel (with sloops in every step)
dam
for how long? 3 seconds?
400 GJ
That's a unit of energy, not power
400 GW for 1 second
200 GW for 2 seconds
Etc
Though if you're doing a biomass only run, I suspect most of your power generators would need to be bio burners to save fuel
So you'd need to package it
wild idea
but what if i wanted to convert all the oil on that one soulth east spot to rocket fuel and then feed it to fuel generators
i think there is about 2000 to 2500 crude oil
all oil into rocket? youre going to eat up so much sulfur/nitrogen
There's 2550 oil, and you'd get 612 GW
yeh ik lol
Though you'd also need 3400 coal, 5100 nitro, 6800 sulfur
dam i guessed right
And nearly 2500 fuel generators (@100%)
I still need to do the math how much stuff I need to make the blue crater nodes all into rocket fuel
is there even that much nitro on the map?
I'll do the math later
There's 12000
yep
ah, ok lol
i think i know 4 spots
i dont remember the 3rd one
the one i remember are in swamp and crater lake
altho you could just open scim for that
The blue crater nodes aren't visible on that map but yeah that's all the places I have found too
oh yeah west coast
that oil well actually made that area has the most oil
2700 in total
8100 potential plubber lol
That's where I'll make my big plastic farm later on
The wells in the middle are all for petroleum coke for electrode aluminum scrap
ive got my power grid on the west one
the middle one i didnt know about till now
what do you guys think of a perfect ratio splitter, now that we have the priority merger
People had an idea of "programmable splitter" being able to follow ratios that you tell it.
I guess the only thing that would change is make distribution a lot easier
would remove the intentional challenge devs put in the game, so no
and priority mergers didn't?
priority mergers are practically pointless
they help in dealing with byproducts
except we could deal easily with byproducts before prio mergers
I think it depends on the playstyle
I found it useful whenever I wanted to inject a manifold.
and I find injection manifolds as needlessly complicated compared to multiple manifolds
and whenever I cried about it, I'd get a "don't play it that way"
(injection manifolds were also always possible previously with just smart splitters)
Though I admit priority mergers give you a "better" way to do it
"Ratio" splitters have certainly been requested quite often over the course of the game's life. Whatever we might think of it, IMO it's clear that CSS has no desire to put them in, or they'd have done so already
Fortunately there's mods, for people who do want such a thing
I think there's a lot of things css didn't want to add at first, but ended up adding
CSS have made quite a few concessions to popular opinion over the game's liftetime, but there's still various aspects in which they're sticking to their guns with the intended game experience
Sure, but that doesn't mean that I want them to implement literally anything just because some players want it. :)
Anyway, time will tell
The question of "what if ratio splitters?" is just an extraordinarily tired one, is all
Sure, maybe CSS will eventually add such a thing. Personally, I doubt it, but I suppose time will tell
they really don't. There were trivial ways of dealing with it before
also trivial to do with smart splitters
And half of those decisions were pretty shit imo
Heh, yeah, I would at least agree that some aspects of the game have ended up being somewhat diluted by it. Though I'm personally either ambivalent-to-accepting about most of those; even the stuff I agree was most "damaging" to core game constraints I've ended up mostly enjoying. c'est la vie!
ok maybe i wont do all the oil in blue crater for my rocket fuel plant :))))))
2400 generators god
honestly I think the depot is one of those things. I thought it would be like a cloud inventory, but no, every part gets multiple stacks
As someone who has modded in ratio splitters before, I'd say that having them available was worse than not having them at all like 99% of the time. Sure, that 1% of the time they came in handy, but I just spent a shit ton of time setting ratios on every single splitter for no reason or benefit
And for this 1% of cases, you can just build whatever ratio splitter you need with currently available objects
Yeah, the Depot is one of the things which did really take a scalpel to one of the game's previously-main secondary loops. Folks who had realized that building-material delivery was Just Another Problem To Solve™, instead of an annoyance, tend to not think too highly of the Depot. There's a lot of fun techniques and ways to approach that which largely just don't happen anymore, since everyone just uses the Depot now
I've personally found that in the end I don't really miss solving those problems, much; I'm reasonably fond of the Depot. And I do like that it at least takes a fair bit of effort + time to find all the spheres and build it out properly. But I do think it's a bit sad that I never did build a drone mall on my 1.0 save. :P
i dont think i would survive without the depot but it would've forced me to learn to use trains. tho the tedium of having to set up logistics for materials for every single factory that i make would make me just not want to have satellite factories nearly as much
tho it would've been useful to be made to learn trains
another thing was making acu on the other side of the map and using the depot to transport them
that felt cheap
for me the list contains:
- depots
- hypertube canons
- power augmenters
- generic "making easier" of the game around 1.0
The 1.0 change I dislike the most is the fuel gen buff lol
They should've kept them at 150 MW, especially because now we have infinite shards to OC all of them
nah, the real buff to fuel gen is not having hmf as build cost
we all agree tho that biomass burners are the enlightened power method
People would've thought twice about placing hundreds of gens if it cost them a container of HMFs
you can always just... not.
yeah no i scaled it down to just a pure oil node
i was just curious
I'd be more worried about the sulfur than the gens tbh
casual 6800 sulfur :))
They gens would just need a decent BP and a depot upgrade
that 1% of cases is when you're making a lot of stuff in 1 manifold and then you want to distribute them
Currently, you have 3 bad ways to do it
1- Divide it and add it with load balancers
2- Add and subtract using a second part as waste
3- Make machines be dedicated for a certain place
Train + Drone solutions to that problem tend to be quite flexible, FWIW; you don't have to reimplement the whole thing, you just need a new receiving station at your factories. And since any factory I build by that point is super likely to already need a train or drone intake anyway, it's generally not too hard of a lift
cant you get 10800 Sulfur total?
Implementing it with vehicles would, indeed, require some extra work per site, though.
i would rather worry about the nitrogen usage, since sulfur isnt really used a lot for other stuffs than power
yeah it;s still a lot
Anyway, a bit beside the point now, since once you've got Depots sorted out, you don't really need those solutions. Still can be handy up to the midgame or so, though, unless you really prioritize Sphere-finding
yeah i said it would have made me learn trains but also that tedium doesnt feen like fun to me
whats the power output for this?
I suppose I've just never really understood what makes something like automated resource delivery feel "tedious" when building out the support factory itself doesn't feel "tedious." You're automating cool things in either case! And as I say, with Trains + Drones, once you've got the deliveries set up on the "source" side, you sort of never have to touch that again. Any new factory just needs a train or drone port and you're good to go
But I'll stop beating that dead horse since that kind of thing is now awfully niche for folks who still want to build that sort of thing Just Because. :)
infrastructure is way less motivating than the factories themselves for me so i tend to avoid it
i will learn trains but i just dont look forward to it
I suppose as someone whose factories basically always involve infrastructure anyway, the distinction doesn't really exist for me
i will learn trains to transport stuff like plastics and aluminum parts
I basically never have a factory that's not hooked into a vehicle/train/drone line of some sort
none of my factories are hooked up other than a conveyor highway from my plastic to the main base and to the computer factory
and 2 tractors
i will do trains but i prob wont until i really need to
Heh, yeah, I'm basically always extremely infrastructure'd
it just doesnt seem like a fun learning experience
IMO it makes factory building a million times easier, 'cause the question of how to get material where it's needed is just kind of baked into the construction
(Well, "a million" is hyperbole, but whatever. :)
stuff like timetables, signaling etc is not as fun as seeing a factory function self sustaining
Trains especially are absolute S-tier
I can understand folks that don't like vehicles; they're finnicky and have had a history of unreliability prior to their last rework (which was quite awhile ago, but whatever)
i still dont know where ill set up the rail highways or how many to set up and that will be a lot to learn
My issue with trains is that they're basically useless for my playstyle until the post-endgame.
Before that it's just faster and easier to belt stuff. Because I'm not moving anything more than a kilometer
Investing in rail really multiplies in benefits the more you build out though
yeah but for that you need to do it properly which people learning wont do it right
My advice is just to let your rails build organically. You need to get material from A to B, so you set up that line. Then later on you need to get from C to D, so you build that, and maybe hook them up
otherwise you get trains stuck at junctions or issues
And maybe you like keeping your HUB + Elevator in one place, so you wire that in too
well im kinda too late for that ill prob need to do all lines at once to transfer the aluminum to where i need
Over time the bits of rail you've already build support more and more throughput, and you've got a lovely passenger rail system sitting there ready to go, too
from super computers to etc
I don't disagree that all of the logistics methods, including trains, have a learning curve
i already built most of the aluminum factory so after upgrading my power i will have to learn trains
I see plenty of people learning to do it right, though. And once you do learn it, it's second nature
And believe me, once you've seen the logistics light, you will wonder why in the world you waited so long
i'd much rather just do conveyor highways and be done with that. seeing items travel is more satisfying than a train
some of those conveyor walls are very cool
(I can empathize; my first playthrough was nearly 100% belts too. But man, IMO you really are doing yourself a disservice by not investing in infrastructure. (I use "you" in the generic sense which encompasses my Past Self as well; I don't mean you specifically. Words are hard. :))
why say more word when few word do trick fr
idk factorio trains never made me dread learning it while trains in satisfactory make me wanna avoid it like the plague
Heh, I don't disagree that my chatting would often benefit from brevity. In my soul I'm a victorian author, though. If I can write a complex sentence with a million clauses which takes like a page and a half to finally get to that period, I'll do it. :D
Factorio trains are more complex than Satisfactory's, fwiw
i learned to make text as compact as possible mostly cause i dealt with a lot of people where english is their third language at university (including me)
Anyway, enough of that; honestly not intending to advocate hard for anything. Play how you like, etc! :) I think nearly all of us have been at the "I'm only doing belts" phase early on.
tho i have a c2 cambridge certificate and i speak english daily so i have little excuse for mistakes
i advocate for eating cast screws
it's good for the bones
idk but figuring out the layout of the nitro rocket fuel plant already tired me enough that i think im not gonna open the game today. might need a break to unfry my brain
Anyone have suggestions on where to build a nuclear power plant?
That's actully a change I very much agree with
i advocate for Nf3 d5 e4 in chess but thats not good either
damn.
Going from 75MW to 150MW to 2500MW felt weird
on water 🙂 you can make the rods elsewhere and drone them in
over any water is fine. Close works as well
Fuck it, I’ll make it in the desert
i went from 1800 to 2500 to 22500
the geometric mean of 75 and 2500 is 433. so 400/450 would be even more in the middle
you can stack multiple floors at the coast
goodluck 🫡
same here
Haven’t even finished phase 1
Had a lot of fun planning it and the spelevator, though
you need nuclear to be able to build a proper factory for phase 1 parts
my brain is too fried foor satisfactory rn 💀
I guess it's finally time to take aday break this month from the game
Sir this isn’t satisfactory plus
no
the factory must grow
Ive had a little less than 3 hours of sleep today, wont stop me
yeah sorry but the trains talk and trying to figure out the layout of the rocket fuel plant tired me out
same i had like 4 hrs
ngl i just build my traintracks and havnt worried about the rest yet
havnt even setup a single train
I know that i'll have a bunch of problems with that in the future but thats a future me problem
i already talked a bit higher about how trains make me feel so i avoid that issue until i really need to deal with it
well I didn't say it should go in similar steps, nuclear should obviously be a bigger step due to its "disadvantage" in the form of waste
... I mean per gen
nuclear gens are bigger though
so adjusted for area (width * height) its
75/(10*26);250/(20*20);2500/(36*43)
=0.29,0.62,1.62
geometric mean between 0.29 ad 1.62 is 0.68 so pretty close to 0.62
UR SMARTER THAN ILL EVER BE 😭
i feel like my math is wrong bc i have a lot of Polymer Resin left after using it all, Because i am getting 1,200 Oil that goes in 20 refinely's for base fuel that should be 600/2 is 300 in to making rubber and plastic all base recipes , that should go to 7.5 & 5 refinelys but i have a lot more resin left
there is a META and I didnt know about it???
I need more Braincells... anyone got some to spare?
made this 4 to 5 load balancer, anyone got a better design? 😂
This isn't even a proper balancer 🤣
though it's close
you need to use 4:1 balancers for the 2nd half, not a manifold
the 1:5 1st stage looks fine, I think
and no, there isn't really a better design
I did. and I can tell you it's not input balanced
you only showed output balancing
but like I said, you only need to swap the vertical manifold for a vertical 4:1 balancer
or leave it as is, if you don't care about it being input balanced
it should work though? I'm splitting every input 5 ways, and merging with vertical mergers in the end. why wouldn't it be input balanced?
maybe I just don't know what input balancing means
you're merging with a manifold, which means if all belts are full, half would be pulled from the bottom, 1/4 from the 2nd and 1/8th from the 3rd and 4th
oh yeah, sure. my belts will always be flowing though, so it should be fine?
you seem like you know what you're talking about lol
it'll only be an issue when unloading a "depart when empty/full" train
otherwise I don't think it matters
at least not much
sick, thanks
I made 4 1:5 balancers and merged the outputs into 5 lanes
Better? Definitely not

set the 4 belts to have an overflow to fill the 5th
Are there any biomes that are recommended to save to use for the production of a particular component? For instance the blue crater for rocket fuel.
Assuming you have access to all recipes
And that this falls under the meta category of question haha
continuing on I wouldn't be too concerned with it. Once you unlock everythign and finish your phases, you're free to level everything.
when you're doing your own projects make a world plan, break it down into hubs and then plan their locations accordingly
Yea I’m in the process of making my world plan right now actually!
https://www.satisfactorytools.com/ is great for that. Make the main tab, then start editing inputs to create individual hubs.
like if you have a super computer section in your main plan, add them in as an 'input' clone the tab with recipes and recreate the super computer output
I also keep track of resources available in regions with a spread sheet that self updates
Is there any way for conveyor throughputs to check items over a longer span of time? Even after letting them sit for a while, my 20 HMF line reads anywhere between 17 and 22. I assume the average over a longer time would be 20, but the current time it uses to check seems to be somewhat short
It’s pretty inaccurate for any count under 30/min unfortunately, due to the way it reads belts.
You can still manually math it from machine uptime
It seems to be similar for my 400 lines though too. Granted the range it is off is roughly the same (+- 2 or so), but that's less of a problem for a larger number
especially for machine that outputting items in burst, its not very accurate
it will fluctuates
I mean, I've done my best to document my lines anyways, since I built all of this before the update
Cuz yeah, it seems that it only looks back at rates over a shorter time, allowing bursts to actually affect the final average
I do wish there was a higher accuracy mode, just with a warning that over-deployment will hurt frame rate or something. But eh, I’m used to the old way of guess and check by machine uptime
i only use them to check my rates, if its at the average number that i want, i just dismantle it
cuz i know its the correct number anyway
I guess where it would be nicer is for dealing with my train lines. I have a smelting area that makes a ton of iron and I use it in various places, and it can be hard to keep track of how much each place uses (since it seems the train stations use a similar method of counting), to determine how much is left on the train line for use
I still haven’t found a better way to monitor trains other than “watch it”; especially since the average train route is about 5 minutes and need 2-3 trips to verify it’s working as intended, it’s a big time sink.
Oh yeah, I've done a lot of watch it before 😂 That's why I was hoping the throughput sensor was better accuracy, so that I wouldn't have to watch it, and then I could have a better number to put with it. Because yeah, really I'd just want at most like 10 sensors at once for sanity checks/debugging purposes, but then are removed after
What's funny is that drones seem to be more accurate
So maybe the way to debug is have some drones flying the items around and use that counter
I guess drones were programmed with the expectation they’d be used for lower throughput, I haven’t paid attention to that but it makes sense tbh
It sounds like you have an unstable production line
Their fuel usage even has 2 decimal places (though that might be a simple calculation, rather than from analyzing throughput)
but yeah if this is from vehicles? the way you check is if your system stays with green lights
The line definitely is fine, I'm just using the heavy encased frame recipe. All machines are at 100% and sum up to 20/min. Its just the time to produce is too long
Well yeah, the percentage runtimes for machines remain the most helpful, like was mentioned earlier. I just really liked the idea of the throughput sensors
desert has lots of iron and some limestone for hmf
I don't think it'd work, especially since vehicle deliveries aren't guaranteed to be teh same amoutn of time each time
if you completely flooded the delivery point, by pausing the consumption machines, you might get something vaguely accurate?
I've never seen the point of throughput sensors honestly
For example, if a machine takes 64 seconds to produce (that's what these HMF are) but then a sensor only looks back at, say, the last 60 seconds, there is a 4 second window where there will be guaranteed reading a 0, and that messes with the average
either my machines are working or not
so either it's at 100% throughput, or I have to fix something
yeah look, they probably just threw those sensors in because people bitched for them.
I mean, I am train-afolding since I think its fun having a train go and drop off at various points, so my stations are saturated
ah yeah. I don't think yo'ure going to get custom sensors for them soz.
it's a game about consistent input/outputs
Technically it is consistent over a long time, but the output does actually fluctuate. Like soranei mentioned earlier, the machines output items in burst, and so while the average output measured as time -> inf approaches a constant number, the output does come in spikes.
This is especially true when it comes to fluids. I've had many a time where a machine is running at something like 95% uptime. Almost all the time when I visually look, the light is green, but the internal buffer doesn't fill up, and the machine goes yellow for a split second
that's how it goes xD if you any segment of time where all the lights are green it'll avg out
also don't trust the efficiency meters
if that's happening you have a pipe layout issue most likely
Yes, or HL, or any other number of problems. My point being, just because all the machines "worked" at one point doesn't mean it works all the time. I've honestly had really good luck with the efficiency meters
And that's where more accurate sensors could be useful, for diagnosing issues and putting some actual numbers behind them 🤷♂️
yes but if you stare at the row of green lights for 1 minute that essentiall yguarantees a functioning system
I've had many a time where that has not been the case unfortunately 😂
then you're making mistakes :\
and not building stable systems
really weird ones
or just missing a flashing light
That's the point I'm making, 1 minute of green lights does not imply stability
but it should. Most likely issue is you're actually missing the yellow flashes
I've got 3.5k hours in and I've only seen that sort of thing once in a really niche fluid system
and that's because it took 6hrs for the system to drain
That's the thing. The yellow flashes are there. But there are absolutely times where the yellow flashes are infrequent, where you need longer than a minute to see them
I'm not saying they won't appear, because if there is never a yellow light, there isn't a problem
Might be missing some of them :\ flood the system and you'll see an issue very quickly
In any case I don't think a longer sampling would work.
sampling direclty after the outputs of the machines would be an option as well when vehicles are involved
But that's the thing. In a system that does have issues, an issue does not necessarily present itself immediately. Especially like you said, when vehicles are involved. But the issue could be subtle, e.g. 396 items/min when there should be 400. Its a very small amount, and incredibly easy to miss. The only way you find it is with time, where the average over a long time diverges from the average over a short time
Hence why longer sampling (potentially in the realm of hours even) would be a useful tool to have
once you flooded the system? sure
but at the same time the output meter even over a longer time, wouldn't give you unstable output numbers until much later
this is not something a sensor will fix in any way. and if it's something you come back to in an hour and things are starving , the yellow lights will be very obvious
Yes, but a yellow light is not a number. A sensor doesn't fix anything, it only helps to diagnose
same as the yellow lights as you come back to a dying system >.>
and the sensor, as it is now, will also tell you something is off then
adding that extra scan time will do zilch.
nada, nyet, nothing. Sweet fuck all.
But that's the thing, my HMF factory, which does 20/min, and has 0 problems (it's been running for ages, has no issues, and I've calculated the output by physically timing it and seeing how many items end up in a box after 1 hour), reports between 17-21 on the sensor
But if the sensor ran for an hour, it would report the same 20 I get from my own calculation
But in any case, that seems the better option anyways, to manually test and get my own numbers anyways
If only we had something that plotted a graph covering several minutes that relates directly to wether machines are working or not regardless of where the machines are... Then we could actually check the past ~120s to immediately see wether any machine was turning on/off or not!
If only... wink wink, nudge nudge
Don't get me wrong, having a sensor capable of showing hours of machine efficiency would be interesting. But power graphs are already miles ahead of just checking production lights and can give accurate and useful info, even if they cover just over minute of data
Bonus points (IMO) for being something one has to figure out rather than just "slap down the object made specifically for that, done"
This is not #screenshots or #design-and-architecture...
my bad, thought i was in design
"Do not do this"
Can someone explain me why this loops?
Because it makes water
Alumina solution needs water
Aluminum scrap takes alumina and makes scrap and water
Water goes back to alumina production
But how would this work? For aluminum scrap I need the solution and for the solution I need the water which come from the scrap? It doesnt work
Yes it works.
You need fresh water too
But wouldnt I have to jump start the system to run?
No, its not a closed loop
you don't get as much water back as you put in
You only get like 66.66% back
70% or 60% depending on recipe
If you don't wanna loop, then don't
And instead find a different use for the water that comes out of scrap refineres
Kinda unrelated, but I suggest you choose a different calculator to use from now on. SCIM's production planner is the absolute worst calculator for this game I know of
I suggest Satisfactory Tools
Is there a good way to "delete" the water?
Like automatically
Because I dont necessarily want to just make it go into a fluid buffer and flush it every once in a while
make into solid like pure ingot or wet concrete
or just recycle back the water into the system
Why do you have excess water in the first place?
aluminum production
recycle it back into the system
like so. Blue is fresh, red is waste
I need to save that schematic will all the alu recipes
idk where it is, I always have to search the discord 😄
aluminum loop recycling waste water example (I hope these are enough keywords to find it later)
Trying to lay roads out of a cave, what a pain lmao
Maybe I' ll just off-road this part and make it nice outside 😛
if im making 1755 Alum ignot a min. How much should i dedicate to sheets and how much to cases for later t7 and t8. Dont know the math yet
I had 1/3rd of my production in sheets in my last save, I did not need that much in the end tbh, my best guess would be 20-25% maybe
@short spoke Either pick numbers randomly or look up the rest of the items in the phase to do the math, plan it out.
It depends heavily on how you specifically want to choose alts and split up factories. People here can’t answer for you.
You can use satisfactory modeler from steam, it's free software, you can put in numbers and see how much and what of everything
Plan out your entire factory
“do the math” just means “use Satisfactory Tools, etc.”.
If you like playing in that way, all good. Many people like planning things out more.
keep them as ingots. When you need some specific amount of sheets or casings for some factory, make that amount. Don't try to guess what you'll need in the future, unless you actually know how much you'll need
Yea shipping ingots is what I settled on doing. Although then the question is how many ingots to make with the same answer.
yeah, if you've already made ingots, keep them, if you are planning to make ingots, I wouldn't make them in advance
Huh, me and a friend were just thinking about min-maxing aluminum
Took us a solid hour of making a system that doesn't clog
Do fluid backups stall machines like belt backups do?
In the end I solved the problem with valves
Chat is compelled
Yup, that's why alumina production is so annoying to min-max
then you didn't solve it, just dealyed it. Use one of the schemas from above, which give you much better solution
Likely will come bite us in the rear
Is there a way to auto flush pipes when a buffer is full?
Im just trying to make bullets
For now it works tho, we had several industrial containers filled up with ingots
I gotta check in when we start up playing in a bit
But I guess we're far from the only ones with the problem
i have all the numbers for aluminum so its very easy to do separate waste and fresh water in the system
its just much easier to do
Remember that according to environmental regulations, you cannot just flush waste water onto the floor (except in emergency), you need to purify it first. Limestone is known for being good purifying agent and the recovered sediment can be used for construction filler.
Our first idea was packaging the excess water in plastic containers and throwing those in the sink instead
Never liked that approach because you have to bring in canisters (plastic or multiple ores) just to produce something that you're going to sink. Whereas you could instead just combine the water with a random nearby ore (pure ingots, wet concrete, coal power) for something useful.
splitting fresh and waste up is much simpler >.>
blue is fresh, red is waste
Can anyone help me math something out? Im trying to build something archlike and cant find orientation points, i know 3 points i want to use
A (x = 152, y = 0)
B (x = 120, y= 140)
C (x = 132, y = 206)
I need "orientation" points for y = 10, 20, 30 etc
gave this to chatgpt to see if it can figure something out
https://math.stackexchange.com/questions/213658/get-the-equation-of-a-circle-when-given-3-points
once you have circle center, you can easily use it's formula to define any point on a circle
you're looking for the centerpoint and a radius
why use AI when we have stackexchange
I can DM you a python script that generates these for provided y coordinates
tested 0, 140, 206 and all passed with only 0.0X errors
python 🤢
yeah but languages without braces suck
this needn't be performant
or rather, indentation-based languages suck
(and I'm completely fine with having my hacky scripts in javascript or php)
I don't really have a preference for either, but I really missed static typing when working on a bigger project
typescript 😉
(and PHP is getting there as well, just doesn't have collections)
and javascript has this great advantage that you don't need any interpreter or anything to run it 🙂 just open a browser window and run it in console 😄
idk how that works, but if you give me short instruction gladly so
radius seems to be = 262,90
that matches what chatgpt found
you'd need to install an interpreter, but I can ask it to convert it to javascript
and then you'll just run it in your browser
oops
This online calculator finds a circle passing through three given points. It outputs the center and radius of a circle, circle equations and draws a circle on a graph. The method used to find a circle center and radius is described below the calculator.
Wasn't there a simple formula you could use? Based on the 2 lines with points on the circle, and the angle between them
yea thats what i used for the radius
gladly so
would appreciate it
I don't think 2 lines can give you circle. You need either 3rd point or radius
you could express both the circle and the line at a given y as a system of equations and solve for x,y
or by solving generally, derive a formula
@wind spade thanks for the JS idea
thank you very much Ondar
Hey, on the topic of circle math, can you help me figure out how im supposed to math this road so both sides come out at the same angle and and with the same width for the center part
Make all arcs as sections of concentric circles and I think it'll work
so i should span both angles from the same catwalk?
Hey all whats the best way to grind for the Golden Nut?
i have 450 tickets currently and ive been grinding tickets but i wondered whats the best bang for your buck sinking wise
sink all overflow production. If that's stilll too slow, make dedicated to-sink production of some high-value item (e.g. project parts)
The more steps an item takes to make, the more valuable it is
Both per item, and per the raw resource cost
So you should make the most advanced item you can
If you're in phase 5, that's ballistic warp drives
Though singularity cells aren't bad either, and a lot easier to make
I’m gonna save the nut grind until after I finish phase 5
So I can sink all my parts
dna capsules are also great, requires manual farming tho
So how do you guys like to deal with modular frames
steeled frame, iron pipe, stitched plate, iron wire, pure iron
Aren't you afraid that's a lot of iron drain. I know iron is plentiful, but a lot of locations have a limit on the iron
I mean it's only 10 ore per frame. how many do you really need?
and it takes a lot fewer machines than any other option
10 ore per frame, with steeled frame and iron pipe?
I could get it down to half that by using 1 coal, and 0.166 oil, but at the cost of a lot more machines
Ok I guess you're right
Btw, I was playing with adjustable splitters and I had an idea
Basically having input, buffer, distribution and then output
this is another chain I'd consider
how do you make that thing that's awesome
You really like iron pipe
I mean this is fine too but more steps and more machines
and HMFs need pipes anyway
and it's not like the iron cost is an issue
I'd only use oil if the frames are needed for a factory that already needs oil for something else
so that's like tier 7/8
before that, I use the iron-only setup
maybe swap the iron pipe with default pipe and solid steel if I don't have the iron but have coal
can someone give me a quick explanation on what do i have to do to calculate the oil per minute that i have coming in through my train station? like, what do i need to have in mind when calculating this? trip time, etc
i'm trying to set up a blend turbo fuel factory and would be nice to not waste oil
The plans for me and my friend's "starter base"
!wikisearch tutorial:train+throughput
The actual in-game throughput of a Freight Platform can be calculated if one wishes to be that precise. The most important variable in this determination is how long it takes a train to do a complete round trip, called Round-trip Duration (RtD). This is measured between the first and last departure...
thoughts on using a input - buffer - output method?
1 tip from me: fluid cars look cool, but are way less efficient than packaging the oil and transporting it using freight cars, unpackiging it, and sending the empty cannisters back
elaborate?
machines take stuff from the buffer and the buffer goes down. Then you increase the input until the buffer goes up
that makes a lot of sense, i don't even need to make more cannisters
imma look into into
why...?
because it's possible
for some rough freight car numbers: fluid cars transport 1600m3 max iirc, and freight cars can transport 32 stacks.
1 stack of packaged oil is 100, so that would come down to 3200m3 transported. I never tried it, but make sure that the oil gets unpacked fast enough so that as many empty canisters as possible can get sent back
I'm no expert on trains tho, never did more than to fool around with them
although more accurately, because it's interesting comparing to making predictable factories, or expandable factories
it's also efficient in a way. Making too much? sink it. And with the new throughput counters this way can actually be possible
in order to get the benefits of packaging, you need to use a 2nd set of stations to load/unload the empty canisters
why not a second wagon
you don't get double the throughput due to extra stops, but it's at least 60% extra. gets close to 2x on long routes
because then your train is half full on both trips and you lose all benefits
That is a downside yeah, you need 4 stations for 1 route
You can do stuff to mitigate that.
reusing wagons, sushi trains
what's a good way to prevent train item overflow?
elaborate?
Is it just me or do control rods kinda suck to make in the quantities they're needed in? 😕
I need 20/min for 4/min of uranium fuel rods, and seems to require setting up a fairly large control rod factory just for that
Everything sucks to make in the quantities they’re needed in
But yeah that seems kind of bad
Any thoughts on the default recipe versus the one that takes high-speed connectors? HSC kinda suck to make too, so I'm leaning towards default.
They're similar tbh
Alt saves caterium at the cost of quartz
Yeah, not a clear winner between the two.
Uhh lemme see what I used
yeah the alt sucks
saves on stators i guess
which you can make with just iron
AI limiters are better than HSC I guess, but the copper sheets are simple-but-annoying
It's too bad Steamed Copper Sheet doesn't have a higher yield per refinery, even if it takes the same amount of resources overall as what it is now.
Yeah, the ECR alt sux
1 stator instead of 1.5 but several times more QW
Seems decent? More caterium, but if the only iron and copper nodes nearby are normal-purity, this could work.
That's the default
Yeah default ECR but I mean the alt combo on the stuff leading into it
the stator alt 💀
Not sure yet if I have enough iron nearby to do iron wire along with the iron pipes.
Yeah, come on, if you're using iron pipe, use iron wire and default stator
yo can someone whos good at satisfactory modeler give me a hand
Pure iron
And there's a pure caterium node at the place I'm looking haha
how many rods are you making?
I had said 20/min earlier, but when I work that out to eventual ficsonium to consume all that waste, it's 35/min ECR
If you're doing steamed sheets anyway, you might as well use all pure recipes
Because of the water?
Unless you can stay within one node/cluster without them then I guess whatever
less than 500 iron for all the stators
I'm thinking the oasis in the western dune desert
and the desert already has a ton of iron
Yeah I guess at least one of those other normal nodes isn't too far away
Since there's copper there anyway, I just used regular wire, less constructors that way.
Everyone's gonna hate this but what about the Caterium Wire alt? The yield is massive
why not use fused quickwire?
That uses a lot more copper than I have. Just a normal node
Even with a 250% mk3 miner
fair enough, if your not going big, convienience is always better
Yeah I'm trying to keep things as tidy as possible while still achieving the various milestones and stuff.
so the smelter part is easy though i build 16 smelters and have 2 of them run on 25% instead of 15 and one on 15... symetry and stuff but hor am i supposed to split the lines like that
what's your fastest belt speed?
ok so have you not used manifolds before mk4 belts before?
no i have but i mostly have one thing produced in one cluster of smelters etc
never with multiple different product outputs in one place
just a manifold will do then
it'll self balance
or, as mentioned above, create 3 groups of smelters that produce ingots in those 3 groups you need
the 2nd method is good when your destinations aren't in the same spot and you want less belting
although technically you could still do it the 1st way with less belting... But that's more of a design and aesthetic thing
thanks i guess ill have to build the floor a bit bigger than anitcipated at first bit i now have an idea how ill handle it 😄
oh and 2nd method would look more like this
i think illgo with option 1
if the 3 production sections are right next to each other no real reason not to 🙂
they all go to the motors so in the end they in some form or another end in the same place
well... I guess if the screws are being used else where you'd probably want to make a belt for the screws . Life is easier when you make screws right where they get used
is fertile uranium better if I'm using all of the uranium on the map and going for maximum amount of power? Or should i just run with alternate uranium recipes and then normal plutonium and ficsonium recipes?
you get a bigger bang for your bug just maxing uranium rods iirc
also, burn your plu rods in drones or something. no waste
nah im going for fics cause i want max amount of nuclear reactors
unless there's literally not enough resources on the map for it, then imma try and get 126 ficsonium fuel rods/m
fics? doesn't a nuclear generator chew ficsonium up like candy?
and max ficsonium is a bit of a bullshit game, gotta do calculus with SAM and conversion and sloops
max ficsonium is impossible outside creative world where there basically nothing
youre going to use all sam and bauxite just for ficsonium
well it's less that it's 'impossible' and more that you have to do a complex math to see where the maximum out put is depending on where and what you convert
there is a vanilla maximum, I've just never seen anyone do the math for it
Yeah, need a linear programming solver a la sftools which can factor all that stuff in, but that's a nontrivial amount of work
@vapid gorge I guess you're right, it's not completely awful as long as the pressure conversion cubes and control rods are still shipped in.
even the cubes aint bad 🙂 it's only 1.5 pm
Also already making the cubes at the cubes factory 😅
Outputs all the cubes up the chain, as well as some other byproducts like encased industrial beams
Actually, if I made the nitric acid on-site, that would solve the water problem too, and I'd have 240/min nitric acid from the main acid factory for my alt-recipe FMFs and the rest for rocket fuel.
you can get 150/m i think
Circles, kinda like squares, but less squarey
im doing the same, heres my production line, at the top you can see what im inputting and what alt recipes/buildings im using
calculated the buildings using 3 energy shards in each of them
300 nuclear waste = 150 fics fuel rod i think
out of curiosity, why excel and not some of the existing online tools?
i really didnt like the production lines shown on SCIM etc
scim planner is pretty crap, yeah
excel seems easiest since i could add other information too
have you tried any other one?
nope, dont know any else than SCIM and another one i forgot the name of
but tbf that one wasnt made for satisfactory and you had to enter everything yourself
if you feel like it, you can try mine - https://www.satisfactorytools.com/1.0/
maybe it will help you a bit (or you'll get back to excel, your choice 😛 )
For something like https://www.satisfactorytools.com/1.0/production?share=uK2JCtZvK4m4k4kywepg, which takes 16.8k cubic meters of water, I could either directly pipe it or use a package/unpackage cycle; water doesn’t compress so that’s 14 belts of packaged water rather than 28 pipes. Is adding packaging cycle worth the trouble for removal of headlift shenanigans?
no, just add a pump
Im gonna need like 225 Pipes for this too, 135k Water required
Pipes or packaging it?
my reactor is in the desert
45 Reactors for Uranium Fuel Rod
120 Reactors for Plutonium Fuel Rods
60 Reactors for Ficsonium Fuel Rods (might sink this tbh)
What’s the max power from uranium + plutonium?
Can’t sink the ficsonium
Packaging the water would require a literal millions of contraineds
Containers* and like 1k packagers
So def piping
135k/min water is 112 mk6 belts
yea figured pipes would be better
was just an idea
isnt there some trick/bug to abuse not having to use pumps?
are you planning to take it up really high?
need alot of space for my reactors
The ocean has a lot of space so I wouldn’t worry about it
North of the map in the rocky desert is a great place to build
Also you can get pretty space efficient with the reactors + extractors and make it into a blueprint
oceans are huge
So you would blueprint the reactor, have a platform underneath that connects it to 2 water extractors
You can make even make it with blueprint auto connect so that you won’t need to worry about connecting the water and belts for the waste and fuel
alright
This is a great spot to build
You have around 200 foundations from land
Just map out the world border and space accordingly
1.19 TW if you're willing to store the waste
And assuming only using natural uranium and no sloops
How'd you get to 50.4 and 22.4?
isn't fertile uranium better if you want more power? 🤔
Nope, you get 1.05 TW
i was planning to use fertile uranium alt
at 1.03 TW, but thats using 2062.5 Uranium/M
was wondering cuz i get 22.5 Uranium Fuel Rods and 30 Plutonium Fuel Rods per min
Any more uranium rods and you need more than 2100 uranium
50.4 rods becomes 2520 waste
2520 waste and no fertile alt becomes a maximum of 22.4 plutonium rods
you won't need that much power most likely anyway
However Fertile Uranium is better if you use the ficsonium right
Nope 🙃
Without Fertile (so 112 Ficsonium) - 1.47 TW
With fertile - ~153 Ficsonium - ~1.432 TW
hmm thats not alot
might have to look over it again
without fertile its probably more material cost rigjt
50.4 uranium fuel rods vs 22.5 fuel rods
Uranium is the cheapest
The more Plutonium and Ficsonium you make, the more expensive it is
My analysis on Reddit:
https://www.reddit.com/r/SatisfactoryGame/s/jCuIUopTw9
^ these are all for 250 GW of generation so it's not like you get more power for that cost with more Ficsonium
It all depends on the recipe choices of course, this is all optimized for lowest WP with the exception of resource conversion
so x is the number of carts, t is the time for a total trip by the train
i need 500m^3/min
and one cart can store 1600 fluid
Assuming you're not limited by the platforms' transfer speed
simplifying further we get dis
ill overclock the water extractors
That doesn't change anything but at 500/min, I don't think the platforms are gonna be an issue
if time is 6.5, we get a little over 2 carts
Especially if there's more than 1
this is not satisfacory at all
im gonna need a third cart to account for that 0.03125
transporting extra is fine i think, i have a quartz train that has 4 cars, also a bunch of containers hooked to the stations on both pickup and drop off, it takes a while until the train can fully unload so it just sits there, but i dont have to worry about throughput
if i add one more engine to the train, how does that affect the way the train lines up? im guessing everything will get offset back so ill need to rebuild everything
You can move the station 16m forward and put an empty platform in its place
Then you won't have to move the freight platforms
then id have to do that with every other station too then
hm maybe i could have two trains instead
does the train slow down even if a cart is completly empty?
I mean yes? The front locomotive is the one that stops at the station station, so if you add another one in front, the wagons get shifted back by 1
But you can also add a locomotive to the back
would that affecy speed
Speed depends on number of locomotives, number of wagons, the wagons' fill level, incline angle and turn radius
wait this solves everything. tysm
like such?
Yeah
Though be careful of locomotives sticking out the backs of stations
If you're signalling, you'll have to take that into account
nono
i have only one train in the entire sustem
hmmmm i need to get the water from there to the place
This is the general order how they need to go
Maybe I need to stop forcing everything on one train
Can you turn that into ficsonium if you sloop the SAM
Build a pipeline
All of my trains carry exactly one item each, and all of them have exactly 2 stops on their schedule
Well, except the packaged fluid trains
Yes, but it's only 280 GW extra
If so, just make a pipeline as you’ll need more water in the future
Trains aren’t very scalable vs laying a bunch of pipes
What’s the net power?
Water is too far away
Too vertical
With blueprints for water pumping stations it’s less effort and more scalable than building a train
A water pumping station?
It’s a fancy name for a platform with pumps attached to pump
and that actually helps?
Depends on the recipes. Tools with all recipes except conversion says 209 GW consumption, so +71 net
Yes blueprints save a lot of time
With blueprint auto connect bringing 18 pipes of water will take hour an max
That’s 10.8k/min water
It will be a while until he needs more
Good luck building that many trains to handle that throughput
Would definitely take hours and hours to build all of that tho
71GW net is very small compared to amount of resources it needs
just bin all the plut waste
3000 machines lmao
why is it not stable, im producing 20 steeled frames/min, using 7 assemblers
Alt rec: cast screws, steeled frame
And if you OC everything, the +34% power cost brings almost exactly to 280 GW consumption lmao
If you only want to build 1200 machines, you're back to net 0
1000+ machines, 2/3 of the map's bauxite, 180% of the map's SAM and all you gain is getting rid of half a stack of waste per min
22 nuclear pasta and needs almost all the Sam in the world if you sloop it
How does it change with your mod?
Tools doesn't (really) have modded recipe support so you'll have to wait like 2 hours until I'm home and able to pull up Optimizer
But one of my mods doubles the Ficsonium rod yields per plut waste, and another doubles rod power
So it's 4x more production
Plus now fertile is worth using so that's 80 more Fics rods
Though I'm pretty sure fertile would now gain only like 60 GW
So it'd be 2.565 TW of total power production from 2090 uranium
But I'll have to check the power and resource consumption
first step of trouble shooting, look at the machines that are unstable. Are they starving or clogged?
Wouldn’t it have been easier to just change the MJ value of the rods?
(with fertile 2090 gives more convenient numbers than 2100)
I did. By 2x. With another mod
clogged
where are the items going to? is the storage full?
7 assemblers
ok are those assemblers full of that item? or starving?
steeled frames, it only goes steel pipe and reinforced iron plates
they are full of pipes and plates
so it sounds like you're making more pipes and plates than are being used right?
yea
theres your problem
look at what the problem is, follow it forward or backward as needed
oh dam
I hope you added a nuclear reactor mk2 as well lol
I need 13.3 plates/min im producing 15/min
That’s 120 more reactors I think
Nope. It's 1026 reactors @100%