#math-and-meta
1 messages · Page 322 of 1
some smelters were starving
if the belt is takign all the ore, then the miner isn't unstable right?
it takes time for the smelters to stabalise
idk I just fixed it
I hope so
yeah that's quite a huge buff, 129% more total reactors and gross power than my 2100 uranium fuel unit > non-fissile > plut rod > fics build
first time using junction signals. how do i put signals on this junction??
Why am I getting ghost pings here
need help here. how much turbofuel do fuel generators consume at 250% clock?
18.75/min
Bauxite: 9450.347
Caterium Ore: 4284.689
Coal: 5979.961
Copper Ore: 18166.088
Crude Oil: 3038.945
Iron Ore: 20536.385
Limestone: 4286.400
Nitrogen Gas: 7403.978
Raw Quartz: 2108.600
SAM: 4251.432
Sulfur: 2110.121
Uranium: 2090.000
Water: 296161.546
Power Consumption: 447324.199 (100%), 600800.692 (250%)
Power Production: 2565000.000
Machines: 7610.905 (100%), 3044.362 (250%)
ty
sorry, that was me accidentally pressing enter instead of shift+enter 😅
that depends how many and which trains will run here
and on the other side is what?
that looks cool as hell
!!!10 unused uranium!!!
Literally unplayable
For nukes :)
You're free to multiply everything by 210/209
But then instead of 304 Ficsonium, you'll have 305 5/11, which I'd say is a much less convenient number
Fair enough
I have an issue where my fuel generators will stop producing because no fuel is brought to them, the reason no fuel is being brought is because the plastic + rubber storage are full therefore the refineries cant generate more which means they cant generate more purple oil therefore the fuel can't regenerate because no oil is being brought to him. is there any way to fix this?
Either sink the excess plastic/rubber or use different recipes that don't have byproducts
how do I sink an item?
sink overflow
awesome sink
Awesome sink
Now all my power is shut off and I need a way to restart it, can't use fuel generators cuz they insta shut down..
disconnect your power station from your factory grid
restart power statoin
build more power
ok
then my coal generators insta turn off cuz they generate like .5 the power i use
Disconnect some stuff so you can restart the fuel
ok
ts shi so complicated 😭
ima just reload a save from 30m ago, and just build a sink instantly
you need to keep yoru power station completely seperate from your factory sections, that way you can disconnect it
cable and power management is extremely important.
be messy everywhere else, but if you've got messy power everything will collapse
I have one cable connecting those 2, problem is it also connects to the whole oil thing
is the 'oil thing' for power?
yeah
so, i wanna do this but almost everything they are saying to be underclocked can i just go 100%? or does it matter
then you've made a mistake somewhere because your power should be able to power itself
You need to power the fuel production too
You should underclock the last machines that are directly connected to a container or a sink. Everything else can be left at 100%
if it says 3.25 machines that means you need 325% clocking spread however you like
if you're doing fluids you really want to have the right clocking. Matters less for solids
sink?
ok, i disconnecte everything in the oil thing + all of my factory, now its basically regenrating power for nothing
now build more power, because you obviously need more
I cons 1.8k while producing 2.5k
then your power isn't stable or something
its just that the whole "no more oil" really fucked me up
i guess snail hunt time
or under clock a machine and you don't need shards
wait what
u can underclock without snails?
you only need shards for OVER clocking
bruhhhh
'no more oil'?
u saved me
.
Awesome sink. Like a container, it doesn't have constant consumption. So machines connected to those should be clocked exactly, so you don't store/sink more than expected - because they'll accept whatever you give them.
Actual machines have a small buffer, and can't produce/consume more than designed, so machine to machine connections don't need to have exact flow. As long as you have enough or more, everything will throttle itself automatically
and how do i precisely get 176 to one side and 142 to other side?
i could just send more to both sides tbh
since im making 480 iron
sounds good? and i could use this smart splitter trick to send overflow to destroy for coupons
coupons coupons coupons
or more important i dont know how do i send 25 rods/min to one belt and 57.5 to other one
A single splitter will do the job
@unique cypress I still can't restore the pwoer dude
I disconnect everything, start coal. power generates.... I connect it to oil thing to generate more power = it disconnects.
Only the pipes to transfer the oil are taking more power than I make using only coal
It's like if I don't start both at the same time - I can't reactivate it
fuck im so stuck 😭
Power storage or temporary biomass?
wdym temporary biomass?
like use a biomass that will power the whole oil thing alone?
Not necessarily alone. If your coal isn't enough to power the fuel production, add enough biomass burners that it's now able to
Or charge up power storage with your coal plant, and then start up your fuel from that
But you'll want like an hour of runtime stored to be safe
I see, makes sense
I also have isnane ammounts of packaged fuel but i cant unpackage it
literally have like 700 packaged fuel
Either way, you should separate your grid into 3 parts:
- Coal generators and the bare minimum required to sustain them (coal miners, water extractors)
- Fuel generators and the bare minimum to sustain them (refineries, etc)
- Everything else
Restart just the coal plant, make sure it runs correctly
Then see if the coal is enough to sustain the (still dead) fuel grid.
If yes, connect them
before I do all that, is there any way my packaged fuel can help ?
If not, either add enough biomass to the coal that it's enough, or charge up enough power storage to make up the difference for an hour
Depends how many generators you have
Problem is, I transfer my oil a long long distance, so I use ALOT of pumps. those pumps are maintained by both type of gens(Fuel + coal) and run perfectly ok if both are running, however when i run my coal one - it insta shuts off
I have 3 gens and 500 packaged fuel
I have to find a way to activate both gens at same time , other wise my whole factory crashes.
clock groups of producers to spit out exactly what you need and only merge those
How would this be kickstarted, if there's no natural water nearby? I guess just a temporary packager and feed it some bottled water?
Yeah, without natural water nearby that would certainly be the easiest
Just enough to flood the pipes + input buffers
Or if you've got a train line hooked up to the site anyway, could freight in some water in liquid form, I suppose
Hmm, maybe just run the packager until it stops from being full, remove it, then remove and rebuild one of the longer pipe segments to "delete" a bit of the water to leave some slack.
I know we always say "don't use buffers" but for cases like this they do seem tailor-made. Could get a nice solid buffer of water ready while you're building the rest of the factory, and then have spare water you could re-flood in, in case you need to nudge stuff around or otherwise rebuild some things. And yeah, once it's finished you can get rid of the buffer, etc.
Though I suppose that's not much different from having a packager instead. :D
Anyway, whatever method you use to get the water into the pipes to prime things will do the trick
i fucked up badly with this power thing.
Once your entire grid is down, it's stable. Nothing is being produced or consumed. You can take your time rearranging your infrastructure to make things work properly
Failed restarts, on the other hand, may drain your fuel reserves until after a few, you have nothing to restart with and have to start from scratch
My suggestion to split it into 3 grids is basically that. It's guaranteed to work, though it is a bit tedious to rearrange half your power grid
I think it's all stable now
Just added 3 biomass gens to help with water extractors
im afraid the second i turn them into the regular power, im cooked
Okay everything is working now
THANK GODDDD
and also thank you @unique cypress
#screenshots message @sick stratus It looks great, i'm definitely gonna yoink a part of your design. Btw, the Fuel rods are not produced on site, right? Seems a bit too empty to be done there
No, the rods was a whole different project a region over XD.
And glad I can be of some inspiration 🙂
Oh ok, i thought i messed up somewhere because i've been doing everything in the swamp, i've covered all of it and still need a bit of space xd
huh? its just two trains who go in ONLY the direction as shown
personally I would split half the waste to acid, half to nitric, half to sulfuric. And keep the fresh and waste split
Hey I'm confused a bit about what's going on here, these have two shards and a sloop, and are suposed to make 400 diluted fuel/min each, they arent backing up or shutting down, so they get the right amount of water and residue, but I cant seem to get it to flow, its like fuels just disapearing
yhe Mk 2 pipes should be 600 but fluxuate heavily
so are they clogging or starving?
no, I think your right, I gotta look further down my system
I'm not sure what I'm right about since I just asked if they were clogged with output, or starved of input xD
hey guys
I'm looking to put this in a mk1 blueprint
but with all the inputs on the same side
btw only on this run did I understand the unreal amount of steel I need
I really dont understand liquid in this game, how can a machine not be at 100% if its always full input and empties before the next cycle is complete
becaues you're beliving the efficiency meters. For some reason
look at hte lights. are the lights not flicking over a minute? then it's good
your layout may also be screwing around with flow too though
the light are all good, should be 600 fuel, its not. been all over this dang plant and all the maths right,
The efficiency rating is an average over either time or cycles. It can take awhile for the number to reflect reality, though in general it should be essentially accurate after a certain amount of time
If there's underclocking involved, especially, it can often take ages for the number to approach reality
how do you know it's not 600? are the generators starving?
ive said they are full, idk they shouldnt be
what is the actual issue then. It sounds like everything is working
As Cobalt says, I'd recommend just watching the machine. If it never turns yellow (or just never actually stops, while you're in its control panel), then it's almost certainly just the number waiting to catch up with reality
is it only the efficiency meter?
if so, fuck the effciency meter. They used to be so off it was laughable. Now it's kinda worse because they look right but who knows how accurate they are
the issue is I am getting yellow light, but it dosent make sense, the machines full input and always emptied output
are you wearing a hoverpack?
no it kept crashing me out the server
ok look at the yellow light machine's control panel, is it starving to get the yellow light? or clogged?
these are your 2 options
since yuo're not wearing a hoverpack
I dont understand what you mean by starving and clogged, input is full, and output is not filling
ugh, when I look at one thats gone yellow it just strats runnig right
you know what F it, whats 5GW
It "runs" I got better things to do
thanks for trying to help, sorry I'm so dumb
i did a similar thing in my powerplant, except i separated the heavy oil residue into a separate one
i used the pipeline mk1 as the constraint for the array, made one blueprint for the hor refinery and one for the pdf+2 packagers
Is it worth it to make rotors and stators using only iron (iron pipe iron wire and steel rotor recipes) or just use the fastest recipe for them
for general use in building
"Worth it," as with any other question of that ilk, is an entirely personal decision on your part
And keep in mind that it's not like you're tied down to a specific recipe choice for the rest of the game
care to DM me the save file?
i like looking through these when theres issues
You might use one set of recipes in one factory and a completely different set of recipes in another, depending on local nodes, your mood, or the phase of the moon, etc.
i mean for it to go to like a dimesional depot to use for building not for other recipes
is the case that they are not getting used up all the time
If you're worried about resource availability, keep in mind that there are far more resources on the map than a lot of people realize. You really have to try hard, if you want to literally exhaust resources. So questions about optimal ore use generally only come into play if you're talking about local ores, and in that case the answers depend heavily on where exactly you're building
It's the same answer: up to you
Alt recipes are just there to give you options for building. They're not good or bad, they're just options
i have 6 impure iron nodes and 3 normal iron nodes next to my base
Want to only use Iron? Then sure, those recipes are the way to go.
But maybe the next time you build 'em you don't want to only use iron.
Nobody can make these decisions but yourself. :)
This is semi-tangential to the question you asked, but I'd also recommend not thinking about things as "my base" or having a "main base." I recommend thinking of it as just "here's another factory I'm building." Make the factory near the nodes that you need, and slowly spread out over the map
Centralization causes more problems than it solves, IMO. :)
I say semi-tangential in that if you are used to spreading out and expanding, then the range of sites you have to build factories is much greater, so you can choose what resources you want to build near, which may impact your recipe selection
this is my 2nd playtrough and i try to not centralize much but for basic phase 2 stuff i try to make stuff at my main base
Though I suppose at the rotor+stator phase of the game you don't have a lot of logistics options, and staying relatively centralized isn't much of a problem yet
for my first i had most of the stuff at the main base expect oil processing nuclear energy coal energy and ficsite
Anyway, once again re: the question specifically: it's up to you! There's no "best" or "worst" way to do this stuff, and alt recipes are just there to give you options. Build the factory you want to build, etc! :)
yeah, honestly i don't think I'll be able to do it nice if I don't just absolutely spaghettify it, but that's fine
i just want to unlock trains before spreading stuff out
well i have trains but i want to move to my new base first
also they need oil proc
btw, I'm now using the item teleporter mod.
It's pretty crazy going fused wire to heavy oil cables
Trying to split over 300 screws into 3 assemblers 3 times. Unfortunately, my subfloor is coming out slightly wonky... Anyone have a potentially reasonable solution?
what do you think of doing a vertical splitter bp
Kind of tight of a space to do that though, yes?
I came up with this, but it kind of breaks the flow of the rest of the build.
Sorry,. crappy pic.
Eh, I just did a bus from the side rather than jack up the whole system. Looks funky, but that's what sub-floors are fore, right?
today I learned
if a bp has space underneath and you put it down, it won't counter as a bp inside the bp designer
Finished the belting for the Assemblers on top. The bottom is 3 9 Constructor BP's lined up next to each other. Now to set up the power to the roof.
I learned last night that you can vertical nudge power poles.
Building a motor factory... Still need to get the quickwire Stator production up, but where to put the Assemblers for that AND the actual motors?
one thing I hadn't realized before
is just how much steel I need make
Like, I thought 6 foundries would be good enough, but no
LOL It actually helps to use alternate recipes for it. I learned that the hard way.
yeah solid steel is great
Molded Steel beam and pipe recipes are also good to use. Especially for the beams.
This is my entire steel pipe production for the factory I just showed.
yeah but at this point going the concrete way would require me to remake a bunch of things, and I'm not sure if I have enough concrete in the immediate vicinity
oh forgetaboutit
it's pure nodes
iron pipes + fully overclocked mk2 miners. AHHHHHHHHHH
i just didn't want to be making craptons of machines
LOL Make a good BP for that.
The amount of iron that requires...
fr
iron alloy helps
Copper to steel eh? Must be alchemy.
Also, how about 5 constructors to make Iron Bars (out of steel), and another 27 just to pump out Cast Screws for 12 Assemblers to be able to put out rotors. And that's just half the assembly I'm working on.
im doing the copper rotors route
Sorry, only 9 Assemblers.
it uses less screws, and I got way more copper around than I can do with it
I thought about it.
holy jesus, if I go the concrete route with molden beams and pipes it's 25 constructors
Funny thing is there's a pure copper node right nearby but I had the wild idea to pull Caterium down from the mountains and have already built the factory for that too. ugh... Just need to find room for the Stator production and I can be done.
fused wire is so op
since I got teleporters and limiters, I'm making all the wire in one place, and then I'm teleporting it to the oil to make oil cables
so far, it hasn't paid off
3 stacks of 9 constructors perfectly balanced...
Just for screws...
Of course, that was a blueprint I designed for the job. Just didn't expect to need 3 of it.
ok, here's what the math looks like
tbf I am adding 10 hmf per min, which is pretty heavy
both heavy and modular frames AND motors? No wonder you need so many machines!
The heavy modular frames alone was a headache for me. Versatile frames much less so.
that looks good
Do you try to make it look good? My Hmf production site is just a mess
make it look good for means knowing where the things I need are and how to go there
Did you learn that in your first save? Or did you make more play throughs
I've made a bunch of playthroughs already, I think I beat phase 4 like 5 times
But there's only so many layouts you can use
Oh okay that’s an amount
yeah I wanted to find out everything on my own for my first one rn so I wouldn’t spoil myself for anything
But it’s exhausting
Any tips for some rules I should follow? Idk resource management or smth
oh, you're on your first one
yeah
show me how it looks
Im not Home at the moment, I can in 3 days if that’s alright
In terms of building things you have mainly 2 ways; chain based or manifold based
chain based means that whenever you need more rotors, you will build the whole rotors chain
but manifold based means you just add more machines to that manifold and the manifolds behind it
And then you have hybrids. Like 2 cast screws constructors make exactly 1 rotors assembler, so you expand them all together
But this phases out a bit later on when the ratios becomes 210/6.295 or something like that
that's when you clock em to integer ratios
@vapid gorge heres what I was trying to do
I have one alt left and it won’t let me scan for it
It’s the speed wiring alt. I only have two milestones left, the singularity cell one and the Blueprint MK3
It's alive... IT'S AAALLLLIIVVVVEEEEE!!!
ok, so about tractors, I have a 3m route and a 1m30s route on my save
they're both transporting a 200 stack size item (rubber and quartz crystal)
having in consideration the max size of the tractor (25 stacks), this gives me a max throughput of 3333.33 items per min on the 90s route and half of that on the 3 min one
Sorry, been struggling with this motor factory for days.
Was this for foundations under rails? If so my vid is a good option
Ah, just 1 wagon of trains is equivalent to 1 tractor
https://i.imgur.com/B6lUe9O.gif Just gonna leave this here
any of these worth grabbing?
went on a crash site spree
steamed sheets seems nice, just more per copper and water isnt hard to find
reroll 2 and 4 imo
they have some decent ones, if you get in the situation where theyd be useful
LETS GO GAMBLING
recipes are only as useful as the situations you're putting yourself in. They all have their uses. Pick based on what youre building next and what might work for you
You're missing out if you don't save scum to get the best outcomes from hard drives 🫨
I mean there are some like cast screws and solid steel ingots that are “just better”
just get all of them
exploration is fun!
I just don't like waiting for hours
¯\_(ツ)_/¯
I'll get them all eventually. Some of them will just be unlocked faster
I always pick out the alts that have only upsides (like pure copper/iron/caterium) bc they directly multiply the output for the cost of a little power
cast screws aren't better if you use steel rods for example and want to be resource safe.
solid steel is a harder argument but the base steel recipe is simpler in layout
and those are at the extreme ends of 'use' for the recipe lists
If you scan as you find the drives, there's relatively little waiting. In case you didn't know: you can construct a MAM out in the field, start a drive scanning, then deconstruct the MAM and go on your way. Whenever it's done you can construct it again to get your result (and pop in a new drive if you have one)
For myself, at least, I don't tend to find drives more quickly than I can scan, on average, or at least not very much faster
Is the "fertile uranium" alt any good? I can't decide...no quartz, but more uranium, and it doesn't consume as much waste
it's good if you want more plutonium rods vs uranium rods
if you don't? then it's not
Depends what you mean by "good," as always, though it is sort of a trap, IMO. It does increase your Plutonium yield from a given amount of Uranium Waste, but if you instead put the required Uranium into your Uranium step, you'll get more power out of your Uranium
Though the difference is quite slight, and my statement does assume you're using the most uranium-efficient Uranium alts
I'm not sure, do I want more? 😅
Yeah this is what I'm kinda mentally squinting at - is it actually "better" as far as more power?
I can't tell you that xD you'll get more plutonium waste if yo uburn them? you can make more ficsonium that way?
iirc max uranium rods gets you more power
but you're doing a fairly small uranium power station aren't you?
Yeah, if you use every uranium-step alt, spending the Uranium on that step will net you a bit more power than using Fertile
Yeah, 8 uranium, 6 plutonium, eventually 3 ficsonium. All 250% OC.
As I say, though, the difference is pretty slight
well if you aren't doing max uranium usage in the world, and want more power, then fertile uranium would do it for you
Enough so that once I realized that, on my last playthrough, I didn't bother recalculating anything
cause you can always import more of the uranium in the world
You just did the default recipe?
Nah, was using all nuclear alts
Which, for each individual step, does give you the most yield. But technically I could've gotten more power out of the same amount of Uranium if I'd fed it into the Uranium step instead of using Fertile
for uranium rods? it's less eficient, but if you're not planning on using all the uranium on the map it's fine
(though, again, the overall power difference is slight)
Currently planning on 400/min raw uranium
cause if your goal is just 200gw of nuclear power, you can do that with the base recipes
can always drone more in easily 😄
power the drones with plutonium rods
That's what I was considering...take the train-accessible uranium nodes first and save the uranium ones (like the one at the top of the world) for if I really need more later
Though the other benefit of shifting more into the Uranium step is that the Pu (and Fi, if you do it) steps are more complex/"heavy" than the Uranium step. So making more Uranium and less Pu+Fi is, IMO, "cheaper" from an effort perspective than making more Pu+Fi and less U
That's true as well. Less complex factory
drones drones drones
ye uranium is like THE use case for drones imo
low throughput and sketchy af places
yeah most of the nodes are very annoying
I like building a drone in the waterfall cave one and build a 'hatch' for it to rise up through the river
Oh the one above the swamp?
Heh neat, guessing it doesn't trigger those automatic doors, so it's just a dark hole you can't see the water at the bottom of?
yeah jsut make a hole 😄 you can also have black signs that look like a hole?
use a mod to have gates that are open but make them flat? But you're not modding iirc
Nope no mods
yeah then probably an open hole that goes a bit higher up than the water line, and then black signs just covering the water and up the sides of hte hole
Concrete foundations all around 🙂
maybe guard rails, walk way from the shore as a gangway?
lots of creative options
Alternatively, it might be easier to make a clipped conveyor lift look good, since you don't have to line it up with any animations and such. I've done that a few times for underground resources
Like a lift coming up through a decorated foundation?
Make a convincing-looking "this is actually a borehole of some sort" thing on the ceiling of the cave and on the ground above it, once you connect the lift
yeah the cavern roof is thin enough 1 lift form the ceiling gets to the surface. A bit more boring though 😛
Conveniently I have a track right there
I tend to actually try to snap 'em to an actual conveyor floor hole, though that requires getting foundations lined up (easiest if you use world grid, I suppose, though I tend to look down my nose at world grid. :)
Though yeah, to CobaltOfDoom's point, a drone emerging from a port-in-the-ground would be cooler. :D
@pulsar rover If you're having issues, try getting help in a channel that isn't busy and you can post images
sideways images in a different channel you have to flip back and forth to just makes everything harder
Yeah sorry, I’m just new and trying to comprehend, and I have to take phone pics I’m playing on a handheld
yup just take a few better shots right way up.
stand higher up and take over head shots of the whole thing.
Yeah I'd run out of drives and have a bunch of alts I don't want stuck in my library 😔
https://medal.tv/games/satisfactory/clips/kKaybQ7m3qHKuNzTx?invite=cr-MSxPT08sMjIxOTMwNzI5 Does anyone know how to fix this?
Watch Untitled by tjr5555 and millions of other Satisfactory videos on Medal. Tags: Satisfactory, Action
(im on multiplayer)
What is the issue?
if it's placement , it's one of the many reasons why you build splitters and mergers first
Yea I'm not seeing anything to fix?
no its the glitching around
near the end of the clip
yeah that looks like a placement issue? you could ask the hose to restart?
anyone has some 8:3 coal setup material requirement?
120 coal and... ? If I'm remembering right...
360 water total from 3 extractors
carbonated
so, i need to pass 57.5/min of rods for screws and send rest to a assembler how do i do that?
create a group of machines clocked to make 57.5 pm?
you could also just have the assembler on the same manifolds and just send all the rods down one belt
so if i send all rods on one belt it will distribute good?
yeah i think this
having them on one manifold also works. Doesn't matter if you have different machine types
a manifold is a belt line with splitters feeding machines
oh so that would work just fine? if i produce enough rods
yup. All a manifold cares about is enough parts per min and a fast enough belt
yup 😄
but remember, clocking groups of machines to make what you need going down one path is still very useful
you don't always want to have all the parts go to the same section
how much oil do u reccon this can get me
the data from the wiki suggests i can get 1350
at 250%
If you place a pressurizer on it, it'll tell you
But yeah, 1350 sounds right
i dont have a pressurzier on me rn
tis seems about right
so im gonna have to make this in modules
1300 fuel gens 🤣
i guess this is how big a single module can be? i say that cuz im guessing that 600 turbo fuel is gonna be a bottle neck
At least have the decency to OC them
yes yes
Idk if I'd rely on a single mk2 pipe consistently doing 600/min
You can make it work, but it's difficult to fix it if it doesn't work
oh.... the closets nitrogen node.....
So I'd suggest to split the fuel into 2 300/min mk2 pipes or w/e
w/e???
Whatever
Like it doesn't have to be a 300/300 split
Or build one module and see if it works with a 600/min pipe
why can i not rely on that?
it seemed like the most obvios solution
Pipes are fucked up. Most of the time, I can get 600/min through a pipe, but I've ran into situations where I could only get like 595 and it wouldn't go higher
With gas (which RF is), it should be more likely to work
The only thing you definitely shouldn't do is build the whole thing without testing
If you can make one module work, then the others should work fine as well
What did you use to make this graphic?
It's Satisfactory Modeler
Available on Steam
Thank you!
lets see how am i gonna divide this
i could do
2 pure
1 pure 2 normal
1 normal...
looks like ill only be able to make 2.25 modules
no wait
mb
miscalculation
1 normal doe (x3)```
so thats 9 modules
lets hope this much space is enough
you can always build up
ooo true
ill have to train this, right?
sighhh
hmm
You could drone it too
Packaged nitrogen is 4x denser than gas
(well, 8x in trains)
i dont wanna deal with aluminium tho
also in terms of sulfer ive got 2 impure nodes nearby :(
thats uhh 120 + 120
overclocked thats 600 with overclocking
:(
thats not even close to 3600
You can use default rocket fuel. Pretty sure that uses a lot less sulfur
really?
theres a bunch of coal
if i can get SAM i could convert to sulpher
nicee
Those are the resource costs for 5400 default RF
More oil unfortunately, but less of everything else
And no coal
You can also cut the oil by a fair bit but at the cost of more sulfur and adding coal back
(the top is with a mix of default and blend turbofuel, the bottom with just default)
isnt this the default rocket fuel recpie??
also how would i signal this? (explaination coming)
Recycle the compacted coal back
okay...?
Now it's less sulfur and coal
You can also skip making compacted cial entirely by using turbo blend fuel
So default turbo to use up the byproduct compacted coal, and make the rest of the required turbo with blend
But it'll be even more oil
huh?? im at the blue station btw
If it's a bi-di track, I wouldn't signal this. Either 1 train and no signals, or no bi-di
okay now that u say it, i see the issue
I mean you can make it work but it's awful to build and use
Yes true
Ok guys
I got another stupid idea
I'm going to use trucks, as a bus!
Wait no that's a horrible idea
huh......
Trucks cannot filter the stuff they carry
I mean if it's the only signal there, obviously it will loop into itself
with block signals you always need a minimum of 2 for them to work
eh that's not really true, but you should signal your whole network before resolving errors
nope, there are many signals in the system
Light blue is everywhere with a signal
If I put a signal anywhere in this yellow area, I get the error
I'd be curious on if the track is like
Disconnected somehow
The trains seem to move perfectly fine
It's fine, it seems the trains work fine without there being any signals in the yellow area
are all the blue ones block signals?
Ye
ok... so its just not detecting that the other block signals by the junction and station exist on the same track.. I cant help with this since i work with duel train lines.. sorry
trains are a bit fiddly, you sometimes need to rebuild tracks and replace signals in different orders to get it to work
yeah its fine guys
I am already done with so much of my Factory (Top part is done bottom is left)
I already Handmade Assembly Director System and MAgnetic Field Generator but I want to Automate Nuclear Pasta as I will need even more for Phase 5 and also want to automate Thermal Propulsion Rockets as they are needed for Ballistic Warp drives
Ok
i was thinking of making nuke noblisks from just iron, SAM and crude oil
probably not a good idea
5 a minute is pretty excessive
it is?
not at all lol
how much do u make
hey, i need help, how do i put these specific items in their designated storage bins keeping mind of overflow and the dump bins which sort stuff in the bins and any extras/overflow will go into a sink
the time crystals and trigon ones are just reserved spaces for when i do end up getting that far into the game
smart splitter?
manifold with smart splitters running behind the bins
set the smart splitter into x item filter and overflow
what about everything else?
since you have different items on opposite sides, you may either want to use a programmable splitter to initially separate them, or just loop the belt back around to pass by the other side.
just remember to set a sink at the end of line
any item that's not designated in a smart splitter's outputs will be considered overflow. so you can just smart-split one item at a time as the belt passes by each bin
so one for the ittem, one for overflow, and the other for undefined... and with the dump bins i put a programmable splitter there?
the dump bins you put stuff inside and then they get sorted btw
no need to use undefined. overflow will catch undefined items AND excess items
undefined is not needed, item that isnt for x filter will count as overflow
ah ok
so if you just do [Item] and [Overflow] at each splitter, each splitter will pick its designated item off the belt until you get the leftovers at the very end, which you can sink
ok thank you!
Really? Right in front of my thermal propulsion rockets?
Yes.
how dare you! Every part deserves to be automated
But mark 6 belts
ngl i didnt even fully automate phase 3
First time I did it I had horrible production and left my pc on overnight
i couldnt be bothered to automate modular engines
i mean i did eventually
but only in phase 4
Could some of you maybe give me a rough pointer on how much energy generation I should have when getting into phase 4 (aluminium stuff)?
how much coal per minute per coal generator?
If you click on the little gear (edit: not a gear, just an orange icon) next to the input buffer, on the generator, it'll show you the consumption rate for all fuel types it supports
I really struggle with heavy modular frames and when I checked what I needed to get 10 of them a minute it would need more energy than my whole factory needs at this moment
(This is true for all power-generation buildings)
IMO, as much as you can stand building. I always like to have a very healthy power overhead
And I keep an eye on it on a pretty regular basis, and whenever I get to within about a third or a quarter of my capacity left, I prioritize building more power
its a gear for u? but thanks anyway i had no idea
I'm at 2400MW atm which seems to be really low
Oh, I thought it was a gear, but clearly not. :D Whatever, yes, that orange icon. :)
i feel u, u see smth wrong for the first time and then believe it its what u see it is
The real driver is just your consumption lines versus your Capacity line
Personally I always make sure that my "Max Consumption" is comfortably below my Capacity. Part of that is that I generally strive to have all my factories constantly running at 100%; if you habitually let factories go idle, you can often get away with letting Max Consumption go above that, so long as your actual consumption is below
Having some extra headroom is important just 'cause it often takes power to supply new power-generation machines, so it's handy to have that available while you're building the new power
I also struggle with logistics in general, I started in the south and getting all my energy from the south east (atm just 6 fuel generators with normal fuel)
I am in the process of upgrading that plant to turbo fuel though, but I need quite a bit more ressources to make that change
For power especially I tend to recommend against upgrading anything, btw. Can just leave your existing fuel gens as they are, and build new turbofuel gens
hmm
I recommend that in general too, but there's rarely any good reason to tear down existing power infrastructure. I always finish my playthroughs with my original coal gens still running, etc.
I mean there are 2 more pure crude oil nodes in the area I just saw
Guess I could do that
(I did have one playthrough awhile ago where I did Compacted Coal coal gens and ended up wanting that sulfur for something else, so I did tear down those gens on that playthrough. But that's the exception. :)
Honestly there are a lot more resources on the map than most folks realize. You really have to try hard to literally exhaust resources
Making use of them might require expanding out and building in new areas, but that's its own fun as well. :)
I don't think my issue is the lack of ressources, just lacking knowledge/ideas on how to utilize them in a better way
Though, of course, this is all just my own advice; play however you like. So long as you're having fun, you're doing it right
Though I will definitely advise not being afraid to over-build on power
I generally finish Phase 2 with 48-64 coal gens, for instance
ok that is nuts, I have 9
And I generally can't bring myself to build triple digits of Fuel Gens just 'cause I don't like Fuel Gen spam, but I will often end up with 50+, overclocked
I wouldn't even know how to get all the coal needed for that
There's various places on the map with more than one coal node right next to largeish bodies of water; those places are kind of custom-made for coal-power generation
I've generally got four coal nodes dedicated to just coal power
Now that you're on fuel, I wouldn't necssarily recommend building out more coal power, but I guess my point is that I'd recommend not worrying about building "too much" power.
I'll generally take something like a coal/oil node and maximize the amount of power I can get from that node, etc.
My biggest (or at least one of my main issues) is that I have trouble transfering large amounts of ressources over long distances
for example transporting plastic and rubber from the south east to my base in the south I'd have to go through so much bad terrain if I used trucks I just gave up on that
Yeah, logistics is eventually a problem which is very useful to solve, and all of the methods have various learning curves (and things they're good/bad at)
Tractors/Trucks are best when you can make use of the map's "natural" roads, which definitely does limit your route selection. I'll often factor proximity to those "roads" in when deciding where to put a new factory, though I'll also sometimes end up belting the materials to/from some Truck Stations which are near the roads
I at least managed to get a truck running coal for me going now which helps a lot
At your stage in the game, I think you should be at least quite close to having trains unlocked; those are well worth the investment and allow you to not have to worry about what the terrain is doing, apart from that influencing your rail routes
I do tend to find tractors a bit easier to deal with than trucks, fwiw.
I've found I rarely actually need the extra carrying capacity of trucks (plus the tractors are cuter)
I do have trains unlocked but tbh it's very overwhelming
Yeah, there's various points in the game where it's throwing a lot at you at once
It helps to remember that there's literally no pressure of any sort, once you're out of the biomass-collection stage
I'm hoping that drones will be good
So you can take all the time you want to get used to things. I'd say "the game's a marathon, not a sprint," but it's really more of a leisurely saunter than a marathon, too. :D
Drones are indeed quite good, though at scale they'll be very power-hungry, and require fuelling
If you're used to overbuilding on power, though, neither of those are major blockers
I admit I find it hard to not over-use drones once I have 'em. Always have to remind myself to still lay rail to new factories just so I have passenger rail available. :P
Unapproved leisurely saunters are not permitted during work hours.
Is there a way to know if you’ve unlocked all the alt recipes ?
in SCIM, yes
in game, not quickly I don't think
if you've got all milestones and MAM unlocked, and HDD scanning says no more rewards available, then you've got all of them
Got it
Also in coop the collectable achievements are kind of glitched
Any get around for this
question about oil stuff, is there a way I can make a fuel overflow?
like, all oil into rubber, all oil waste into fuel, fuel and rubber to recycled plastic, and when the storages clog, the fuel goes to generators
oil into heavy oil residue, and then residue into diluted fuel is way more efficient
what do you need it for?
"when storages clog" -> overflow storages to sink
as for overflow, check the pins in this channel for the plumbing manual
or I need to sink the plastic, and ratio the fuel excess to generators
wanted to make things different than I usually do
dont have that recipe yet
my idea was to overflow the fuel into energy generators, not the plastic
you want energy production to be constant
not dependent on storage being full
idk about you, but I wouldn't want variable power capacity
given that energy consumption is practically fixed anyway
its more of a I want to sink fluids than to make energy. my fuel production would barely make energy compared to the coal power plants I already built
yeah then sink solids
unless I made a fuel plant focused on fuel
that you make out of those fluids
oh well, think Im gonna go on a hard drive hunt again and rebuild the fuel plant
it was mostly a matter of "I always make the same oil processing layout" so I wanted to mix things up but now its an inneficient mess
can someone tell me witch one is worth the most or is the best?
stitched is best
especially with iron wire
I only ever use stitched and adhered plates. the recipes that use screws are awful tbh
ok
"best" depends on what you prefer
They're solid IF you have cast screws. You just put a screw constructor behind each assembler to turn bars into screws, and feed bars to the unit.
or steel screws
If you don't have cast screws you need an extra constructor to make rods first, and that is annoying/bulky.. but Cast Screws is usually one of the first couple of hard drive unlocks.
screw management isn't even the reason why I think they're terrible
they're just expensive
and you don't get any benefits for that extra cost either
more expensive on iron than iron wire?
yup
Well, at least it takes 1 less alt recipe 😛
i like the wire one as it is versatile. it's less iron intensive than normal one and you don't need screws and you can even use copper to balance things out
but the bolted one means less machines
fewer!
meanwhile i make stiched from fused wire so iron, copper and caterium 🙃
Stannis-sempai and Davos-kun
ah, the english teacher
Just a funny reference, although that video is missing a few 😄
(no pure iron btw)
Fewer vs. Less
I'm learning grammar with Stannis the Mannis ^^
Outro Song: Smoke weed Everyday (Hold Up twerkit Remix)
If you're willing to squint at the logic, over/underclocking means that we've got non-whole-numbers of machines. :D
yeah once you're doing 10 hmf per minute, you really don't want to get stuck at making assemblers forever
Damn, huge difference.
This is part of my current build (mostly done)
215
fuck iron wire
It can be a lot if you're new to the game, but you get MUCH faster at breaking things down into tileable, logical blocks etc.
that plan includes everything for 12.8 nuclear pasta (made from 12.8 heavy frames) btw
meanwhile, me
(that's constructors, not wire/min)
by the time that part rolled around, i didn't think twice about it, 12.8 hmf with all alts and tech took a matter of minutes.
Even if my first 4 hmf/min took half a day, 6 months before.
Heh, yeah, Iron Wire == constructors for days
Though at least gigantic matricies of constructors are easy enough to blueprint. :D
i think i have 8 constructors in a blueprint and i just dropped it like 30 times with autoconnect belts mostly. The biggest issue is that 4505 wire output requires splitting the constructors into four seperate banks to not overwhelm the output belts.
though this is a bigger crime
can also blueprint assemblers 🙃
Made the mistake of going with Iron Wire on my U8 ADS buildout, and that was a hell of a constructor grid. :P
hahaha ye
actually, correction, that was 250% OC
that's 100% lmao
just do alloy
I'm not gathering 25000 extra iron ore and 5000 extra copper to save on machines
never forget
the great wire shortage of 2023
I'll be making nearly 50k 🤣
i made this in dune desert
The Vermeer WC2300XL Whole Tree Chipper is ideal for right-of-way clearing projects and large-scale vegetation management, as well as production of wood chip for the biomass industry.
need an AI video of this but with copper ingots xd
into a train cart
it wasnt even that bad once i had a blueprint for ore->powder
Yeah it's simple, just expensive. The main rough part is mass production of pure ingots.
IF you're going that route.
For a maxed world plan, it's worth the investment; for a game completion etc, hell no, just go to more nodes.
making 10,000 pure copper ingots is an event.
I think on my game completion i actually used 3600 ingots from 3 pure nodes, and just ran them for a while.
Confuzzled user question - how is truck station fuel use calculated?
I have moderately long route that uses 5 fuel, a short route that uses 6, and very long one from blue crater to grass plains that also uses five.
The last one has fuel connected on both sides and both say five, so is it using 5 or 2x5 = 10 per minute?
would this work? basically 15 comes from the valve and another 600 from another input. it goes directly into a refinery
I don't understand how this is connected, how it's fed (flow directions etc) or what you're trying to do here
"PER/M" is the most fucked up unit i've seen this month lmao
so basically i have 2 pipes with 600 fuel each. now i put this fuel into refineries that consume 22.5 each, meaning that 15 fuel is left from each pipe. now i use a valve at 15 that connects to the next line of 600. that would basically mean 615 in a pipe (not possible) but the junction that connect the valve and the 2nd 600 fuel source goes directly into a refinery.
i tried my best to explain its a bit confusing
first guess no, id keep it <600 system and split into 2 systems of 300 and 315
but idk maybe it works
alright ill just do it safe
yeah, I'd be concerned about the valve actually doing 15/min. it probably wouldn't, at least consistently
ill overfill it first before turning the refineries on
idk valves and mk2 pipes are just terrible
There isn't a priority flow for fluids, at least not a direct one, so merging at the 600+15 area is not going to work well. It's likely that the 600 will choke the 15 sometimes even if technically there is a solution to move fluids from A to B.
alright thanks guys
connect the 600 and 15 from opposite sides of manifold so it meets in the middle?
yeah something like that
btw is there still the issue where the mk2 pipes dont always carry 600 fluids? like 599
nah, they can do 600 exactly
Never was
it's just difficult to say if a particular system will do 600 or not
wait really? i thought it was
i remember when i was playing like 2-3 years ago they had issues
im 100 % sure i was seeing it on threads
No it was user issue with backflows
alright
The same thing why we build loops and such
got it
(And why you have the "need care" in name)
there had to be something because setups that work fine now didn't work in U6Ex for me
Wasn't that the "internal fluid buffer not saving" bug?
could've been, idk
I wasn't active much on reddit or discord back then so I didn't know about bugs and such
I just remember giving up on making my fuel plant work at 100%
and in U8 the same kind of setup worked fine immediately
even that one in U6 randomly started working, but I don't remember if it was in Ex still or after EA release of U6
but it was 100+ hours after I finished messing with it
alright i fixed it thanks for the help
I can never remember which one of the many calculators does a little diagram of the machines relative to the foundation space
Been doing some exploring for sloops and spheres:D
Any reason to not use Oil-based diamonds? Sounds like easiest recipe ever
also: WTF diamonds have the most alt recipes ever?
Oil is more precious than coal
oil diamonds are great i love them
But if you're not making too many, there's no reason not to use oil diamonds
i made 1200/min diamonds from oil 🤷
I literally have 4 unused oil nodes in blue crater, after building a 2k/minute rubber factory. I think there is a LOT of free oil lying around.
That's 50% of the map's oil
ye, why not
rubber/plastic barely uses any with recycled
and oil comes in clumps so its easy to just turn an oil field into diamonds
I am likely biased, because my power grid is nuclear and I have almost no fuel gens. One acting as excess sink and 8 scheduled for demolition that power my nuclear manufacturing. My total turbofuel production on map is like 15 units, because Turbo Ammo 😹
eh fuel barely uses oil
rocket fuel is mainly sulfur and nitrogen
Definitelly turning all the coal into steel too.
I have a light control panel, it’s powering the lights but can’t change color ?
Do you have the lights on the right side of the panel?
finally got my first real oil power plant done for this save
nice to finally be done and have enough power until i eventually hit the cap again in maybe a few hours lol
do tractors/trucks handle pathfinding and collisions elegantly? if i needed 20k iron ore per minute in a desert factory, would as many trucks as needed to support that work without a bunch of issues
depends on how you drive their path
don't have paths collide head on
Use trains
I'd just use different alts somewhere else
unless you're already bringing in sulfur that's just obnoxiou
Use a touch of it ? don't need to do it all leached
will i need these in future phases?
Yes
look them up in the wiki
@carmine raft You do need them later. But phase 4 is a lot lot to get through and you only need them at the end of phase 4. So just rebuilding new production for them can make sense.
hmmmm alright thank you
(on the other hand, they're also good for coupons in the meantime, so leaving them automated but getting shoved into a sink can be nice)
Keep versatile frames up at least, since you need 2500 of them in the next phase iirc
you need all these parts in the next phase
I figured out you need so much steel for phase 2 and 3
Sooo thinking about redoing my train system
Currently my setup has a trainyard for every factory
these ship directly to the consuming factories
But would it make more sense to have a main trainyard which the producing factories ship to, and then the items get shipped to the consuming factories with the dedicated trains for those consuming factories?
I think it would allow me to have more control over the recieving half of the train system
Idk if that makes sense, but if it does, lmk your thoughts
no, ship directly, much better
or even better - don't ship, build near nodes
guys im consuming 14k MW power, am i producing enough power
no. moar
14 GW
That variability in production would give me an aneurysm
I'm starting the game, I do computer science and we learnt a lot about Excel and everything
After ~25 hours, I'm doing the thing
(I don't wanna use external blueprints or anything and online tools are not what I'm searching for, I can't think like how they're designed for)
same
I don't understand why the power consumption is so low tho. I sure do hope there isn't some factory somewhere that's shut down for some reason
Also what's wrong with variability in power production? I know for a fact that it won't drop below 36GW. Everything other than that is spare change like random coal burners and geothermals scattered everywherw
it's not reliable, so pointless to have
you will never want to use the excess power, because you can't rely on it being there
I thought the bonus was nice
What do u want me to do, disconnect everything unstable??
I can't remove coal burners cuz they're in my aluminium farm to eat the water
make it stable 🙂
Hmm
But what do I do about this
why are those unstable?
also you can loop back the water instead of getting rid of it
They are supplied with coal in excess, they only turn on when they get water from the aluminium factory
I did this to make sure they're never ever backed up, cuz if that happens the entire aluminium factory will feel a shockwave
Yeah I tried that and it never worked so this is what I settled on
i have an issue. these refienries consume exactly 600 crude oil. i use mk2 pipes, all good. yet after some time of usage the last refineries in the row are empty. any tips?
I'd put the main manifold pipe a few meters higher, and a bit closer to the refineries
Loop the manifold
i ended up adding one extra mk2 pump and that fixed it. at least for now
thanks for the tips
am i correct in thinking that if a supply of 240 is split along a manifold, each successive belt after a splitter will "lose" whatever amount is fed into the machine?
example, i have a supply of 240 iron and 240 coal being fed along five foundries. after splitter 1, belt stays mk3 because it only bled off 45, then another mk3, then 2, etc?
the best way
I did it slightly different
I like colors, when it's pretty
And also I'm playing with friends so I'm making things understandable :D
anyone know the best alt recipe for turbo motors
there isn't one
what is it?
turbo pressure motor and turbo electric motor or smth like that
in order to determine the "best" of anything criteria must be given
i dont have a lot of crude oil or cooling systems
you don't need any
rubber
what?
yes
although as it's spinning up the first machines will take more
hyper compact 20/min motors just made, I sure hope it works
@frosty cypress pls don't listen to fras, show some images of your piping 🙂
@vapid gorge Let me know if you need any more
is that refinery full of TF?
yes, there's 5 more full to the left of those
And you jsut have that one lower pipe under it not accepting TF?
theres a straight pipe they are all connected to, then one pipe that goes to the plants
wait , I thought the issue was one of your refineries couldn't output to a pipe?
the refinery furthst to the right in the picture is the only one that doesn't work
no, 7 of 8. Only one works
ononly one that works* typoed
I need you to be more clear
you haven't connected up the system to fuel gens yet
so if they aren't feeding anythign they are all going to stall right?
They are connected to 7 gens right now, but they all start/stop. When I went to investigate, I saw 7 of the 8 tf refineries clogged on the output and input, and only 1 refinery trying to supply enough for all of them
are teh gens working stably?
the lone pipe you see in my very firs picture that goes down goes to the gens. No they start/stop constantly
ok when you have back flow in a system it's almost always because of how you're feeding machines
show some images of the fuel gen pipes
did you put the generators on standby? they're all red
nope, they're burning. in the interface, it flashes back and forth between running and saying no power
like 2 seconds apart
I only see 6 tf gens?
you're right, my bad i miscounted when I said 7. I was in the process of placing them when I noticed the start/stop
ok how many fuel gens can your TF refineries feed?
because you should really finish a system before trouble shooting it
9, 1 at 75
ok build your whole system first
like 8 at 100, 1 at 75
connect it all up, then come back
there's no point trouble shooting it until you have it all set up
https://medal.tv/games/satisfactory/clips/kLzN4k2jYiWWamgtV?invite=cr-MSw0bUQsMjIxOTMwNzI5 Does anyone know how to fix this lag? (im in multiplayer)
Watch Untitled by tjr5555 and millions of other Satisfactory videos on Medal. Tags: satisfactory, satisfactory action
That looks like either your connection to the server is a little slow, or the server is lagging, this will depend on how big the system is for your server and how big your save file is. Also, the more people on the server, the more lag/rubberbanding you'll get.
Well, that depends on how far away from the server you are, for instance, if your server is in Detroit and you're in UK, it's not gonna help. It also might be a good idea to look at how fast your connection is to the server, and to your ISP.
still the same
alr ty, i am located in the same area as the server so its prob smth to do with my internet
connect the 9th to the end of the line in the same row
I'd def look into your ping rate.
then under clock 2-3 machiens to 50% and let the whole system fill
got it to work. idk if the floor holes are bugged on the edge of platforms or what, but it finally started working once I removed them and spaghetti'ed the pipes around the edge of the platform instead of using the holes
They sometimes kill headlift but that' should be the only issue , you might have had a bugged connection and it got fixed along the way
try not to spagetify pipes though, they aren't belts and don't like being mistreated
you're working at very low flow though in that system so you probqably have a lot of leeway
yeah, it's a mess. Kind of annoyed actually because this was supposed to be my first clean, or at least cleaner build lol. Oh well, I'll have to play with the piping again when I have time
@fringe geyser post in a channel you can put images in . like this.
and what is this for? coal gens?
yes
Coal Generator Schematic.png
The Coal Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal Generator...
example diagrams
hmm ok
I highly recommend you just keep making groups of 3:8 like this, keep fluid systems simple and in their own little sections
the first example- will it cause an issue if these are all interconnected?
wdym?
if it's one pipeline with three different input sources, wouldn't it create opposing water forces and cause problems
nope. Coal generator systems are extremely sturdy and deal with nonsense better than later systems
later on or with secondary fluid processes I probably wouldn't use it though
they're idiot pioneer-proof, i see
pretty much. It's why they have these beginner layouts in the wiki 🙂
well ty for the help, id better get to it
I'd aim for 32 coal gens at teh start. Find a group of 4 nodes next to water. Every zone has at least one spot like that
then you can upgrade to 64 when you get mk3 belts
only 4 nodes? like with mk2 minors normal coal nodes?
they can feed THAT many generators?
im already using mk3 belts, hold crap
ah, well overclock your miners and output at least 240 then, feed 2x8 groups per mine
holy* this WHOLE time ive been off of 4 coal gens and 2 batteries
oof. that's not much power to have when you have mk3 belts
yeah i got lots of work to do rn so im getting 2 it
8 groups of 8, will keep you going to tier 7 pretty easily
Me, running on coal until I the end of Phase 3...
1st image is the main area, with the HUB, and some metal/steel lines
2nd is copper, changing out a constuctor recipe for either wire or copper sheets
3rd is more metal stuff, plus making a project part
4th is a small scale coal power factory
5th is a bigger scale coal
6th is another project part line
with power towers, hypertubes, wires, etc spead far and wide here
@dusty hill
have fun with the mess that is
my factory
the nodes can run more than one smelter and constructor
is this enough power to finish off phase 2
that'd be the first thing I'd fix
no
how much more do i need
do you know the purity of the node? Let's start with the copper
my recommendation is between 32 and 64
seriously??
coal generators that is
is there like water splitters or is it 1 to 1
you don't need that much for phase 2. I completed phase 2 with 8 coal gens and like 10 bio burners that never ran
pipe connector
it looks like a tee
1000 smart plating etc. is a lot
Tha'ts if your speed running it lol, you can make each one with only 1 or 2 assemblers if you want to explore
i dont have any somersloops or power slugs
i would be getting that a lot more often if i wasnt running on geforcenow
last time i did satisfactory like a year ago i had a massive power issue
so im being careful
i guess but like 32 gens isnt much either
thats like 480 coal 🤷
lol
first time ive made a semi good looking base
also is there like item frames
no but theres signs
how do i get it?
from the awesome shop
nvm its quarts
I build a decent stock up on all types of parts over time, and when I'm ready to make elevator parts I just make a tiny factory that I'll destroy afterwards.
not really a fan of that
automating is fun and "box craft" kinda defeats the purpose of the game and is less fun imo
theres a reason the wont allow you to handcraft them
I automate everything else, but I don't really want to spend time making a pretty factory that I don't need to use a second later.
And sure, it might take 4 hours to craft the elevator parts with a quick-and-dirty setup, but, most of my play sessions are longer than that ^^
well you still use it for the next phase
all parts are reused in the enxt step
idk its a bit of "optimize the fun away" imo because ye it might be faster but just less fun
Yeah but... my Phase 1 quick-and-dirty factory made like, 50 smart plates in a few hours using literally all the iron parts I had stocked up.
think of the dopamine youd get from finishing a smart plating factory 🙃
🤷 I find the elevator parts the least fun part of the game because they are long term goals with no immediate rewards. I get zero dopamine from them.
So I adapted my play style to not spend energy on them.
I need to start doing them as soon as I'm able to, I always finish the tiers before I even start on them, then have to find something to occupy my time while waiting
can do some mam stuff while waiting
i usually set up caaterium of quartz while waiting
^ I definitely went a bit overboard on this during Phase 3. I ended up doing everything in the MAM.
that's usually what I do
im so lost how do i research these?
But also, it pushed me to explore parts of the map I would have not dared explore otherwise ^^
||When to the swamp for hard drives. Left before I could be spotted by an Elite Stinger 😫.||
open mam -> goto quartz tree -> research silica
build awesome shop (optionally get tickets) buy the "FICSIT Roofs"
ooh tysm
How do you guys transport items from across the map? I have drones unlocked, is that the best option assuming I can fuel it?
trains for high throughput, drones for low throughput
trains best trait is that when you make the infrastructure , (which is a fair bit) you can reuse the main lines for other systems you can make branches to
drone's power is being able to do poitn to point transport that you may not need to ever use again
and as for drones throughput, if you need to move lots of stuff, you can always add more 🙂
cuz i need to go from all the way on the left, and all the way to the right 😂 so idk which is better
do you think you'll be having other factories needing things between the two points?
like even vaguely solid plans for some?
uhh, we have basically everything except aluminum in one spot and i'm not sure if I will be making more spots, my biggest priority is to transport plastic, rubber and I suppose upgrade fuel to batteries? for my drones and i dont know what we need until we get there tbh
drone it. Real simple to set up and they'll take almost any fuel type
there's some terrible elvation changes between the two and unless you do sky infrastructure, which I'm firmly against, it'll be a challenge.
now if you think setting up a cool train line between the two would be a fun challenge? do that
and batteries take 1/3 of the turbofuel cost it looks like
up to you, hard to compare batteries to TF. I find it much easier to make TF for drones and just let it consume more
oh and a benefit of doing nuclear power later, turn uranium waste to plutonium rods.
each P rod is worth like 250 batteries pm
whole fleets of drones off them
bet
so i need a whole packing system making turbofuel / batteries to fuel a couple drone ports
easy
once the fuel drop off point is full, the fuel drone won't go back to fetch more until it can unload fully
depending on teh stack size of the item and distance you might be able to get away with 2 drones, 1 port
but if you find you're not getting enough throughput with that it's very easy to expand the system
almost brainless
the other positive of drones. Just plug and play
which recipe is more efficient? encased industrial pipes or incased industrial beams?
just curious
When you ask about efficiency, specify which exactly
power? space? steel? concrete?
i dont care about power, also dont care about space
Less concrete too
cool then i'll do pipes
Plus you can make it without steel at all with iron pipe
still odd that it just does that with concrete
8 instead of 5 concrete would have been justified for the reduced cost steel tbh
Heavy encased's only nerf is the ratios tbh
Not the efficiencies per se
But you can just clock it and boom its ok again
I don't care about having all of my machines at 100% uptime so it's just straight up better than default.
I recently found out that they've nerfed default HMF in 1.0
It's been a while since I laughed this hard
There was 0 reason to use that recipe in 0.8 and they made it even worse???
Absolutely hilarious
Hmm... Flexible is actually cheapest in steel, isnt it?
Only problem is the oil and screws i guess
if you count those as "problem"
screws are super easy, 3 steel screw constructors feed 2 HFF manus
(or you clock them to 150% for nice 1:1)
Well screws arent really a problem
Flexible is made for steel screw after all
But that would increase steel cost
Though still cheaper than encased
yeah, it saves a lot. And 20 rubber is like 7 oil
112.5/min crude with default rubber.
But the HOR can be used to make coke steel
300/min Coke steel ingots even
So like actually a decent combo
If you use poly resin alt or HOR or both you use even less oil
For rubber specifically poly resin alt is not the worst choice
better than default, worse than recycled
And still a very decent coke steel ingot output
is there a lore reason why uranium power is so bad
Compared to what.
Rocket Fuel?
yes
Rocket came later
Very much overtuned
Nuclear still saves more sulfur
But its annoying to deal with and rocket is just terribly simple to make
much less logiscitcs and the same amount of powe
Blame Rocket for being so good and simple
rocket logistics vs uranium logistics for the same amount of power
Though you'll never catch me making 144 fuel generators
btw i was minmaxing this uranium setup to only use iron, water, SAM and uranium
blueprint it ez
Still no thank you
to each his own
Yeah well thats what you get for minmaxing all the recipe paths
It picks all the alts that make it more complex
And also the rocket fuel one you shares ommited the rest of the inputs
You didn't show the rest of the paths there
I'm sorry, how is this 'bad'?
becuz the rest are raw materials
so much effort for so little power. thats why it is subjectively bad to me
You used ore conversion to turn iron to sulfur to copper in the nuke example
yes
?? it's 10x the power per gen and the base recipes are extremely simple.
plus you don't have fields of hideous gens
And no ore conversion for rocket fuel?
Uneven comparison
Like i know the two are already very uneven to compare
fair criticism
Both uranium rod recipes take ECRs. Even making just them is more steps than nitro rocket.
Just swap ore conversion for miners 🤷♂️
Same number of nodes in the graph
not really
more accurate comparision!
In principle yes.
In practice though it is less complexity production wise
That is funny actually
imo they should buff nuclear