#math-and-meta
1 messages · Page 327 of 1
oh weird
This sure is being one buggy Update :/
it does have some quirks, lol
This should connect right? It's not for some reason.. Any tips for this that dont involve moving this a lot further away, the belt i mean
if the blue and orange arrows disappear after placing, it's connected
it's not working. these are not going to the lift for some reason
the splitter isn't connected to the belt either...
ill admit i made a minor oopsie..
i have 24 water extractors each pumping out 300 water/min, with 12 mk.2 pipes (obv at 600/min each)
however, i have 20 nuclear generators, each needing 360/min of water, and i'm honestly stumped on how to balance this and make it work 🙃
i love satisfactory but my head was not built for solving these
My recommendation is to always just pipe exactly what the machines need. You'd need more pipes, but if it were me I'd just have each pipe carry 360/min exactly
too bad i didnt think of that when designing it 😔
You don't want to have funky piping to your critical power infrastructure
OC the reactrors to 250% instead
i was going purely off numbers but didnt consider the actual logistics
the nuclear reactors? i dont really have room for changing the amount i have placed unfortunately, due to my build
then I'd build a 12x20 grid of junctions, all connected together so the pipes can balance themselves
idk if it'll work for that many tho
Honestly IMO you're gonna run into problems which require some redesigns anyway
Splitting 600/min pipes across NPPs which need 360 each is, IMO, a recipe for failure
aiii
i just did some real quick and easy math and just realized i'll need 40 water extractors if i make it "1:1" with the reactors 😬
oh well
I'm sure it can be done, but redesigning is likely to be less work than the pipe debugging
that's a solid point honestly
also i've heard tales of mk.2 pipes at max capacity getting weird, anything i should look out for? been a long while since i played this game
with NPPs, I've never had issues with 600/min pipes
they're only problematic on long manifolds in my experience
There are some things to keep in mind when doing manifolds with 600/min, but yeah, you'll rarely run into those with NPPs
good thing there won't really be a manifold then lmao
which is why idk if the grid would work - it's a lot of junctions
i may need to go powershard hunting...
im fully overclocking my 24 water extracts and my 10-20 NPPs
I was just about to suggest "just" overclocking them xD
which do yall think is more optomized
sorting storage into a depot then overflow into a isc? or isc into a depot and the overflow stays in that isc
It is..
items went through it
the arrows say otherwise. if a belt is connected, they disappear
So i'd say they just went along the belt, bypassing the splitter entirely
That makes sense
i fixed it. I put the lift, the connected the splitter with aerial magic and then connected the belt
weird but it works
It depends what your goals are, but you probably want your Depots backed by storage no matter "where" it is in your system otherwise.
If the depot's just being fed from the "source" belt and you exhaust the Depot, it could take a bit to replenish
so you are saying put the isc as a buffer?
so its all sorting to an isc, but has a depot behind it
I wouldn't even do the "sorting", separate materials don't have to be merged onto one belt
I'm saying that I'd make sure to have a container (ISC or otherwise) feeding a depot, for replenishment reasons. You could still overflow stuff in general in different ways, depending on what you want to prioritize
I want to have a big central storage tho
Like if you're doing both a depot and a Central Storage system, you might prefer to prioritize the "manual" bins you take stuff from
you can do that without sushi tho
that is not a problem tho? just don't need to merge the materials
How you design your storage/depot is definitely up to you, and depends on exactly what you want to prioritize
thats what I was thinking to do anyway, like an isc I can take from, but it also acts as the buffer to a depot
how?
deliver the materials without mixing them and connect them to the appropriate container?
unless you want some place to dump your inverntory into, then that does need to be sushi
but the automated delivery doesn't
What I did on mine was actually sandwich the depot uploader inbetween two ISCs; a Smart Splitter would prioritize the Depot, but the Depot system wouldn't get full replenishment capability until the "back" ISC started filling up
I'm not sure I'd do it that way again but it worked well enough for me
Though prioritizing the "manual" bins was handy for the early-to-mid game when I still didn't have the depots fully upgraded out
I still wish we had a set of slightly-shorter containers which could fit more neatly between floors using wall-height increments. You've gotta play some annoying games with clipping to fit ISCs on multiple levels while using 8m-interval floor heights. Just chop off one row of storage to compensate and I'd be happy
yeah, build this per item, merge all overflows into sink, you don't need to "sort" anything
I mean the splitter and possible the depot would be a floor below this so that only the isc that is also a manual storage is accessable
(I will say that judicious use of sushi processing can make Central Storage belting a lot simpler to deal with, though)
i would only build this for like hand full of items cuz I dont have 289 mercer spheres and I dont need like stators on quick access
Doing one belt per item requires an awful lot of care to not turn into spaghetti otherwise; just a lot of different inputs all headed to roughly the same place. Helps to pre-plan all your storage and belt things out all at once, IME
thats why I was confused on why he said that, cuz I feel like trying to not sushi would actually add more sushi and spaghetti
(Though of course that's partially Skill Issue™
)
I'm pretty sure you complained about being limited by belt speed.
not doing sushi gives you a full belt per item
Doing sushi introduces a whole different set of things you have to keep track of, of course, but for me at least it's far easier to do "clean" belting with sushi (for "central storage" type solutions, at least)
but then I have to account for more belts
I would rather be limited than have to be italian
But that's all personal preference, etc
I mean I wouldn't build central storage in the first place 🤷♂️
what would you do then?
depots at every factory
Most folks just rely on Depots nowadays, honestly
Personally I still feel like there's a decent usecase for some kind of storage system in the early-to-midgame, unless you really prioritize Sphere acquisition early on
'cause it does take a nontrivial amount of effort to upgrade + build out your Depots to full functionality
But especially once your Depots are humming along at full capacity, you'll find that your Central Storage is mostly just a labor of love. :)
so would it be worth it to like edit my factories to account for depots if I think they should have one and then send overflor to a central storage?
yeah, I rush depots because playing without them, or central storage is miserable.
but depots make central storage obsolete, so I rush depots instead of spending time building storage
this is my first save since before 1.0 so I never had to play with depots yet
I personally like building Central Storages just 'cause I like the design challenge, and love seeing all the neatly-sorted-out-and-labelled storage bins and such, arranged just how I'd like. But that's very much personal preference
I do think that rushing full Depot upgrades is a lot easier for experienced players than new players; having at least a bit of manual storage, as I say, is probably rather helpful in the early-to-mid game
I like it cuz it makes it easier to get things I need fast, like if Im going to build a huge factory, I can just get my items from my central storage and then go out and build
also cuz I had the mindset of using trains to pool items to the storage
with a good depot setup, you can go build anything with a completely empty inventory
That’s how i operate
Once you do have your Depots fully upgraded and built out, you'll find you never have to actually use your central storage
Full depots, never have to go anywhere to get what i need for builds
It helps to remember that you can have multiple uploaders for the same item; Concrete for example definitely needs a bunch of uploaders by the endgame
Every major item gets a depot
then whats the use of trains?
And you'll certainly find other resources that you'll want to add multiple uploaders for. For my endgame builds I actually had a couple of factories specifically dedicated to just beefing up some Depot uploads
large volume, long distance transport
Depots can't be used for logistics; totally separate usecases there
or distributed, interconnected factories
so I should prioritize getting depots at major factories
and then I could make it like a side thing if I really want them accesible at my hub'
What you should do is a difficult question that only you can answer. :) But once you've got your Depots upgraded + built out you won't regret the work
I am only on phase 2
I just need to go hunting for more spheres then
only other thing is to make a heavy frame factory
Yeah, it wouldn't hurt. And exploration also gives you sloops, hard drives, and DNA
I should prob make rebar then
what you should make, is nobelisks
or explosive rebar
a lot of stuff is hidden under rocks
it would be quite tedious to automate sulfer for me
in terms of combat, I usually basher everything
the only node I found doesnt have any close by coal
you can handcraft like 200
Can look for some more favorable spots while you explore. :)
I usually use basher, but when I am the mid map or north east and theres liek 40 boss hatchers around a blue slug it gets difficult
if you find a spot with coal, iron, and sulfur, you can automate nobelisks and depot them. then you don't need to visit that factory ever again
crouch
the ultimate solution to hatchers
you can depot noboliskis?
you can depot any item
you can avoid hatchers???
Yes, you can Depot anything. Though you do have to manually refill by taking them out of the depot; the Detonator won't pull directly from the depot
Crouching will prevent it from spitting out bees
(though it will not prevent already-deployed bees from attacking you)
but I mean I can pull from my inventory depot so
You can even jetpack around like a maniac while crouched and they still won't aggro at you
any solution for easy healing tho?
inhalers
We're really veering into just #satisfactory talk, but yeah, there are various Inhaler recipes which give you the most bang for your buck
Though you may feel like you're "wasting" them unless you wait to be pretty low-health before puffing. :D
(That or just getting out of aggro range and waiting for your auto-heal)
I haven't done the math on whether the inhalers heal more or less than their individual ingredients, but you can't beat healing to full in one click
Yeah, me neither. Certainly a quicker "per-second" heal, at least. :D
Honestly I mostly just make do with berries. I dislike hand-crafting so I generally never bother making inhalers
And you can munch on berries pretty quickly
yeah, I wish you could make them in a machine
Yeah, that's one of my main 1.0 disappointments
It pissed me off when on some devstream they said "why would you want that, you can't automate gathering the ingredients anyway"
it's like they don't play their own game
I'm willing to give them a pass just 'cause it's often really difficult as a developer to get into a user mindset. You're too suffused in how you know the game is sort of meant to be played
(see also: the amount of time it took for them to actually get to grips with the user experience of mk2 600/min pipes)
Still, I'm sure there's mods, at least, for the inhaler thing. Should I be motivated enough to look
And maybe that is a recipe change we'll eventually get in the 1.x line. :P
I mean it's a piss easy mod to make
at least as far as mods go
if somebody bothered to make it, it exists
if not, I might
Yeah. Though honestly I've also found I don't really care enough to look around, especially since I do most of my playthroughs in Peaceful. :D
And even when I don't, berries have generally been plenty good enough (and literally grow on the ground!)
My anecdote is manual crafting some things like inhalers wasn't bothersome. If you're playing vanilla there's a lot of additional light friction that manual crafting is a part of. If you don't like that friction just AGS.
Could be part of the dev thought process.
My opinion that since this is an automation game. if it can be made, it should be possible to make it automatically
Yeah, and I suspect most players don't have the aversion to handcrafting that I do
Onboarding even requires a fair bit of handcrafting before you get to automation
If i die i die.
Inhalers my ass - gimme berrie and nuts
Other thought is that having an automated recipe for a thing begs the question to the player of why I can't fully automate it. The additional recipes also clutter the machine's menu which is added issues for newer players.
yadda yadda dev stuff and new player things
I translated the logo to Hebrew
Fire
hello can someone help me
(please describe the problem first)
how should i go about planning for making a modular engine
1 manufacturer fed from handfed containers is usually the easiest and fastest way
ideally slooped
but yeah temp setups are usually the way to go for project parts
i am looking at the calculator on the website. and it says "x0.46" what does that mean
its for the space elevator
SCIM's calculator isn't very good
that's an understatement lol
but x0.46 means 46% clock speed (of a mk3 miner)
oh ok ty
or 100% speed and 46% uptime
3.05 smelter means 305% combined clock speed of smelters
whether that is 100 + 100 + 105 or 250 + 55 etc is up to you
I recommend switching to Tools with your plan though
it's gotten things wrong for me before
like blatantly wrong, I don't remember the specific situation but I put in x/pm of a material for x/pm of an output and it gave me a maximum of like 5/pm. I did the math in game myself and wound up getting a lot more than that
meanwhile tools is awesome
Anyone have a design for a fluid overflow? I'm shipping fuel by train and not all of what I'm making is being consumed, so I'd like to send any overflow fuel to a fuel gen to get consumed.
Like just to get rid of it, so the diluted fuel blenders and HOR refineries don't back up
you can lift up the overflow pipe with vertical junction
so it prioritized the bottom section first
Hmm, does it have to go up to the top of the headlift? Or just stay higher than the main pipe?
higher than main pipe, cuz thats what i did when i overflow my fuel pipe into packaged
Nice, thanks!
Can some one help me with some math on a Turbo fuel factory?
I need help with the blanks
That is an absurd fuel plant
using this EXTREMELY innovative design, you will achieve an output of 6000 turbo fuel and for extra power robustness, you can convert the rest of your oil into power from 1000 coal plants
Or if you're absolutely set on building a ton of fuel generators, do rocket fuel instead
coal plants come with the benefit of more efficient placement
Btw I highly recommend Satisfactory Tools for your planning needs
https://www.satisfactorytools.com/1.0/production
why not just default turbo at that point
heavy alt use more reosurces as trade off for simplicity
not to mention
12k oil is more than we have in the entire map
I asked Chat-GPT 5 a optimised route for a train to collect all nodes and this is what he answer:
Quick interpretation
The TSP on all points (105 km) ensures the route passes exactly through each resource — useful if you must physically visit each point, but the route is longer.
The TSP on cluster centers (51 km) is a great choice for a main line that passes near resources — it’s about half the length, and every resource is less than ~423 m from the main route, which is perfect for short branch lines.
also, chatgpt? why
Let alone transport that much with a single train network
it also completely ignores terrain
this is the sort of thing that's worrying about people just dropping thought skills for bots.
Whatever this is though, i guess it is sort of useful for other things.
First time ive seen everything be commected by a "central line"
Honestly, this was mostly just for fun. It’s tricky to input obstacles or terrain details into ChatGPT anyway, but it can still give some rough route ideas to start from.
If there are obstacles in real life, you can always adjust or deviate the route as needed. So it’s more of a helpful suggestion than a perfect plan.
Sometimes just having a general idea is useful, even if you have to tweak it later.
And to be honest, I don’t have the time or energy to draw lines around all the nodes in the game just to give an example and have fun.
Your train line needs to be massively parallel (like 16 tracks wide) to handle that, and it's a huge waste to be doing that to take a resource to the other side of the map and back. Not just setup time waste, but the trains to give your Iron a world tour before getting to their destination actually consume a LOT of power. Like on the magnitude of hundreds of gigawatts at that scale.
Optimising for power and train/cart count has basically every track pointed at the destination (or away from it to get back to the resource cluster). Sometimes it might be cheaper to take a little detour to pick up more resources with fewer trains, or to feed a bigger train with a bunch of smaller branches such that the distance that bigger train has to cover is reduced, but generally you have an asterisk shaped pattern with stuff heading straight to somewhere near the center of the map (that area has the lowest average distance to resources) and empty trains going back out.
Optimising for power and minimal train count might not be everybodies thing, but it's a serious constraint on world scale and inadvisable to do something which uses say 5x more trains and power than the minimum.
And needs manual coordination because our trains dont smartly share tracks
it's about as obnoxious a route as you could create for this.
With some Googling, you can find solutions made by actual people with actual thought behind them. That includes accounting for terrain of course...
Tried to make this motor factory I was talking about a couple of days ago. Was having some fun with Draw.io and made a little schematic of how I made it up using some manifolds and stuff. Wanted you guys to take a look at it and make sure I did it correctly. I also have screen shots in game of the set up if that would be more helpful as well. Thanks for any input. Will attach screenshot of SFTools as well.
Smelters->Rods/Screws->Pipes/Wire->Stators/Rotors/Motors
Looks good but rather claustrophobic
Yeah I just kind of wanted to make it work and then worry about everything else later. I just wanted to make sure that nothing would get backed up or anything like that. Should I put a smart splitter at the end of the manifold lines and have the overflow go back into the original input just in case? Or is there really no chance of back ups as long as I have the motors going somewhere at the end of the line?
I want to prefill the manifolds. Do I just prefill the ingots in the first constructors or should I prefill all of the machines?
I don't quite understand what you mean and why looping items back to the input would help achieving that 
I meant for the Rod/Screw side of the flow. Loop the ingots back to the front in case they overflow.
I assume since I rounded up the last decimal point on the Miner and the Smelter from what SFTools said that it might take a while but, eventually it will backup or am I wrong in thinking that?
if they overflow, that means you're making more than you need and looping back is pointless since you'll always have more than you need, even if you don't loop. It doesn't really solve anything
I'd just clock the machines so that you have the exact amounts instead
guys im starting aluminum. i want to set myself up for most of phase 4 now so i dont have to make a bunch of aluminum factories later. how much of each aluminum produst should i make?
2/5 of the output to Sheets, 3/5 to Casings Imo. Rough numbers, ofc, but it should work well enough
something like this? @frosty owl
ah, yes, 600 byproduct alumina
Sure, that can work. Just spam down a few modules and keep sinking the output, so that the byproducts never stop and you can tap on the output however you want in the future
i havent done aluminum yet so ive gotta figure out alumina byproduct and what to do with it
i might up that setup to using 1500 bauxite aswell
it's there because you didn't turn on any alts and yet disabled quartz
this is way more sensible
theres 2 pure and a normal near by
and yeah im new to this phase. ive stopped right before aluminum twice now
there is quartz sooooo far
damn
you don't need it if you use alts
but you can't both use 0 alts, and 0 quartz
I mean you can, but it leads to wasting most of your bauxite on generating silica
im stuck at a strange cross roads lol theres quartz kinda close by but oil is like 2000m away
put the aluminium factory in the western beaches, swamp, or crater lakes
of all the places with bauxite, only titan forest doesn't really have oil
you can also just use default scrap, which will replace oil with (a lot more) coal and will cost more bauxite
im wanting to put it somewhere around the middle of that SS
or around the big circle lake to the north
i dont have that unlocked yet
i could force it and rush a bit possibly
but i see what youre talking about
just set up one manufacturer for each of the required items and handfeed it
you said you have some alu set up so it shouldn't be that hard
something to take into account is with alternate recipes you can just fit the recipes around whatever you have. Like heat sinks or fused frames
oh so that wasn't you lol
no this is my first setup
and im going a little overkill so i dont have to do it again
you can use sloppy alumina, Electrode Aluminum Scrap, and pure aluminum ingots to really cut down on the complexity
i aint making coupons fast enough
allows you to make aluminum ingots with just water, bauxite, and oil
i dont like oil where im at tbh
personlly i like making it here
i use a train to transfer it from west to east toward the lake
Make coke somewhere else and transport it by hand until you can automate it on site 🤣
i am gonna try and force getting the well stuff
there's also copper/iron nearby so you can easily get a ton of basic materials to process to aluminum to casing and sheet
something like this
thats not bad. im also thinking of this recipe and just splitting off from the copper i am using at my base
avoids oil so i can use that lake later
the pain is quartz, theres just no easy quartz next to it
i mean bottom of that SS
its in a cave but it can be moved over
its closer to everything else than the far left bauxite to the lake you build at
I'd just use alts to get rid of it 🤷♂️
i guess? up to you, personally for me it's faaar and the nearby terrain isn't that fun to run a train through
then ya you can bring quartz over, you dont need to if you use the pure aluminum ingot alt but up to you
i think that if i use the pure recipe it ends up with me getting less product for more bauxite. im not opposed to belting over the quartz. so maybe just suffering for a wee minute on belting will be fine for making 300 sheets and 600 casing
now i get to figure out how to deal with the 600 water per min going back to making alumina
hmmm. true. lemme see if i can force the well research and that will dictate what i end up doing i think
for 600 Bauxit minute, basic alumina and Aluminium waste,
i need 600 fresh water and the rest is produced by consuming all the aluminia with coal right?
and i need 5 rafinery to consume all the bauxit, or do i need more with lower production?
less water because of byproduct water recycling, i think it was 240 for those recipies and amounts
i need 900 water for 5 rafinery (and it should consume 600 bauxit / min).
thats should be 600 alumina / min
to consume it all making aluminium waste, i have 3 rafiniery creating 120 + 120 + 60(set to 50%) =300 . (240+240+120 alumina = 600)
but for reason i don't understand the 1 of the 5 alumina blinks , and 1 of the 3 aluminium waste alwase blink yellow / green every 12s.
they are all on the same level, i tryed placing pumps , valves , and even connecting both fresh and waste water, dosen't help at all.
i'm making 600 fresh water + 300 from waste i should run smooth.
should i not make them all on the same plane ? Liquid phisics is all wanky
Liquid phisics is REALY wanky but i'm finaly consuming 599 to 600 bauxit / min insted of 585.
needed 7 vales and 4 pumps ...
Do you guys use heat sink or heat exchanger recipe?
the alt
takes slightly less alu
plus I'm usually making rubber anyway, but I rarely use copper sheets
Heat exchanger, I prefer to spend Rubber. If you're fine with transporting it - go ahead.
valves are never needed
they hurt more than help usually
probably but if i remove them it start blinking again
then the error is somewhere else
i don't see where it can be other than the fact build them all on the same plane and liquids don't flow in pipes like the would IRL
no, i didn't, i don't see why it would help
but it dosent like to go up without pumps, i realy don't see why i should loop , when pumps are supposed to PUSH water in the pipe, and rafinery PUSHING alumina in the pipe.
they all says they have X m of lift.
it should already only go one way or be Still
semi
if you have a steady flow and a perfectly calculated one ontop of that then you will never run into fluid issues
pumps don't push
they provide headlift
however if thats not the case... playing it save is good
the loop is needed, because backflow can happen
and with loop you don't care about backflow
but the purpse of the pumps is pushing liquids , dosent make sens if it dosent
no, purpose of pumps in the game is to provide headlift
it doesnt push
it adds only "head lift" in form of code and the game only checks the head lift of a pipe if needed (simplest explenation, probably not acurate)
as much as the liquids are oddly realistic in this game, at the same time they are the complete opposite of that
I'm still waiting for css to implement a proper pressure system with losses and other fun fluid mechanics quirks
o heel naw!
Just imagine we could have turbulent/laminar flows within pipes
i ain no engineer but that somehow sounds complicated
It'd probably be more reliable than what we have right now 😆
can you put in one drone port like 3 drones coming from different places each and bringing different materials?
Not that I'd recommend it, but I'm pretty sure you can
What's wrong with using 3 drone ports?
no space for a third one unfortunately
one port could possibly handle 3 drones, but throughput might hurt somewhat as they each have 1 min landing leaving animations
You could also build drone ports above each other. They'll clip through
This kills the performance.
y?
they only stop fluid from going backwards at the single point they exist, you still can get back flow elsewhere
loop in general helps the flow especially if you're working with full pipe of 600/min
backflow exist and it can hurt your overall flow, especially when theyre at max capacity
so loop is needed, or you can split them evenly in the middle
the other approach is just to limit the flow at 400-500 only
so you have enough room to counter the backflow
you can still have issues with 400 pipes w/o a loop depending on what you're doing and how
from my experience, i rarely need loops for pipe under 600/min since i always flood them in the system
and they even works at bottom feeding
as long as its under max pipe capacity
I've done this with certain parts for nuclear, it works well as long as the throughput needed doesn't exceed the number of slots in the drones for the delays that will cause. But additional drone ports would be more straightforward, the only premium for that would be space which is generally the most abundant resource in the game
Because it would be fun
Eh, just put a pump every 50 m and simulate it yourself
This killed the joking mood
I think this factory gives a strong case for blueprinting with mergers facing outwards rather than with outputs pointed left/right. I wasn't sure where I wanted the output to go, but I realized these forward-facing mergers allow direction switching without needing to delete and replace all mergers beforehand
also it kinda works as design(?) because there's a wavy conveyor effect instead of basic straight lines
I'm slightly bummed about this steel factory tho bc mk5 belts would make the ratios and material usage way simpler, this wastes a bit of potential for iron and copper bc I physically can't do any simpler design. I make 150 beams and 240 pipes now, so that's good
Funny how I used to do that for splitters instead 
In my case I just wanted to make use of as few smart splitters ad possible, so placing them like that (input facing outward) allowed me to have 1 smart splitter per Assembler (2 outputs feeding the machine, the third overflowing to the next splitter)
That's actually right 💀 so my bad
don't use that recipe it's awful. I didn't realize it was that bad with water too
i don't have any other ...
you'll get sloppy alumina in a few hard drives
it's simpler and more bauxite efficient and uses less water
hopefully, i mostly got verry late game recipie and luckly the ONE screw recipie from Iron ingots
its only my second playtrough and the first time dealing with this stage by my slef
honestly a lot easier game if you have the right alts, and plenty of mercers/sloops. I recommend doing a mass gather in early P3 at the latest
i never made the Radiation suit until yesterday
biofuel jetpack and gun helps a lot to handle the wilds, but beyond that it doesn't get much easier
i hate the gun its dose no dmg.
nobelisks only combat!!
why ? sword is free and MORE FUN
I've recently gotten into making nobelisks and it's great
2 nobelisks kill a big spitter
as long as they attach directly onto it
It does 25dps which is pretty close to the xeno basher but at long range
and also big damage for hogs
from start ? or with the upgreaded rods ?
the reload speed is Awfull.
reload between combat like with rebar gun
i use regular rifle ammo and carry 3 rifles
weapon swap is almost instant
its shot / reload / shot / reaload
if you're reloading in combat you're not holding enough guns
i don't have the Riffle unlocked yet
ah rebar gun yeah. That one can't kill nearly as much between reloads
but if you have 3 of them it's much better too 😛
i will just stick to sword, at least it give me chill ans a bit of fair fights.
i nobelisck only on 4V1
I never thought of that 
time to load up with 5 detonators so I can throw a whole demolition zone at enemies
I found a DEAD pionner
get the helmet
yeah i did , cool helmet LOL
there wase also like 5 Dogo arround , but they are to far from base and will likely dispawn or somthing.
the 2 first one i tame got lost or somthing
they won't despawn, they'll just be in the general area
if you go far enough away they'll return to the same spot every time
well they should path find in my base then because the floor is still grass but they arent anywhere near where i build my first shop and benches.
Why manifold if the output:input is 1:1?
why not
starting to get there
I need to load balance 8 inputs into 3 outputs😭
mk5
thats brot
Full loaded? Like 8 780 belts?
when i initially hook it up yea. The 8 inputs are coming from a train
my bauxite was super far from my factory so i went a little overboard with the freight
Trains can go up 2m ramps and trains have a 1:4 ratio one locomotive can haul four fully loaded freight cars
How many freight stations do you have?
8
Ok still 8 to 3? What do you need 3 out puts for
then that'd be a belt balancer, not a load balancer.
you'd need 8 1:3 splitters, and then 3 8:1 mergers, and then cross connect them
thats kinda just how my factory is set up with my blue prints
You making aluminum right
ye
How much aluminum scrap are you wanting to make?
i have 9 refineries thats are going to be part of a rocket fuel factory
i have the floor plan all done for the most part
just trying to figure out the math on this hook up
Do you have screenshots? Or like anything of the blueprints?
What you Target rocket fuel production?
1000 packaged rocket fuel p/m
more than enough bauxite but im just trying to load balance it to prevent any issues
Here this some one helped
Sorry man im not to good at load balancing but i can help with any outher math
Done done done
just out of curosity , are you gonna package it later fpr power ?
ahh , i want to know something , why do you guys take the extra step to package it and transport it elsewhere because i feel its kinda hectic
just my opinion though
i did use some of my turbo for the drone
for the drones it has to be packaged.
i thought about using turbo fuel but then changed my mind
probably woulld have only been half the headache and been done last night but oh well
nah i saw u are going for 1000 package RF per min , surely u are not gonna use so much for drones rt ?
Yeah imho the need for aluminum canisters is a turn-off for me using rocket fuel in drones
I was wanting to do 1200 p/m but there wasnt enough oil where i was building so i decided to just go with 1000
1200 would have made the math a little but nicer
im hoping 1000p/m will be more than enough for me to finish the game
or at least get to the nuclear production stuff
Turbofuel and the packages for it is so dead simple logistically you can just put down more drones
Best part is that if you use turbofuel for drones then batteries are completely superfluous
i am glad i never had to suffer with batteries
what do these arrows do
These are rail switches, they show which path the train will go, left or right.
While riding a train, press A or D to make it switch to different direction.
does it affect automatic trains?
It switches them automatically (or ignores them).
thx
If a path exists, auto-train will do it.
them were dark days
still proud of my wrangling that setup to fuel drones i never used that save
I just didn't use them 🤷♂️
Herro :)
I'm having a piping problem, and I'm quite unsure how to fix it...
I got 4 pumps feeding into 1 main pipe that splits into 2 output pipes, and the top pipe doesn't get flow. any ideas?
how much fluid are you trying to move?
Probably more than they can handle... I'll snag the numbers
you really really need to do the numbers with fluids
Noted :)
I'm probably getting the wrong numbers, they seem way out of range. what am I looking for specifically?
I have round abouts, and im tryna use path signals for them, do i place block signals at the exits?
what are you trying to accomplish with these fluids?
just like with any junction, paths when entering and blocks when exiting
note that roundabouts are pretty bad compared to just X junctions
I'm attempting to provide water to 7 coal plants, with 4 water extractors.
and how much water does 7 plants need?
to be honest, I don't know how to check that :/
it's shown in the UI
figure out how much each coal gen needs
multiply that by 7
all buildings show their consumption and production in their UI
coal generators have it in the bottom left and you're looking for the per-minute value
they seem to very, and I dont know which thing to read
you're looking for the per-minute value
most often, the per-minute value is what matters
whats a pre-minute value?
now check the water extractor UI and the pipe UI
how much it uses or produces per minute
per minute
That makes more sense. So I should read how much coal it uses? If so that's 262.5
that can't be right
it says , in red, how much is in building
in yellow, consumption
what are you reading where you're getting these numbers?
did you overclock it?
and if so, is the same generator showing 45 water and 37.5 coal somehow?
37.5 is at 250% speed
was reading up here
yeah but then the water should change too
coal gens consume 3x more water than coal
before you have the hang of this, I recommend avoiding overclocking coal generators and water extractors
just show the WHOLE console for hte generator in one shot pls. You're doing something weird
the numbers very lots, should I times the highest?
they won't vary if you don't mess with the clock speed
Forgot the bottem ones are overclocked... mb
ok what Ondar said - Rip everything up, don't over clock things.
also, wtf are the devs doing? 45*2.5=112.5
why tf is this rounded to 113??
!wikisearch CG
Coal Generator Schematic.png
The Coal Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal Generator...
use these layouts, at regular clocking, to set up your power
the UI likes to round all over the place and very inconsistently @unique cypress
sometimes 0 digits, sometimes 4, sometimes 6
@lofty sphinx here , do it like this
whaht
keep your waste and fresh water seperated
Rework the first floor, working well, second floors having problems. whats the blue line?
wait so are you just using only waste water to power somethings and only fresh for other
blue is fresh water, red is waste
I don't have waste, thankfuly :)
both those are solution machines feeding scrap.
some run on fresh, some run on waste
are you making scrap?
makin raw powah
then this convo isn't about you 😛
my fault
thanks for this :)
so you have fresh water making the waste water to power the other refineries
and then you just reuse the waste water?
yup, like this
these are examples of hte various recipe combinations
Or just VIP 🤷♂️
you basically just have 2 groups of solution refineries feeding 1 group of scrap refineries
this is what im working with so I need to figure out the math is that system is 3:5
I have no idea what your recipes are or anything because modeler doesn't lable anything
what recipes are you using?
then look up sloppy + normal in that digram I linked you
I cant support a 3:5 ratio tho, cuz I cant bring enough baux
this works in literally every volume of bauxite
wait I think im reading the ratio wrong
so you hae 100% of refinery using Fresh
150% using waste right? for a total of 250% solution refinery
100/250 = 40% (fresh fraction)
150/250 = 60% (waste fraction)
that means, for however much bauxite you're processing, 40% of it needs to go to a fresh system, 60% to a waste system
for your recipes
so how much bauxite are you processing total?
480/m
192
cool. Clock 1 or more solution refineries to consume, in total, 192 bauxite pm for your fresh
pretty sure you can use modeler to figure it all out
can I?
we're just about done here. why are you adding more crap to a pile that's nearly clean?
idk
I'm talkign to Kyo
oh mb
for interupting with unhelpful things
not your fault
anyway. so we know 192 for fresh, and how much for waste now?
288
perfect!
this is the base recipe, how much you do you need the fresh clocked at?
192 pm / 200 pm
96%
boom, 1 refinery at 96%!
and 288/200?
140%
so 140% spread over however many refineries as you like 🙂
personally I'd just OC 1 ref to 140, but thats my style
I would to, thank you so much
288/200 is 1.44
as shown in modeler lol
splitting aluminium water is the only thing I geniuinely used modeler for
so I don't have to do it all by hand
so lwk how do I split 480 into 192 and 288
1 splitter
240 and 240?
and then 1 side fills up and you get 192 and 288
because the 192 refinery can't consume 240
I'll keep that in mind next time, shaved a lot for the same amount of power. Thanks! :D
a manifold
okay so i'm pretty sure i have my math right, but my foundries are running empty on iron ore. hoping someone will catch my mistake. i've got a line of 120/min iron and a line of 60/min iron coming in. i run both of those through splitters, so now i have 60/60/30/30. i merge 60+30s together so now i have 90/90, then run those through a splitter each, so i have 45/45/45/45. so now i can't figure out why i have 4 foundries where even if i prime them they start losing the battle. thoughts?
just traced the whole system. i did find one short stretch after a merger on my impure iron nodes where for like 20m it was mk1 with 90/min on it, so there was a slight bottleneck, but i corrected that 10 mins ago and reprimed the foundries, and they're still losing
Follow it back again and look for another bottle neck as well what your miners are clocked at
miners are all at 100%, i haven't modified them at all. they're all mk1, most on impure nodes, in groups of 2 or 4 combining their output.
btw where did you get this
any stagnant belts
Trust me, you don't want to go down the rabbit hole of ratio splitters
They're a waste of time 99.99% of the time
just my coal, but that's because they're waiting on iron to come in and start the foundry
I need to split 432 into 300 and 192, and I want to make sure I do it accurately becasue the 300 is sent on train
or should I just 216 and overflow should let it work fine
I would avoid getting into this situation in the first place
But if you absolutely have to, use a smart splitter and send the overflow into the train
no issue with the setup as you describe it, the foundries are eating 45 a minute right?
yes
it should be 100% efficient in that regard
yeah no idea then, try ssing the layout from the watch tower
what are you shipping?
aluminium ingots, and the 192 is to make casing
you mean 132?
yes mb
then make a group of ingot machines make 300, merge those
have another group of ingot make 132
clocking is your most powerful logistical tool in the game. Use it everywhere
ill try
but since I am making 834 scrap/m I have to use 2 seperate belts
I can just raise the 300 up and keep the 132 down and put that into a constructer
you've got to be shitting me. so i went into photo mode and noticed that my 120 line had gaps in it. 3 ores, small gap, 3 ores, small gap, etc. ran the entire conveyor back to my 4 impure nodes where they merge. there was a section of belt like 2 belt lengths long feeding into a merger at mk1. there's the cause of my issue i think
just clock and merge things as needed 🙂
were you placing mergers directly onto belts?
i don't usually, so i don't think so
if it's a short bit right next to a merger/splitter it's likely you did. Happens a lot that way
here comes the last of the issue thank god
Any tips to manage to extract 3,100 uranium /min?
mods?
or use the dumb conversion recipes
I'm building a 0.5 HMF factory from 120 ore, how do i do the 75/45 split
If you mean split a belt you can just split the belt over time a belt fills forcing them to the other output so it all runs 100
I mean load balance because the line of 75 is going to 2.5 smelters and the line of 45 is going to a foundary to make steel ingots
you want to load balance that? sounds like pain
manifold will work with what you're talkign about
^
same answer, manifold it
Just split the belt and send em to their machines as a manifold. Keep the 45 screw line as a mk1 belt to artificially limit how much is going therr
Over time the 45 screws a minute fills and forces the rest down the other side
so same answer for steel pipe and steel beam?
manifolds work basically everywhere
I don't know why I complicate this so much.. Thanks
the second easiest thing you can do with steps that are after ore, is clock groups of machiens to make what you want and put them on a belt. This is good if the two spots you're sending things to are in very different locations or using vehicles
My question is why so small of a factory for this?
so you could make 1 group of Rod constructors make 15pm, put that on a belt, and clock a different group to make 26.25 pm
I'm a noob. I'm trying my hand out at building a "modular factory" in grasslands when I have a mall or megabase on the NE shore so i'm just trying to expand my creativity and not just have ONE BIG BASE for everything
So have a small factory only producing one part and then I'll connect it to a train line
Thata fair. If at least make it do 1 full machine output though
1 HMF?
Believe it's 2.5 a minute at 100%
I actually did that at first then went back and adjusted clocks and sloops to double the output since the project im on eats through alot of them
Hmf is one of the few products I sloop since I dont intend to automate more than 1 manufacturer for personal use so
Oh i don't have the belts for that yet
So 7,750 Uranium /min sounds like absolute insanity
generally "megabase" means "all production in one place" 😉
just real quick, how much coal generators can i power with 3 water pumps and mk1 pipe
is it 8?
and is 120coal per minute enough for 8 coal gens
you don't need any pumps
and yeah 3 extractors to 8 gens
1 coal gen consumes 45 water/min. 1 extractor produces 120/min. 8*45=360 and 3*120=360. So the math checks out
But 360 is more than 300, which is what a mk1 pipe can handle, so you'll need 2
2 water extractors.. ill have 3 just to be sure then
a yea misspoke
? No, I said 3 extractors. But 2 pipes. You can't fit 3 extractors on 1 mk1 pipe, so you need 2
ohh
like 2 seperate pipelines?
im a wee confused
i think i set it up right, thanks
!wikisearch cg
Coal Generator Schematic.png
The Coal Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal Generator...
^ Some examples on how you can set it up
The limit is on each individual pipe segment, not the entire pipe network
why wont it work ?
because you can't fully automate liquid biofuel
you need to either remove that or provide it with a biomass source in items, input
ah okay
im trying to power 4 lights with a fully overclocked biofuel generator and when i try to turn it on the fuse blows. why? the lamps consume 6MW all together and the generators can produce 75MW
hoverpack?
Is that time again to make mid game power plant with 1200 crude oil
i ended up changing it but im 100% sure i was stupid and forgot the hoverpack
thanks
Where'd you get this
what oil?
nah the ss
is that a vid or you made it
If it was a video series that'd be useful for me to aim how much I should produce in each phase
I just made it. its some basic math and there is still another pure node here but I wont use it for power just probably for one of many plastic or rubber productions
aww, alr thanks for answering
Once I finish building I can give you a tour, and explain few things if you really fancy.
sure that'd be really nice
But its massive project which may take me some time to finish as its the mid game power setup and I need to place around 200+ machines
doom (sounds exciting)
good or bad idea
looks good
you can use alts to swap coal for oil and get rid of the need for quartz if you want
what are the alts called?
I mean it's a good idea if you like it 😉
sloppy alumina, elecrode scrap, pure aluminium ingot
getting rid of quartz means you'd need more bauxite btw
seems fine? I'd probably make a bit more than that total though. The alum parts can be real hogs
might have to do a few reloads but should be fine?
not if you use the other alts
for personal use it's more than enough
oh for personal use that's huge
seems fine to me i cba for quarts anyway 😭
no matter what alts you use, pure alu reduces ingots you get per bauxite
ngl coal is so abundant on the map and quartz are easy to, just double that process and you'll be fine as hell
it reduces the ingots per scrap. ingots per bauxite depends on the other recipes too
ngl i didnt expect it to all be so close
yeah but that dude aint min maxing at that point so waht his got probably more than enough to get done 1st things in phase 4
if you change base ingot for pure, it reduces ingots you get per bauxite... I know what I'm talking about
im gonna fix this and then get started on that
Just do it your way you showed us, get it setup and see how you like it and you good to go. If you dont like it use alts but what you got is perfect and just double or triple that process to get enough low tier phase 4 per/min.
okay thanks
I've seen you speak sense in here, what are your thoughts on this as I'm kinda tourn on if I should get extra 20 sulfur from another node or not.
Issue is that if I get extra 20 I can setup a packager that makes 20 turbo packaged fuel that can run into sink at full and its can go into dimensional for jetpack but that means I gotta now get 20 sulfur from another node as I only got mk2 miners and mk4 belts. I was kinda thinking just dropping 20 for packaged fuel and fck it but then my Heavy oil will fill up and make my power fluctuate...
- kMW doesn't exist, use GW instead 😉
- personally I don't like turbofuel, I wouldn't bother with it, diluted fuel -> nuclear imo
so you telling me to force into phase 4 by making some things around the map to finish phase and make diluted fuel as I will need blenders
you can use refineries for diluted fuel very easiyl
you can also use diluted packaged fuel. same oil efficiency, uses refineries and packagers instead of blenders
diluted packaged fuel needs refineries only
so with same amount of oil I can make 4GW instead of 4.2GW and it doesnt need sulfur or coal which is GREAT!
Just done all math and amount of things I will need and it seems good probably go that route ngl but still want some turbo fuel into my jetpack
that's just straight up false lol
If you like turbo fuel, making turbo fuel is fine. The number tuning on power is pretty generous making most anything viable.
even if you meant DPF, it still needs packagers which are a separate milestone
I got everything just forgot about the diluted fuel with refineries and packagers as I've not used it in a long time been doing turbo fuel mainly
you've been making turbofuel out of the base fuel recipe...?
..Turbo Heavy?
even worse 😭
but not in T7
Turbo Heavy: the best of the worst
... in T7 it needs blenders if thats what you mean
refineries are T5?
Yeah but it worked for me to complete 2 runs before just want to make 1.1 save with nice setups and turbo fuel seemed boring to do again
Yes refineries are T5, packagers are involved too - they are tier 5 after all too
So just refineries isnt accurate as the others stated
well I meant the recipe, not the process (obviously)
yep, just checked
it should need packaging too tbh
Hmm funny how its not the packager milestone but i guess they want you to be able to preplan
well given that's the one you need to extract oil, it's kinda obvious lol
Yeah but at that point you can have packagers still locked
Kinda like getting Pure recipes while you still don't have refineries
tbf, only wet concrete is the werido, unlocked with water instead of with refineries
the pures all ned refs
Kinda worthy of a bug report
I mean if we do indirect requirements, we could list much more than just packagers 🤷 I was talking about requirement to unlock the recipe
you only unlock packaged fuel alt if you unlock packaging milestone anyway
wiki says that's not the case 🤔
at least thats the case for me
it's locked behind oil processing
which is not the case for me, i only got that alt once i unlock the packaging milestone
and im very certain bcs i can no longer scan my hard drives before unlocking it
weird
I mean wiki is generated from this, so it should be the same as wiki
pretty sure the wiki is generated from the docs
I pulled this out from the UE paks
which are used to generate docs 🤷
is it still good to loop the end of fluid pipe back to the front?
If your buildings need it - sure.
I mean I'd say it never was but some people disagree so idk
well its a pipe manifold for 600 crude oil into 20 refineries idk will I need it
Probably not. Also I forgot if MK2 pipes still tend to be slower than 600.
we will figure that out soon ah
.
so pipes now connect with bps right. I can extend pipe to the end of a design and it will connect with new one?
They do.
Yeah, should be fed/drained from at least 2 places but more is more better
This means that it will connect right?
hey i need some opinions. What is the best and most sam efficient way to creat dark matter residue. i need about 3200 residue in my plan and im already using up 8000 SAM and i dont think theres much left in a satisfactory world.
you can make DMR without using any SAM if you want
Oscillators and power shards are both net DMR positive if you use the trap alt for DMCs
Thats pretty good, so theoretically i could just chain oscillators ?
untill i had enough dmr
yeah im using modeler right now haha
shards work too, but you can't sink them
that was my thought
you'll have to turn them into ionized fuel and either burn it or package and sink
that'll allow you to recover some of the power cost, but tbh just doing oscillators and rocket fuel is probably better
i have a lot of excess oil so will probably make oil diamonds. for the record do you know the max sam in a satisfactory world?
though shards don't use any bauxite, so that might be a better choice since that's often in short supply too
here's 3200 DMR from shards
https://www.satisfactorytools.com/1.0/production?share=kIN2tzb6fVGCgyyZCJ0s
either way, it costs a ton of diamonds lol
10200 SAM
dont think the remainder is enough sam
remeber about slooping RSAM and/or Ficsite
so will prob have to farm the oscillators since i dont want backup on storage
Slooping is for non planners
we go raw here
you very much can get rid of the shards too
but you cant sink them?
you can't put them straight into the sink, no
but you can get rid of them via ionized fuel
via packaging and sink or fuel gens
I'm not saying that's what you should do, or that it's the better idea, but you can do that if you need to
very true , not sure if ill have the power for it all since ionized fuel is net negative power
it's net negative vs the rocket it consumes
i have a big nuclear plant planned but it also is net negative due to ficsite
overall, it's net positive
so you'll only lose power if you use your existing rf supply
but if you make fresh RF, ionized will give you power
just less than the RF would've
Okay i have a lot of modeling to do
thanks for the input i didnt know dmr was esentially renewable
for something so complicated I'd suggest a better calc but you do you
how much bauxite in a world?
12300
good
i prefer modeler ill see how it goes
where do you find out how much of something there is in a world. i cant find out anywhere how much coal there is
wiki and SFTools both have a list
yeah, they added a lot in 1.0
thats rediculous i wont need to worry then
you almost never have to worry about resources
is there away to place mergers sideways without lift floor holes or do you have to do it that way
i need peek space efficiency
like that
oh wait blueprints i keep forgetting about those
ahhhhh
nvm blueprints dont work it just doesn't connect
to the lift on top
What would be best way to load up the canisters for diluted fuel method for power? Do I just fill it up full and manifold it all the way?
Makes sense ngl
Or at least use a balancer or balancefold 
I found those quite satisfying to work with, even if they add some complexity
idc if its 20 or 2k its what ever ngl
Taste
plus you can put the canisters in the BP, so you don't have to handfeed them
I've already setup a stand alone packaging
I would consider countinuing with this a sunk cost fallacy, but I ain't about to tell you what to do, only what you can do
I wish I could BP water extractors...
Pump have 10m headlift right? that is approx 14-16m but pump wont snap should I worry or add one in the middle of the verticle pump?
I'd just put one halfway up or so
I have eight coal-powered generators set up with three water extractors. From examples of this setup I have seen, all generators have zero power shards. Say if I added three power shards for max overclocking to each one of these generators, how many more water extractors and lines of coal would this power grid need? Or is this without the power shards enough to power everything I need?
Many other buildings will have power shards equipped. Especially my mk. 2 miners.
u should problably overclock them to just to be safe. U can see on the wiki page about the coal generators how much more they will consume when overclocked.
I mean you can do the math yourself
Gotchya. I'll crunch the numbers once I get everything in place. Currently rebuilding everything from scratch.
before i do anything stupid, will those valves have any problems? Ive put them this way to avoid backflow from the water extractos
generally just "don't use valves"
best case scenario they do nothing
thats the plan
any other case they can break your system
im afraid because sometimes when i connect multiple extractors in one pipe, one of them wont push away fluids and ends up idling half the time and the other one runs continious
that's usually when pipe is full because it's not flowing well enough (which is usually when you have issues feeding machines on the other side)
the valve won't help (much)
better to solve the actual problem
Fully sharding any machine multiplies all numbers by 2.5. 8 sharded coal generators consume 300 coal and 900 water.
note: If you shard part of a system, you can cover its needs by sharding the rest of the system too (ie, shard the generators AND the water extractors). Just bear in mind belt/pipe capacities and such.
Heard!
In other words, machines scale evenly as you add power shards?
If that is the correct wording.
Yes, that is the case when it comes to resources in/out.
(Power consumption scales on a curve though)
are either of these recipes extremely worth it? I'm currently trying to find the diluted fuel recipe and I am not sure if I am making a mistake in rescanning this drive
no
gotcha, tysm! ♥
unfortunate roll. Neither seem amazing?
should I just take the coke steel in this case
you can leave them there and they won't come up next time
whereas if you pick bad recipe A, then the bad recipe B will come up.
worst case scenario you decide later that you want to use one, and just pick it
thats so smart omg
I just got heavy oil residue, should I wait until I find the diluted fuel recipe to start my power plant?
yeah
any tips on how to put them on the wall to go up without much effort?
you can just use autoconnect blueprint
"worth" depends purely on you
if you have a bunch of hard drives backed up i would build your factory and then while your building scan them all
how do i ge this to work do i need to sushi belt balance for this to work or smth
i would assum priority mergers would help and smart splitters would be needed
but how do
Pretty sure you'd have to do 1 1200 belt of coal, then a sushi belt. 3 coal for every 1 TF on the belt
why 3
wouldnt it be15
1500 - 1200 = 300
dur
One full belt of coal, the rest on the sushi belt
yeah no that makes sense
so then what do i do
or how do i make it do that
ive never sushied
Neither have I 💀
well im not making it yet ill find a chef by then
Theoretically, if you do the right ratio, it'll work
Well, I mean, not this
I did sushi belts, but not sushi input
what i was wondering was if i make a prio meger for turbo fuel will it work
Sushi belts with smart splitters for each input are much more forgiving
probably not
No, because once you get to 100 TF in the accel and then another one on the belt, the entire belt stops
yeah
erm
hmm
It won't completely stop running because of the 2nd coal belt, but it'll slow down to essentially a 1200/min coal input
soi how do i force it to go in the order of coal coal coal fuel repeat
Like I said, exactly 3 coal for each 1 turbofuel
i know i mean in that order on the belt
Or, more strict, this plus exactly 300 coal and 100 TF/mon
Not sure if that's necessary tho
Theoretically not, just the right ratio should be enough
But idk how that works out with the second belt
You can try it tho
so regular merger?
i will have to
im gonna have to ask a sushi belt guy if i cant
Make sure the TF and coal belts are full and can supply at full belt speed. Can use MK2 belts for that. Merge them normally.
Then, merge that mixed belt with another coal belt
That should give you the 1:3 ratio
Use the slowest belts possible after both mergers, and make sure the input belts are full
i think that could work
minus the part i will make 720 ish fuel
If not, I'll have to tell you how to build a 100/min belt limiter 💀
Shouldn't be that terrible tbh
I'd just put half of each on 2 belts, over flow to sink until it's balanced out. let it run
I mean, I wouldn't do this in the first place, but that's probably how you want to go
though its only 700 after the weird accel that isn t at full clock speed
i wanna try it but if that works then yeah
hmm except coal doesn't stack that much
i mean coal and fuel stack to the same size
yeah which is a huge issues since you need so much more coal
so i suppose two sushit belts could work
i meant sushi but the mispelling is accurate
would it not just be like make a 120 belt offshoot then split it into 6 and put 10 back to the start
then i make it 7 times lmao
With a priority merger just in case, yes
priority on what
On the merge of the 10
woiulding it be 20
im not good at typoing lol
You're looping back less than half so the priority shouldn't be needed but idk
eh may as well
I never checked how those limiters behave with a clogged output so maybe it's needed to recover from that state
Definitely doesn't hurt
Not that you can have a clogged output on the limiter, because that means the sushi is clogged
And that's probably unrecoverable without manual intervention
I think if I do that 4 times (3 for coal one for fuel) then merge 2 twice then merge 1 more time it'll work
Actually, that made me wonder why the devs made Turbo Diamonds use Packaged TF. The PA has a perfectly usable fluid input
And Turbo Ammo can already be made with either
Maybe cause they wanted the canister cost to be accounted
3 mergers:
1 takes 2 belts of coal
1 takes 1 belt of Coal and one of Turbofuel
The third merges the prior 2
So long as the input belts are full, the output will be 3 coal every 1 Turbofuel, regardless of the throughput
Actually, skip the merger for coal+coal xD
So how do I make it full
How do you make what full?
The turbo fuel
I have 700 per min after the weird accelerator that's underclocked
Which doesn't fill up any belt
700/min fills all belts except MK5 and 6 
Am I misunderstanding something?
So I do a 480
Have 220 left
Or something
Or how do I force a lower tier belt to be full but have all of them full
smart splitter?
How
if you have the other belts set to over flow it'll prioritize the non overflow belt
that's the main use of smart splitters
My thoughts is I could use a 120 on 6 inputs then the last one is goody
I don't think the belt has to be full full. Just the input of the merger has to always have an item in it. So that it doesn't merge an extra coal in, ruining the ratio
Buffer the belt with a small container and imo it should be enough
Yeah that could work
Well Ill try a bunch of things when I get there
Alright, this needs some texting...
What I just explained, is a contraption that output a SPECIFC pattern of items (3 coal every 1 Turbofuel) regardless of throughput, so long as it's provided with full belt of items (assuming all at the same MK). No matter if the output backs up or not, the pattern remains stable
Ie: if the contraption can output 1200/min but the machine can take 400/min, the items will safely back up without ruining the pattern of items
Alternatively, one could "just" merge exactly 300 Coal with 100 Turbofuel and shove those into the Accelerator. There's many ways to get ratios exactly (load-balancing, clocking machines...), one can just choose whatever they like most
I think you should be able to sink power shards
This is definitely not a play to generate dark matter crystals from coal and quartz
It's called "ionized fuel"
put 300 coal per min onto belts (you can extract exactly that via taking slower belts from faster ones, smart splitter to always put coal on slow belt if there's a slot)
put 100 packaged turbofuel onto belt via packagers, exactly
merge together
empty buffers in the machine if needed once everything is ramped
pray
it shouldn't diverge, but if it does, it won't recover in a stable fashion
3 mergers:
1 takes 2 belts of coal
1 takes 1 belt of Coal and one of Turbofuel
The third merges the prior 2
So long as the input belts are full, the output will be 3 coal every 1 Turbofuel, regardless of the throughput
This sounds smarter
but i think the even more smarter thing is just clock it for 1200 coal and build a second one
hey, so im setting coal power for a new co-op world im doing with a friend and i got 3 water extractors pumpin out 150 water/min and need to evenly split the three into 10 coal generators, anyone able to help?
!wikisearch CG
Coal Generator Schematic.png
The Coal Generator is a power generator building that generates power by burning Coal, Compacted Coal or Petroleum Coke and Water. It is the first fully automated power source the pioneer has access to and also the first power source to use a mined resource.
One Coal Generator...
some example coal layouts. I recommend just making groups of 8
Why can't this shit just be consistent
According to its default crafting recipe, DMR should have a sink point value of 160
But according to the default TC recipe, it's 130
How am I supposed to calculate the theoretical value of power shards when 2 recipes involving DMR can't agree on what its value is

some parts have negative sink value
Lmao which ones?
I think DMR is one of them. I definitely heard that on stream somewhere