#math-and-meta

1 messages · Page 328 of 1

deft lichen
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the sink points of a given part are calculated from the input ingredients among other stuff, they have a formula

unique cypress
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The formula for solids is very simple. The output is worth double the sum of values of inputs

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I tried to apply to liquids as well

wind spade
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sometimes

deft lichen
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there 100% are exceptions but it sounds plausible

unique cypress
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I haven't found an exception yet but then again I only checked a few things

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And it doesn't apply to alts obviously

wind spade
unique cypress
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What item has more than 1 default recipe?

wind spade
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plastic

unique cypress
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That has liquid ingredients. And a liquid byproduct

deft lichen
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and some items don't have a primary default recipe (poly resin)

wind spade
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liquids have sink points in game code tho

deft lichen
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yeah I think that at one point it was listed in docs

wind spade
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oil has 30, water has 5, etc.

deft lichen
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or it is listed and we just aren't showing it on the wiki?

wind spade
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I have some faint memory of adding an exception if item isn't solid, then I'm not showing the sink point value for wiki

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tho Tools apparently have it still "wrong" 😄

deft lichen
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yes it's in docs

unique cypress
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Why is DMR inconsistent then

deft lichen
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nevermind, DMR lists "mResourceSinkPoints": "130"

wind spade
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because you're trying to force consistency into something that never was consistent in the first place

deft lichen
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I tried searching up the clip on Marv's site to no luck

wind spade
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sink point is a hand picked value, and while they indeed did "double ingredients = product value" as a base, they can tweak it as they want 😉

deft lichen
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although there it's multiplied by 1000

wind spade
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ah, may have been something else then

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yeah because fluids 😄 idk where the actual error is

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Tools have the same error

deft lichen
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the wiki uses m3 whereas the game uses liters

wind spade
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well yeah, I mean where in the code

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because I'm pretty sure I've dealt with this before somewhere in the code

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but apparently not well enough

unique cypress
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why are APMs worth 210 points lmao

deft lichen
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these acronyms are too 1.0 for me to recognize

unique cypress
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alien power matrix

deft lichen
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!wikisearch APM

brisk shoreBOT
deft lichen
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easy

wind spade
unique cypress
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I am genuinely considering making a mod to make this consistent

wind spade
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why tho. Nowhere is said that this needs to be consistent

unique cypress
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evolution gave me pattern recognition and I'm gonna fkn use it

wind spade
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well you didn't recognise it well enough if items don't fit your pattern 😛

oblique hollow
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Reminder that technically DMR is also, like plastic and HOR, made from a liquid - that being photonic matter

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Whats the value for HOR anyway

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It has 2 default recipes too

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Plastic and Rubber

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DMR has like 6 "defaults"

unique cypress
oblique hollow
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How precisely? is it the average of both or something

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As rubber makes double the HOR

unique cypress
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oil is 30, HOR is 30, plastic is 75, rubber is 60

oblique hollow
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I guess they just thought DMR is too annoying to calculate that way lol

unique cypress
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but this one doesn't

oblique hollow
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Afaik some packaging recipes also have values that dont add up

unique cypress
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RSAM is 160, so should DMR. but no, it's 130

oblique hollow
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Because if they do it that way then DMR as a byproduct inflates the point count or something
Or it devalues DMCs

unique cypress
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but if EPM is 100, then according to this recipe, DMR is 0

oblique hollow
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Thats probably why its so inconsistent. All the recipes make wildly different amounts and use different amounts of EPM

wind spade
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from docs

oblique hollow
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It was gameplay balance first most likely and then they tried to calculate points and noticed "shit this is a mess"

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Water byproduct loops would also be a mess for water points

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Water is like 0 isnt it

wind spade
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5

oblique hollow
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So packaged water then is still accurate point wise....
Alr, maybe they did update it

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According to NQP DMR is also 0

unique cypress
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Found 1 inconsistency in the pre-1.0 recipes

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alumina solution should be 18.666 points

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they rounded it to 20

oblique hollow
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yeah decimals arent allowed afaik

unique cypress
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but the scrap maths out with that value

oblique hollow
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ok so AI Server also says DMR is 0

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But all of that hinges on the point value of DMCs anyway

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And APMs being 210 kinda sounds like "fuck you, use em or eat dirt"

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Which is.... kinda valid lmao

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You could also just go the simple thought way and say "all encoder recipes turn EPM into DMR" so its value should therefore be 200

main thicket
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i did it manually blueprints didnt work

orchid brook
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overkill?

frosty owl
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For personal use?
I'm good with 10/min ^^

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Also, yes, the recipe selection is quite overkill. You end up barely using some of the machines involved, given how high their normal output are. That feels "wasteful" (you could get the same output with less machines and far less complexity, though you'll probably be using a tiny bit more ores)

orchid brook
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nah its the space elvetor pahse 1

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i think i can follow that

frosty owl
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You might wanna take into account that Discord lowers a bit the resolution of the pictures you send. Only the second picture you sent has any readable elements

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(Ofc, one could "download the original", but that's a chore for multiple images...)

crimson moat
frosty owl
# orchid brook nah its the space elvetor pahse 1

You can feed Spelevator productions with stuff for "personal use" if you wish 🤷‍♂️
Eg: you don't stockpile reinforced plates until the Smart Plating production is done (since a limited amount of items are required, it's not gonna run forever)

orchid brook
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ya ur right

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better fix it now

unique cypress
orchid brook
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i am redoing it

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for funses

unique cypress
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You can't just redo phases. Once it's done, it's done

orchid brook
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the good old times

unique cypress
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If you yearn for the good old times, go use only mk1 belts in a nuke plant or something

orchid brook
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ooo good idea

haughty barn
orchid brook
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no sh**

unique cypress
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Most of these machines are at 0 so maybe not

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This is just spaghetti for the sake of spaghetti

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Spaghettify an actual production line

orchid brook
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ya i am working out the numbers still

haughty barn
frosty owl
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Bolted is betterest

haughty barn
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bolted my behated...

crimson moat
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@frosty owl
that's weird. Are you using phone or something?

frosty owl
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Yep

crimson moat
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they might compress images for phones

frosty owl
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So, most users xD

crimson moat
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I only ever see the one you posted on the right

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i don't think most users on discord are posting from phone

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It's like, the #1 gaming PC chat client

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that can also be read from a phone, but has awful usability there

frosty owl
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I think most people use discord on the phone
There might be stats on it somewhere, but generally speaking I think all social media have <40% desktop users

wind spade
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based on random google search, it seems their usage rate is like 60:40 (desktop vs phone)

frosty owl
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Well, I was wrong ^^ (and in the minority apparently)

crimson moat
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and even then i imagine that phone is mostly people just checking up on their dm's or something

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not like, sitting on discord for 8 hours, viewing images and having conversations

wind spade
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but 40% is still a lot, so I wouldn't say "most"

frosty owl
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Other than to upload files, I'm always on mobile. Hell, sometimes I might download a file on my phone to upload on Discord jacelul

crimson moat
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but i mostly open it and it runs for 100 hrs

wind spade
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SFTools has like 88:12 ratio but that's because it's shit on phone

frosty owl
frosty owl
wind spade
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(well it's usable for most cases, but I still don't enjoy using it)

frosty owl
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My annoyance is with opening it. Once open, it's fine, but by the time it loads I could have answered on mobile already, so that's what I usually do xD
Add to that opening it rarely and you always have to update too...

wind spade
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well since I open it when I boot the PC and then keep it open (PC always in sleep mode), it's permanently open

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and in most cases (apart from update time) it launches within a few seconds

wind spade
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electron? 😄

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5 seconds is honestly shorter than most apps nowdays

deft lichen
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on desktop

crimson moat
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My preview is identical to downloaded image

wind spade
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is it a jpeg?

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pngs seem fine

pulsar idol
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hey guys

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for a coal power plant, is it one water extrator for two coal gens?

dusky dust
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(||At default clock speeds, that's 120/min for Extractors and 45/min for coal gens, btw. You've got to scale up a bit before you can get to whole numbers, without underclocking (or overclocking); the usually-recommended ratio is 3 extractors for 8 coal gens, with some creative piping to handle the fact that that's 360/min water||)

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The other thing you can always do is adjust clock speeds to suit, of course

vapid gorge
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use actual parts per min , ect

pulsar idol
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ah, well im building one atm

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how much power total for a starting 8 coal gens?

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will it be enough for me to get started into steel production?

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and also use the vehicle logistics?

wind spade
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it's impossible to answer. You may build 3 machines, or 30, or 300

spiral sonnet
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For simple steel production u need at that stage it will be more than enough

pulsar idol
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okie, cause im planning it out rn

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well when i unlock it

spiral hornet
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Should i be consuming this much power before even automating steel? I already have 18 coal generators and I would have to expand pretty far to tap more coal for power. Am i doing something wrong?

carmine jay
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were making a mega factory for heavy modular frames and wanted to cut back on the complexity so overclocked some of the machines
with the stitched iron plates it still calls for .33 extra
but that .33 extra is also overclocked to 200%
would that assembler therefore just be at 66%?

dusky dust
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There's a few spots on the map where there's clusters of like four coal nodes right next to water; those are pretty much designed to be your coal powerhouses. And yeah, they may be a fair ways away from where you're otherwise building factories, but there's no problem with expanding. :)

haughty barn
unique cypress
# carmine jay were making a mega factory for heavy modular frames and wanted to cut back on th...

Machine count is basically the sum of uptimes.

21.33 machines means that if you place 22 or more, the sum total of all uptimes across all of them should be 2133% in to achieve desired output. The fact that they're overclocked doesn't change that.

If you want all of them running at 100% uptime, and you place 21 at 200%, you're still left with 0.33@200%. which is 0.66@100% or 1@66%. Or whatever else you want, as long as the uptime and clock speed multiply to 0.66

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And unrelated to your question, I'd swap out default Encased Beams for the alt, default Modular Frame for the Steeled alt, and choose an output number that's an integer multiple of what 1 manufacturer outputs (at your desired clock speed), for example 22@100% would output 61.875/min

tame harbor
carmine jay
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i acknowledge that would be a good idea

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if we started with that in mind

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which we did not

tame harbor
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Belt input Biomass Burners and/or Power Storage can help smooth out power draw peaks

Plus (while it takes yet more creative piping with water extractors) you can overclock the coal generators and water extractor if you find your power grid struggling before you hit phase 2

tame harbor
unique cypress
# carmine jay i acknowledge that would be a good idea

One of the reasons why I always suggest to at least plan your recipes in a calculator that chooses them for you. For example SFTools optimizes for lowest resource usage, and it would've suggested Encased Industrial Pipe.

Though it does have its limits. Because default Modular Frame is 0.4% cheaper, it won't suggest the much more convenient Steeled Frame unless you disable default and notice that the difference in iron is miniscule while the difference in machine count is huge

Despite that, it's still faster to prototype recipe choices in Tools, because they're simple checkboxes - you don't need to manually reconnect nodes to change a recipe

tame harbor
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looks at Bolted frame like the green goblin mask

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#SteelScrews4Lyfe

unique cypress
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Not sure whether I should call it the best or the worst of both worlds

tiny leaf
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whats the flow of resources for the most efficient rubber/plastic set up?

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any charts would be very helpful

queen slate
dusky dust
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It's somewhat rare for me to just accept the first solution sftools gives me, since it can't know exactly what nodes happen to be around and what I might prefer in some circumstances.

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(I mean, I could tweak the resource availability to mimic local nodes but I generally prefer to just twiddle with recipes a bit instead)

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I actually mostly use my own homegrown solver for planning factories, but if I want to compare recipe chains I'll nearly always use sftools for it, 'cause that's much more convenient than my own garbage code. :D

tiny leaf
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rubber is used more than plastic right?

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planning to do a 1:2 split of rubber to plastic

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so 1800 for rubber 900 for plastic

dusky dust
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Depends on recipe selection later on

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Any split you decide on now will be a gamble

wind spade
dusky dust
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Looks like on my 1.0 save I actually ended up using more Plastic than Rubber, though I do think it's more common to end up needing more Rubber

wind spade
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and later you'll make what you need for later

dusky dust
lavish agate
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Hey guys. Anyone here know any setup for fuel generators with adicional plastic and rubber on the side?

tiny leaf
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rn i dont have any needs for a big production of rubber/plastic

wind spade
dusky dust
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I actually did write some tools to assist me with "dynamic" most-oil-efficient-fuel-loop setups, and had it laid out so that it could be expanded in either way. :D

tiny leaf
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just want to get it out of the way though

dusky dust
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Like so I'd know "okay, just X more refineries on Recycled Plastic clocked at Y%" and so on. Worked pretty well, though only because I knew what I was doing to myself. :P

dusky dust
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Building one of those loops bigger than it needs to be is a lot less work than setting up multiple loops

tiny leaf
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its fine i can change the ratio later anyways just would have to switch some recipes etc

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the diluted fuel and polymer resin -> rubber remains constant

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just gotta change around the recylced part

dusky dust
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(Hence why I wrote software to do all the computations for me. :D)

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At that point I'd just spin up some more petrochem processing instead. :P

tiny leaf
tame harbor
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I think i made a setup that ran all the plastic and rubber on a loop with the outflow being more of an "overflow" so my setup could dynamically compensate

tiny leaf
tame harbor
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Not at home RN tho so I can't show how I did it

unique cypress
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The advantage of a properly set up recycling loop is that it's adaptive. Depending on what you pull from it, it can produce 100% plastic, 100% rubber and anything in-between. You just have to have the production capacity for that.

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If you have, for example, 600 oil, if you set it up for 1800 plastic + 1800 rubber, it'll never make that much of both, but it can make 1800 total, in any ratio

tame harbor
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I think that's what I did basically

devout ingot
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isnt it smart to just put all the heavy oil residue next to the power stuff, then transport all the polymer resin byproduct to make rubber/ plastic next to the rubber/plastic loop

tame harbor
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You wind up using all the fuel to make the rubber and plastic

brisk urchin
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ah i deaded my brain

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that math is right

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i calculated with 1200 somehow

devout ingot
unique cypress
devout ingot
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you can have two seperate factories, the polymer resin factory with the rubber/plastic loop and have the byproduct factory making residual rubber/plastic or just sink the polymer resin

tame harbor
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But generally speaking the transportation overhead is usually considered not worth it iirc

devout ingot
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i find oil valuable enough to think about transporting the byproduct lmao

tame harbor
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Besides once you get rocket fuel you're getting 130-140 is GW from 600 oil/minute, and producing a whopping 400 resin/minute

mossy ibex
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I have a nice setup that uses 900 oil -> 900 fuel for turbofuel power (soon to be rocket), and 900 each of plastic and rubber to handle the byproducts

devout ingot
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yeah i was looking at the numbers for power for fuel and rocket beats turbo so much lmao

dusky dust
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Yeah, Turbofuel as power is pretty niche

mossy ibex
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it's just the tier I'm at, I'll upgrade soon. It's all planned, going to drive 120 fully OCed generators once the upgrade happens

unique cypress
devout ingot
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turbo is like 1.3x of normal fuel, rocket is like 8x of normal fuel

dusky dust
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I stand by turbofuel-as-power more than most, but at that phase you're generally far better off hunting for the HOR + (Packaged) Diluted Fuel recipes

mossy ibex
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yeah it's a DPF setup

dusky dust
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Mostly just if you really don't want to play Recipe Roulette, and happen to be building somewhere that's already got all three of oil+sulfur+coal handy (of which there aren't too many spots on the map)

mossy ibex
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I know blenders are simpler, but the factory that handles the packages is chefskiss, I'm keeping it

dusky dust
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Yeah, packaging isn't a big deal, especially since you can blueprint a closed 1x Reinfery / 2x Packager loop and pretend it's a mini-blender. :)

devout ingot
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isnt it smart to get the exact number of package containers needed then just put it into a container next to a balancer

brisk urchin
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like he saw the 60 input and output on all packaging recepies and said, naaaah lets manifold it

dusky dust
unique cypress
brisk urchin
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like, AHHHHHH, i exploded

mossy ibex
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yeah I didn't do that method and it was a pain, but I did get it working with some help, and the cascade of infinite packages going up and down looks dope af

dusky dust
dusky dust
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Watching the packages zip around is fun no matter how you do it

devout ingot
mossy ibex
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then you spam that blueprint at the scale you need to eat all your oil

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or HOR really, but generally people use the HOR alt recipe

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to make oil directly into HOR

unique cypress
# devout ingot can you explain how it works in more detail?

all 3 recipes involved produce/consume empty/full canisters at 60/min. you build a packager, refinery, and unpackager and connect the belts in a closed loop.

BP it whole or in parts, add ~20 empty/full canisters somewhere in the BP (so you don't have to fill them manually) and then it basically behaves like a blender. HOR and Water input, Fuel output

devout ingot
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oh ok now i get

dusky dust
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It's a bit tight to fit that into the mk1 4x4 blueprinter, though it can be done. :)

hidden fulcrum
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Herros, I've recently entered the packing age, and I seem to be having a producing shortage. (reading alert)

Situation:
I've got 2 refiners making fuel (200 [Combined] Per Minute) and polymer (150 [Combined] PM), And I run it 2 to other refinery's making plastic (90 [polymer] Needed per minute) & Rubber (40 [polymer] NPM). Yet I'm not making enough polymer. And the fuel I'm making is routed to a buffer that's allowing the system to run. not sure what's happing nor why it not working... Any ideas?

deft lichen
hidden fulcrum
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alr

haughty barn
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my final plan for a base uses all of the uranium and all of the aluminum for max nuclear power and 30 minutes for phase 5 and im going to be left with converted bauxite for personal use aluminum

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maybe 10 teleporters was overkill

near isle
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Hello, would anyone be willing to get on a call with me and help me troubleshoot some fuel line issues? I've tried everything and my head is going to explode

vapid gorge
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post overhead images of what is going on. Very likely a easy fix

green birch
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returning player here been planning my factory with this planner but i didn't have it saved and not remembering what it's called
loved how well it worked for me and cant imagine myself using other ones, any help is appreciated!

vapid gorge
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if you google 'satisfactory, planner' you'll probably get the hit in the first page or 2

near isle
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I have a pure oil node that is overclocked to deliver 540 m3 of oil per min carried by a Mk2 pipe (max 600m3 per min) It all goes into 10 refineries, they are all overclocked slightly different but they all have a combined heavy oil residue output of 255m3 per min. (half make rubber, the other half plastic) The heavy oil residue then goes into 3 more refineries which make residue fuel, with a combined demand of 246m3 of heavy oil residue per min, which is less than the total output of the other refineries (255m3 per min). Combined they make 160m3 per mind of fuel which feeds into 8 fuel gens with a total demand of 160m3 of fuel per min, yet everything keeps getting sucked dry and idling! From the fuel gens to the first 10 refineries that intake oil. I've banged my head agaisnt my desk enough so please help

vapid gorge
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trouble shooting 101

green birch
vapid gorge
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I've used it before. Not for me. UI isn't up to scratch

near isle
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this is what I keep doing and yes all the lines eventually start starving even though I let the whole pipe network fill before turning them back on. The 10 refineries have a demand of 540m3 of oil per min which is exactly how much I've overclocked the oild extractor to give

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And again I let everything fill so it shouldn't be starting after a while right?

vapid gorge
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so first delete that buffer

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then move the pump to the packager to just after the junction split. Fluid manifolds don't like branches

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so you said the Refineries are empty of fuel right?
are they starving of oil?

near isle
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the first 10 refineries take oil and make heavy oil residue, and yes they eventually starve, the last 3 at least - I think maybe I need a pump somewhere

vapid gorge
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ok is the oil extractor backed up and stuttering?

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go look at it and see if it's light flashes yellow

near isle
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Does this angle need a pump?

vapid gorge
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less about the angle and more about the height increase

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you're kinda feeding from below, but do the extractor check I told you

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that will give info
trouble shooting 101 is just following the problem backwards or forwards as needed until you find the issue area

near isle
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This might help

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Then it kinda looked like it was filling just fine but again these were completely full before I turned them off so they should stay that way if the input and ouput is correct right?

silent hawk
mild solar
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which of these better

haughty barn
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Iron pipe

mild solar
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yea youre probably right

vapid gorge
# mild solar which of these better

plastic limiter is really efficient on caterium. Just spits it out. Iron pipe doesn't need coal but chews through prob ably 5x as much iron as regular recipe

mild solar
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is there a chance to get the plastic ai limiter again on a different drive

vapid gorge
# near isle

your oil extractor isn't stuttering
but your oil receiving refineries are starved? if that's the case you've mathed wrong

vapid gorge
mild solar
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great

vapid gorge
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I just never use iron pipe because ... it jsut chews through so much iron.

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I think iron is a trash resource and I'll spend it like water.
but Iron Pipe uses too much iron for me

mild solar
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so what would you choose

vapid gorge
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depends what your next factory is going to be

mild solar
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im currently making my pipes out of traditional coal and iron

vapid gorge
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doesn't sound like you're going to make another factory for pipes soon then?

mild solar
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well I gotta go for phase 3 now, which is that one ball thing and that jet engine looking thing

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I have the frame looking thing already

vapid gorge
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if you think you'll need ai limiters for it? plastic limiter might be useful

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if neither seem great you can reroll

like I said, yhou're never locked out

mild solar
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okayyy

supple belfry
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Don’t unlock a recipe until you’re initiating the build where you’re sure you’ll use it.

small yacht
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Thinking of doing this for my plastic rubber plant

mild solar
haughty barn
paper isle
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rate my new plant

near isle
paper isle
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very neat compared to the last one i made

vapid gorge
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it's not particularly compact. and makes it harder to make more sections of power that you'll need?

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but if it works it works

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hopefully you under clocked the extractors? otherwise you're consuming a lot more of a power chunk per mw produced than normal

gloomy gyro
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How many alt recipes are there

vapid gorge
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a few less than hard drives

gloomy gyro
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So the same amount of you man reasearched?

vapid gorge
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? there's more hard drives on the map than alt recipes.

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you could check the wiki on hard drives and it'll probably have the number

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or the page on alt recipes

gloomy gyro
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But will there be more than all alt and mam research tree

vapid gorge
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the research trees have basically nothign to do with alt recipes except for a few you unlock with a drive

gloomy gyro
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Ik but some unlocks use hard drives don’t they

vapid gorge
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you are never locked out of any recipe available in game.

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again if you want a specific number there's probably that on the wiki page

gloomy gyro
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What’s the research for ionised fuel

vapid gorge
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!wikisearch

brisk shoreBOT
gloomy gyro
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You know what I give up

vapid gorge
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go forth and see what you need for it

gloomy gyro
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I was just wondering if all the hard drives in the game is enough for all of its need

vapid gorge
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yes I have mentioned it before

you are never locked out of recipes, they are all available, there are more hard drives than recipes.

fallow siren
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i gather all the hard drives in the map, unlock everything in mam and every alt

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and i still left with 5 hard drives

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that should tell you everything you need to know

inner lion
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So it seems like prior to 1.0

You could only continuously run indefinitely… uranium fuel rods via sinking plutonium rods (wasteful).

But with 1.0 that unlocks indefinitely running,

Not just plutonium fuel rods, but also ficsonium rods ?

Is that right ?

fallow siren
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yes, but ficsonium is incredibly expensive that its better to use sam to convert more uranium than making ficsonium itself

vapid gorge
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ficsonium is basically there to people who couldn't stop themselves from burning plu rods.

fallow siren
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youre using SAM to convert other resources into uranium in converter machine

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you need bauxite to be converted into uranium, but you can use copper or caterium to convert into bauxite

spiral hornet
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Is a dedicated Versitile Framework factory pointless for phase 2? Other than phase 2 the only thing requireing it is a tier 8 tech. If I have everytthing else already automated for it should i just drop down a few assemblers and craft 1k only?

fallow siren
vapid gorge
deft lichen
brisk shoreBOT
#

This is the totally awesome community driven wiki for Satisfactory!! Come on in and check it out!
<3 @deft lichen

rocky cypress
#

Is there a way to fix this? Wether I put the pipeline wall hole up or down, the pipe will always come at an incline/decline.

vapid gorge
#

could half nudge it up?

rocky cypress
#

Everytime I want to nudge it up or down, it goes through the wall for some reason

#

Left and right work, but up or down, it goes through the wall

vapid gorge
#

odd

rocky cypress
rocky cypress
wind spade
#

can't you then snap the pipe hole on top of the clipped pipe? 🤔

#

(idk, haven't tried it)

rocky cypress
#

Same issue arises, it will be either too high or too low

#

This is not satisfactory for me, but it will have to do

wind spade
#

so you can't snap it directly on top of the pipe?

rocky cypress
#

Not without it looking bent

#

Or odd

wind spade
#

alr

still blade
#

anyone knows how to use satisfactory calculator? i have two impure nodes of iron totaling to 60 iron/m, and i want to know how many reinforced iron plates and rotors I can make, but the website asks for how many i want to make

wind spade
#

SCIM can't do that

still blade
#

damn

wind spade
#

there are other tools that can do that (but tbh I'd recommend not going from nodes to product, instead go from product to nodes)

#

(and I wouldn't recommend SCIM for later productions, there are loops and byproducts, and SCIM can't really deal with those)

silent hawk
still blade
#

alright so i did that, how do i balance this junction

wind spade
rocky cypress
#

I find it weird that you calculate the amount of oil. Divide it equally into 2 lines, and one line is getting all of the oil, and the other one too, but slightly less. Then you just disconnect a pipe and connect it again and it is fixed?

tender junco
deft lichen
#

ground pipe supports are 1.3 m tall and thus wall holes are offset by 0.3 m

#

if you attach a wall pole to the ceiling, it's 1.0 m or so from the ceiling, but the wall hole is still offset

rocky cypress
#

I tried the page up/down. So like ondar says, issue is the difference between the two things.

deft lichen
#

if you want it to align, you mustn't use ceiling poles

#

a similar issue happens when you attach wall poles directly to the sides of foundations instead of building them on walls

rocky cypress
#

I guess I could always make huge ladders with pipeline supports and later remove them

#

Since I build everything on grid, it should align

deft lichen
#

you could also build the pipe through the wall without attaching it to the wall hole (then the pipe will be straight but visibly misaligned with the hole)

rocky cypress
#

I did that, simply built it through the wall. Bothers a little bit. But by the time I move on to other projects, I will forget about it.

rocky cypress
deft lichen
#

pipe junctions aren't splitters

rocky cypress
#

If I remove pipe and reatach it, the problem is fixed for that line, but the problem transfers to the other line.

rocky cypress
deft lichen
#

you can't really equally divide fluids

#

not even with valves

#

the fluid simulation system is overly complicated

#

as long as the math works out (production = consumption and no pipe limits are exceeded), just let it run and do its thing

frosty owl
frosty owl
deft lichen
#

correction: an intricate mechanism can be built to achieve this, but is ultimately pointless as any factory can be built without it

frosty owl
#

You're trying to align a wall hole to another wall hole you already built, right?

deft lichen
#

that looks nudged?

#

they found the misalignment you get between ceiling poles and wall holes

frosty owl
#

Ah, yeah, no way around that

vapid gorge
deft lichen
#

oh my goodness

frosty owl
deft lichen
#

didn't think of that at all hehe

deft lichen
vapid gorge
deft lichen
#

when I encounter stuff like that I just tell myself I'm being too much of a perfectionist and just built it bent

vapid gorge
#

you probably need tobuidl the foundation first, then pole, then wall? but most fancy architecture is multi step

deft lichen
#

yeah, likely remove wall -> ceiling pole -> replace wall

rocky cypress
#

I already laid the pipe work, but will remember it for future projects

deft lichen
frosty owl
#

Well, that's the fault of the rest of the system, not the split itself 🤷‍♂️ (and if it's backing up, there's no need to split evenly anyway as it's all balancing out)

deft lichen
#

is there ever a need to split evenly?

frosty owl
#

To fancy one's weird preferences

#

The only "practical" difference is allowing to "load-balance" fluid between machines; ie: having fluid machines run with minimal fluid inside rather than full input inventories

unique cypress
frosty owl
#

Also having a row of machines all turning on at the exact same time. That can be quite neat (with solids, there's a small stagger between machines)

deft lichen
#

actually the one place where I use belt balancers too (besides nuclear)

oblique hollow
#

Some slight summaries from yesterday's talk with @inner gulch and their findings:

  1. Pipes indeed have pressure. Head lift is just one externalized form of this.
    But flow rate is still capped so raising pressure into infinity doesnt do anything. And pressure is also of course still affected by pipe fullness

  2. Pressure is actually calculated using Bernoulli's equation (partially at least)

  3. Valves and Pumps break pipe networks into groups called "pressure groups"
    Pump Head lift in the traditional sense is only transfered between pressure groups and only a full pipe is added to a pressure group.

This grouping is also the reason pumps cant read the head lift past valves and why the hologram ring stops right at the valve.

According to header files, valves are just pumps in a way and a pump cant read past another pump

#

And valves.... Well lets just say that valves in series were indeed never a good idea, but that kind of seems like a design oversight

deft lichen
#

this should be put on the wiki

oblique hollow
#

They still arent done and a lot of info still has to be checked

#

But that info on valves does check out

As far as i understood, because the system recalculates pressure every tick and because valves do not store (pump) pressure from previous ticks you kind of lose the head lift after going through 2 valves unless the math just so happens to process them all in the right sequence

#

Gravitational pressure should in theory always be calculated but pump head lift kind of tends to get lost in between upon recalculation

wet breach
#

so at the moment this is my future proof smelter setup for 2 pure nodes mk3 miners, which is roughly 2400, with 2400 / 60 = 40 smelters, is this an efficient setup or are there better ones

brisk urchin
#

better to use refineries

wet breach
#

oh I'm not at that phase yet

#

still messing around in phase 2

#

refineries huh? alr I'll look into it

vapid gorge
vapid gorge
wet breach
#

basically I just want an all ingot belt that I can do whatever with, just wondering if there are any machineries I'm missing since I can't find a smelter mk2 or the sort

vapid gorge
#

leave space to expand? building upwards helps with that. but that's about it

wet breach
#

hmm so it's a mindset thing

#

alr gotcha thanks

vapid gorge
wet breach
#

that's fair, so I should just make things when they're necessary and don't bother future proofing ya?

vapid gorge
brisk urchin
#

atleast when i want to use resorce nodes thats my rule

vapid gorge
#

completely arbitrary personal rule of yours that isn't a universal application like you were suggesting

wind spade
#

just make the amount you need and save rest of resources for possible future use

noble timber
unique cypress
noble timber
#

Why stick to just one? Do smelters, foundrys and refineries in a big system

oblique hollow
#

Mix and match for most fun

frosty owl
#

No foundries though

lone igloo
#

Which is better kinda leaning towards 1 or 3

vapid gorge
#

all are useful

wind spade
wind spade
lone igloo
#

which is wiki to look on?

wind spade
#

the official one?

brisk shoreBOT
#

This is the totally awesome community driven wiki for Satisfactory!! Come on in and check it out!
<3 @wind spade

vapid gorge
magic island
#

the only CB recipe I never use is Electrode. its gimmick is that it uses only Oil, but if you want to actually use the CBs for anything, you'll still need another resource. (ie, if you're making Computers from Caterium+Oil, you may as well use Caterium CBs instead of Electrode CBs)

the others all feel pretty comparable, and basically come down to what proportions of which resources you want to use

unique cypress
#

I never use anything other than Cat CBs, but I could see myself using silicon if for some reason I didn't want to spend Cat on CBs.
Probably would never use default either, but at least unlike Electrode, I don't think it's a terrible recipe at least

winged rune
#

is there any savegame editor for satisfactory that allows me to copy and paste large areas of worlds (biome size blueprint or something) into other worlds?

unique cypress
winged rune
mossy ibex
#

hey so with priority pipes, I can make liquid favor one path by pointing it down. Does that still work with gas like rocket fuel?

unique cypress
mossy ibex
unique cypress
mossy ibex
#

cool yeah

delicate cradle
#

doing a playthrough to put all of everything to the max, making some fuel :>

#

oh im also makin a 2nd one of these on the west side of the world

#

:>

mossy ibex
#

that's... a bunch of fuel. Now turn the turbo into rocket with sloops and I think you'll end up with 15000 rocket fuel?

#

oh I missed the top part

#

so more like 150000 rocket fuel if you really go for it

#

you'd only need 14,400 fuel gens fulled OCed to burn it all

#

what is that? 9 Terrawatts?

#

might be enough for the next tier

haughty barn
delicate cradle
#

:>

haughty barn
#

phase 5 in a minute

delicate cradle
#

;-;

delicate cradle
unique cypress
delicate cradle
delicate cradle
#

if all resources needed were used, this is what could be made.

#

bit of a number

lone igloo
#

Prep to finish phase 3. Will take 100 minutes as I cannot be asked to setup multiple control units without a hoverpack lmao

brisk urchin
delicate cradle
#

top left is the 3 tw all resources fuel thing i just showed, the top middle is versatile frame, 2 small identical setups are for fuel power plants(higher one's on the west coast, lower's blue crater) and the jumble of shit at the bottom makes computers, modular engines, n heavy mod frames. I will show the factory that makes all of this.

#

just gotta die first to get back to hub brb

lone igloo
#

What do you use to make those flowcharts?

delicate cradle
#

infinitely better than the web browser calculator one

lone igloo
#

Thanks now installing it

#

never knew there was one on steam lmao

delicate cradle
brisk urchin
delicate cradle
#

it does take some getting used to

delicate cradle
#

and i dont wanna do that

unique cypress
brisk urchin
#

and here comes the arguing

delicate cradle
delicate cradle
#

phase 3 factory, makes 49.76 assembly director systems pm, 24.88 heavy mod frames, 86,4 modular engines pm, 240 COMPUTERS pm, 124.4 auto wire, 240 versatile frame and about 50 frame drop :D

open meadow
#

hmmz abit of an odd output number, but i guess the inputs are clean xD, not sure if thats enough plates a min as an final product

unique cypress
#

well, other than it using a ton of screws

delicate cradle
open meadow
#

20 plates 6.667 reinforced plates. 10 rods,5 cable and 20 wire a min as an first factory

frigid maple
#

this took me way too much time
and it works good enough

#

yes half the factory shuts down and starts again every few seconds but still

#

enough power for now

craggy birch
#

Im messing around in creative mode and the first thing i do is make a belt highway of 9 1200 belts
only 2 are being used

tardy stream
#

how many steel beams and steel pipes should I plan for with a 240 belt of steel ingots? half and half split of steel to both?

#

I do vaguely remember last time I needed a lot of pipes

arctic willow
#

if using default recipes, half and half is probably right - it'll come out to 30 beams and 80 pipes

tulip fiber
#

Does somebody has blueprint for 8 to 6 belt balancer ?

wind spade
#

Hook each belt to what it can feed 🙂 no need for balancers

noble pine
#

20 adaptive control unit per minute yayyy

tulip fiber
jolly creek
light fox
#

am i doing this extremely wrong
(basically turbofuel generation with modular engine as the byproduct)

#

or you could just say its a turbofuel+modular engine factory

#

should i be having this many decimals

#

help

mossy ibex
#

the decimals seem fine?

#

what's the problem?

light fox
#

thought i was doing something wrong

#

this seems really weird

#

not experienced with this many decimals tbh

mossy ibex
#

it just means you need to over or underclock your machines

unique cypress
#

don't even need to do that

#

round up and they'll figure themselves out

mossy ibex
#

sure, just overbuild for each step and deal with some yellow lights, it's fine

light fox
#

the turbofuel part is so tiny compared to the rest 💔

unique cypress
#

I mean it's inefficient AF so of course it's gonna be small

#

you could get 54 gens powered from 405 oil without even making turbofuel

light fox
#

isnt turbofuel more power tho

unique cypress
#

not if you make it this way

light fox
#

like power cost vs generation?

light fox
#

but wont turbofuel produce much more power for the same amount of oil

light fox
#

so then for this regular fuel is better power?

unique cypress
#

I'm just saying you could get a lot more power from 405 oil

#

even without turbo

#

if you make fuel efficiently, and then turbo, it'll be even more

#

turbo's only advantage over regular fuel is the oil efficiency

#

so if you only care about that, then turbo is better than regular

#

but fuel is generally easier

light fox
#

didnt even know diluted packaged fuel existed tbh

#

so i just optimized it then

light fox
#

i have no idea what im doing its been so long since ive played

unique cypress
#

I can also suggest Stitched Iron Plate. It'll save you a bit of iron

light fox
#

i think ill be fine with iron for now at least

#

ive barely tapped any of them in my world

#

thank you balancer fanatic

wind spade
tulip fiber
# wind spade yeah, I'm just giving you an (imo) easier alternative

I know, but I think it’s the only way to make upgrading the factory (aluminium in big quantities) easy once I unlock the next belts and miners. Plus, it’ll be easier to figure out how many machines I need to place now, so I can just hook them up later after upgrading the belts.

wind spade
tulip fiber
wind spade
#

yeah, completely fair 🙂 as always, it's your save, I was just giving you some recommendations, but it's fine if you don't follow them 😉

unique cypress
#

Assuming it fits in a BP

#

Probably will in a mk3

#

Which belt tier?

#

And do you prefer it to be taller, wider or longer?

tulip fiber
tulip fiber
#

depends how high

unique cypress
#

Could do half as tall, but then it'll be twice as wide

tulip fiber
#

And thank you so much for helping me. I was trying to get the hang of it, and I understand the schematic of how it works, but with more inputs/outputs, my head gets all mixed up.

unique cypress
#

Also, fair warning, there might (will) be clipping. If you want a definitely for sure no clipping design, I'll give you the diagram instead

#

Though maybe it'll be no-clip thanks to the new vertical splitters

#

I had one idea I wanted to test but had no reason to yet. Maybe that's a good balancer to test it on

tulip fiber
unique cypress
#

smaller than my previous attempt at an 8:6 lol

#

though the I/O layout is a bit less convenient I tihnk

unique cypress
#

didn't end up using vertical mergers after all

#

they would've made it like 50% taller

#

but probably like a foundation shorter (in length)

tulip fiber
#

Got a schematic for it by any chance? Wanna understand it better so I don’t have to bug people for help next time lol

haughty barn
unique cypress
#

Though it would take longer to draw this fucker in draw.io than it took to design it lmao

#

If you pay attention to how it's built, you'll notice it's 8 1:6s stacked on top of each other and then 6 8:1s side by side

#

That's how you can build any arbitrary balancer

#

There are usually simpler and more compact designs for some, especially because this worked out so well because the 8:1 is the vertical stage

#

As you can imagine, doing a 5:1 vertically isn't nearly as easy

#

You could rotate it 90° to make the inconvenient stage horizontal, but if both input and output are inconvenient (like in a 5:7), you end up with spaghetti

#

Still, this method, in theory, works for absolutely any size

devout ingot
haughty barn
#

I stick with the default recipe

wind spade
#

decimals are just state of mind

#

with the right mindset you don't ever have decimals 😛

unique cypress
#

Imaginary and complex outputs when? hehe

tulip fiber
shadow wraith
tulip fiber
delicate cradle
tulip fiber
robust panther
#

whats the max amount of power one can generate off without using convertors and using powerplants, i did the math and got to 1190000 off plutonium/uranium, but at least according to the calculator there isnt enough resources to use up all the plutonium waste

granite mantle
#

Ye the sam is a big limitation there

wind spade
#

Can just store the waste

fallow siren
#

you get more power by converting sam for more uranium than trying to recycle all plut waste into ficsonium

#

720 copper for 120 uranium

wind spade
#

Their message is literally "without convertors"

fallow siren
#

ik, im just saying what better use for those sam

#

storing plut waste is easy too, just have bp and you can get 1k+ hrs of it

granite mantle
#

Storing the waste isn't ideal on a server

wind spade
#

Why not?

granite mantle
#

Unless you make massive storages

#

But it will still fill up over time as you aren't even playing

wind spade
#

Only if that option is enabled

granite mantle
#

What do you mean

wind spade
#

There's option afaik to pause when no people are online

granite mantle
#

Not in control of that, its someone elses server
Plus we want it to always run cuz we want other stuff to build up like end game stuff with very slow production and coupons

wind spade
#

Ah, so you're playing idle game, not factory builder 🙂

granite mantle
#

Well everyone has their play style, i like to make slow production for end game stuff but produce all kinds of end game stuff in the same factory

#

Not everyone can leave their game on for ours and have other stuff to do

wind spade
#

well my point is that if you need to leave game on for hours, that means you haven't built enough production and should build more rather than afk 🙂

light stirrup
#

and heres my up hill to go to the top level

vapid gorge
# light stirrup

yeah you've got it branched out into many manifolds. fluids often don't like that

light stirrup
#

should I combine the lower and up into one massive level then?

vapid gorge
#

wait , are there 2 floors of them too?

light stirrup
#

uhhh :\

vapid gorge
#

ok they super don't like branching manifolds over multiple floors

#

is it 1 pipe of 600 covering both floors?

light stirrup
#

yes I'm streaming btw if you want to take a look

vapid gorge
#

ah nah it's ok , should be a simplish fix

#

ok so the simplest way to fix this:

break up your fuel producers into 2 groups, one that will feed one floor, the other the 2nd floor

flood each manifold by underclocking a few gens on each floor

once it's flooded kick them back up

#

the fact that you'll be running much less than 600 in each pipe will mean you'll have more leeway and probably won't matter you've got the branches

#

or that you don't have a loop. probably

#

this is the least effort fix that will probably work

light stirrup
#

ok

#

so I dont want to be using the same branch that feeds the lower to also feed the upper I want to seperate feeds

vapid gorge
#

it's not that it's impossible to do this, but you'd probably need more work to get it working as is compared to just breaking it up into 2 sections

#

there's lots of things that are possible with pipes, it just depends on how much work you're willing to put into it and how reliably you can get it working

light stirrup
#

so junction it off like here and have a portion should I make a branch of 2 300?

vapid gorge
#

well my description was more about not merging all the fuel producers in the first place

#

you still can do this, if you do put a pump going each way right after the junction

granite mantle
# wind spade well my point is that if you need to leave game on for hours, that means you hav...

for stuff that is only needed for building machines i would rather have it being produced by 1/min with minimal resource usage (leaving stuff for other bigger productions) it will run for a day and produce more then i will ever need, on the other hand having a 60/min of it that with using almost all the resources available in that area, even importing more things, it will fill the needed storage in an hour and just run sinking items for the rest of the game wasting resource nodes unless you repurpose them

#

i am not being lazy here, i just find it worth it to produce to much of end game stuff that is only needed for building and nothing else

wind spade
#

and practically all production is "only needed for building"

granite mantle
#

well we have a server that runs endlessly, i would rather put my focus on building 1/m of many different things than 5/m of one thing

granite mantle
wind spade
#

only other things are ammo/consumables and space elevator parts

granite mantle
#

also fuel and nuke stuff

wind spade
#

well yeah I don't count power

granite mantle
#

nuke production is literally one of the biggest possible factories

#

that uses almost everything

wind spade
#

that depends on how much you go overboard and which recipes you use

#

a decently sized nuclear with proper recipes doesn't really use much

granite mantle
#

conclusion is i dont find it worth having to much production rate of something that i really dont need much of

wind spade
#

I'm not saying to build much. I'm saying to build enough to sustain it without going afk 🙂 but if you insist on playing with non-stop running server which makes things on background 🤷

granite mantle
#

but i am not going afk, the server does it for me :)

wind spade
#

that still counts as afk production in my eyes 🤷

#

and obviously will have different balance than if the game is played "normally"

granite mantle
#

sure, i am just taking advantage of what i got, i probably would have more production rate if it was local game

tiny leaf
#

5800 rubber and 2400 plastic/min should be good enough for a while

#

i hope

noble pine
#

is making fuel with the fuel recipe worth it instead of turning heavy oil residue into fuel?

oblique hollow
#

Without alternate recipes, its a trade.

Heavy oil is a byproduct of rubber and plastic, so most of the oil gets spent on those and the fuel you get out is not that much

If you make fuel directly from oil, you get resin for rubber and plastic, so now you dont get as much rubber and plastic

#

You can just use both methods

noble pine
#

i mean i already have a place for rubber and plastic, and i wanna make a big power plant rn

#

30k megawatts

unique cypress
#

0 is sinking Plutonium

#

Costs from SFTools, all recipes except ore conversion enabled

#

Thanks discord for the embed 🙃

#

Will the image without text work?

#

Nope

#

I guess it doesn't like a 130 Mpx image jace_smile

wind spade
frail sigil
#

Woah 30k MW

unique cypress
oblique hollow
#

0.03 TW jace_smile

frail sigil
#

3e10 W

main thicket
#

anyone knows how many batteries would 5 drones need to pretty much fly around the map each to bring uranium to the desert? just an estimate

wind spade
main thicket
#

alright

#

just a super super estimate. would 80-90/min be enough?

vapid gorge
#

for 5? yeah def

main thicket
#

thx

oblique hollow
#

Probably overkill , but again hard to say precisely

main thicket
#

yeah i didnt know how many batteries i would need when i was making them and i ended up making 120/min

magic island
#

with that many batteries you will definitely have a lot of leftovers, which is fine! could use 'em for more drones, or truck fuel, or Supercomputers

outer drift
#

I imagine this has already been discussed, but:

is there any situation in which ionized fuel makes sense for anything other than for jetpacks? (also, the wiki doesnt show "Float time (tapping)" for ionized fuel. is there a reason for that? maybe ionized fuel isn't even good for jetpacks?)

I checked satisfactory tools, and tried to determine the theoretical max yields for every fuel type, as well as its overhead.

Not only can you theoretically produce more power from rocket fuel than ionized fuel, but the overhead of producing rocket fuel only causes ~4.64% in loss, whereas ionized fuel has a whopping 40.15% loss due to overhead.

The devs planned this game so well, so I have to assume they had a reason for doing this.

unique cypress
fallow siren
#

you will ended up using more power making all those power shards than making net positive with ionized fuel

#

their only good use is for jetpack fuel, really

unique cypress
magic island
#

if you're producing power shards in a factory that's integrated with other production, you'll want a way to sink the shards and ionized fuel can do that

(but imo it's easiest to just have power shard production in a closed loop that can stop/start on its own)

outer drift
magic island
#

they used to require batteries but now they accept a variety of fuels

fallow siren
#

tbh idk about drone fuel since rf already a really good fuel type, 300/min alone can already fuel 100 drones

outer drift
#

i've seen a comparison video of the height and speed for the different fuels, so i know ionized fuel will let you fly really high, but can anyone speak to whether they feel it's worth using late game over liquid biofuel?

unique cypress
outer drift
#

anecdotally, what do you guys use for jetpack fuel very late game? (I just completed phase 4 for the first time)

unique cypress
#

either ionized or LBF

#

both last about as long, ionized is fast, LBF is stable

fallow siren
#

i just use ionized since i already automate power shards

#

ionized last as long as liquid biofuel, if you do small vertical boost

#

for hovering

magic island
#

LBF is mainly nice for stable hoverpack-esque floating early on before you have the hoverpack. it's the fuel of choice while building

for off-grid expeditions I prefer other fuels, Ionized being the best

fallow siren
#

i still prefer rocket for exploring

#

the vertical boost is insane

outer drift
#

so why do you guys think they added ionized fuel?
The dev's planning and design for this game is excellent, so i'm wondering what they were thinking when they added ionized fuel.

like, i imagine it wasn't an accident. they probably balanced it the way they did on purpose. I just don't understand why

magic island
#

It's just a fuel that's good for jetpacks and bad for powerplants

I think that's the very simple intent behind it

unique cypress
#

Like I don't see a point in spending dev time only to add something so barely useful

outer drift
unique cypress
#

plus ficsonium is so expensive you can't even de-wastify a large build due to running out of SAM

outer drift
outer drift
dusky dust
#

Ficsonium's definitely expensive to produce (especially its SAM usage), but if you're a player who wants those two things, it's A+.

#

(If you don't want both of those things, then yeah, it's not worth your time)

#

As power-generation itself, it's pretty inefficient, but at least it's net-power-positive. :) The benefit is just getting all that extra power from Plutonium while remaining "clean"

fallow siren
#

even if ppl do burn plutonium rod, theyre so small in production that you can easily bin them and get 1k+ hours

#

just drone it to the edge of the map

dusky dust
#

Yeah, nuclear waste storage isn't a big deal (especially Plutonium waste, since it generates so slowly). But if you do want the confluence of "burn Plutonum" plus "clean," Ficsonium's your solution. :)

magic island
#

But if clean is what you want, just burning more Uranium and sinking more Plutonium is more of a net gain than burning Plutonium+Ficsonium

it might feel good to keep the process moving forward, but it's not actually more efficient than just doing more Uranium

dusky dust
#

I always feel like a broken record, but Ficsonium's there for people who want to burn Plutonium.

#

Like for myself, I'm making the Plutonium rods. I'm not gonna waste all that work and sink them. It's just throwing away too much power

#

So I'll either store the Pu Waste, or possibly later on convert it to Ficsonium for a "clean" solution

outer drift
# fallow siren just drone it to the edge of the map

i understand in theory why this is fine, but my software developer OCD hates this.
It raises a huge red flag that it means it can't run indefinitely (even though, practically speaking, you'll probably get bored of the map before it becomes an issue)

dusky dust
#

"Just process more Uranium" isn't a solution for someone who's in that mindset. You could also say "just make more Rocket Fuel"

unique cypress
magic island
#

regardless of whether it feels bad to "throw the Plutonium away", the math (when comparing the two "clean" methods) makes it better to toss it than burn it

dusky dust
#

I guess why it sticks in my craw is that it feels like everyone saying "Ficsonium is useless" just doesn't, like believe that there are people out there who both want to burn Plutonium and want clean nuclear.

fallow siren
dusky dust
#

Like: okay, maybe we're in the minority, but we exist. Ficsonium's the solution. It's great!

fallow siren
#

also not to mention

dusky dust
#

If you don't care about both of the prerequisites which make Ficsonium useful, then yeah, it's not worth it to you.

outer drift
#

most likely what i will do if i ever get around to nuclear.

fallow siren
#

you can use sam to convert copper for more uranium

dusky dust
#

But it's got a very intentional niche, and there are players for whom the niche is important.

fallow siren
#

720 copper > 480 baux > 120 uranium

magic island
#

I want clean nuclear and I want to do it in the most efficient way

I would love it if burning + processing plutonium were more efficient than sinking it, but it's not

fallow siren
#

you get more power with less sam compared to ficsonium

unique cypress
wind spade
magic island
#

resource-wise, effort-wise, and net-power-wise

ficsonium loses on all fronts, unfortunately

unique cypress
dusky dust
unique cypress
dusky dust
#

I didn't even come close to exhausting the map's SAM with about half a TW of nuclear power (with Ficsonium) on my 1.0 save, and that's including all the non-Ficsonium SAM usage

dusky dust
#

This goes back to my other point that I really don't mind that there are limitations to which late-game/optional things you produce. Like, yeah, if you go heavy into one, you might not be able to go heavy on another.

wind spade
outer drift
#

Personally, unless I was explicitly trying to produce as much power as possible, these are my requirements for power production, in order of priority:

  1. more generation than consumption on average
  2. no maintenance required (once it's set up, I don't have to go in and flush pipes or build more storage or something, even on an infinite timescale)
  3. does not reduce the yield of my factory
  4. more generation than max consumption
  5. squeezes the maximum MW pure unit fuel possible
dusky dust
#

c'est la vie; that just does not bother me at all.

dusky dust
# unique cypress i wanted both tho

I was perfectly able to do both at the scales I decided on. It's only a problem when you start building "big," ie: intentionally pushing the limits of the map

#

And if you're building at that scale, then sure, there are limits. So it goes!

#

Anyway, I've got a meeting in three minutes and should've kept my yap shut again, so I'll skitter off after I say once again that just because you don't think something is worth it for you, doesn't mean it's not worth it for someone else

unique cypress
dusky dust
#

If you want to 1) Burn Plutonium, and 2) have clean nuclear, then Ficsonium's great. If you don't want those things, then yeah, it sucks.

dusky dust
#

Okay, off I skitter!

wind spade
wind spade
dusky dust
wind spade
#

same here tbh

#

people already have so many "wrong" opinions about the game by listening to streamers and youtubers spew their opinions as facts, we don't have to add to it here

outer drift
#

btw, what goals do you guys have after completing phase 5? knowing me, i expect i'll probably get burnt out.

Off the top of my head, endgame goals i see people do are

  • doing nuclear power
  • maximizing sink points per minute
  • maximizing power production

is there anything else people do?

wind spade
#

usually you just make your personal goal that's somewhere along the lines of what you've written. Most of the "maximise X" are not realistically possible, so if you want to finish your goal, I'd recommend setting it smaller and maybe getting another one if you finish it and still wanting to go further

#

as with many sandboxes, it's basically "do what you want" (which may include just quitting the game and doing something else 😉 )

outer drift
#

oh god yeah i know those are unrealistic.
I'm just trying to determine if there's a goal that'd interest me more than either trying to increase sink points, or building nuclear

wind spade
#

if you're that kind of guy, you can do some "nice" projects (e.g. statues, or design factories, or something like that)

outer drift
#

like, in other vaguely similar games what usually keeps me going is trying to scale up production of an item so that it'll allow me to do the next project.
the problem is a lot of the late game items aren't really needed to build stuff, so it'll be a challenge making me care enough to produce late game parts

#

I suspect i'll fixate on the sink. I'm very "score" motivated

wind spade
#

practically the only thing that can scale in this game is points/min

unique cypress
#

pre-1.0 one possible goal was "complete phase 4 every X hours", but now phase 5 is kinda cheap comparatively so you'd have to go down to minutes probably

outer drift
#

if you give me a clear way to maximize a 1 dimensional matric that reflects performance, i will obsess over it.

unique cypress
#

max points is ~500M/min, max power is 19.11 TW

outer drift
#

yeah, that's probably what i'll do.

though i typically also prefer abstract notions of wealth generation.
and by that, i don't mean like "gold" or something before someone suggests the statues in the shop. more like "oh, it's so nice that i always have a surplus of the things i need".

the 1 thing that worries me in this game, for the sake of my personal motivation, is that a lot of the high consumption items are way too easy to produce faster than you can consume (like concrete)

#

so i almost wish that higher tier parts like super computers were more important to building architecture or something so i'd feel more drive to produce more of them lol

wind spade
#

you can put them on shelves 😄

frosty owl
silent shoal
#

Has anything changed in the mechanics in the latest updates?

I feed 2 40 bullets into the Merger and it comes out MK4 into storage.
The 2 bullets in the input get stuck...

deft lichen
#

splitters and mergers have internal buffers of 9 items

frosty owl
#

Wasn't it 3 and 1 respectively (1 per output), changed from 9 in U8?

silent shoal
frosty owl
#

It sounds like there might be a piece of MK1 chocking the supposedly MK4 output.

wintry jewel
#

hey, i just wanted to ask if anyone has any recommended ratios for steel beams:pipes production
edit: should prob clarify that the only alt recipes i currently have unlocked in this world aren't steel related

haughty barn
#

Iron pipes all the way

#

And the casting recipe can help with beams

hollow elk
still blade
#

I'm not exactly sure where to post this, but I'm currently working on having a basic "starter" base with all the essentials up to steels. this is how I'm starting, and I dont feel like I'm using the space correctly. any tips on properly using factory space to fit machines? because i dont wanna end up just manifolding everything or having spaghetti

wind spade
#

and what's wrong with manifolding?

still blade
#

takes too long to start with larger lines, and while it doesnt affect me yet, it'll become a habit later on

#

so might as well eliminate it now

wind spade
#

it starts instantly

#

it just doesn't work at 100%, which is hardly a problem since you can prefill it or leave it filling while doing something else

still blade
#

yeah but belts have to saturate for a bit, i remember having some coal plant in one of the open access branches that took around 30 minutes to start working 100%

wind spade
#

that's nothing

still blade
wind spade
#

I mean that you just build machines first

#

no need to make a big platform and then think how to fit stuff in

still blade
#

but what about organizing it all

wind spade
#

well you can do that

still blade
#

so i start on dirt?

wind spade
#

no, on foundations

#

(unless you want to be on ground)

still blade
#

sorry if im a bit slow, but im not entirely getting it.

i just make foundations, make the factory lines for each thing on the foundations and extend the base each time i need a new line?

wind spade
#

generally I'd recommend building separate factories, not cramming everything into single factory

still blade
#

so using an analogy, you recommend i build small houses on a street rather than a single skyscraper?

wind spade
#

kinda

rapid nimbus
#

Okay boys who wants to run mathematics ?

still blade
#

i think i get it? but what about factory lines that share resources

wind spade
#
Official Satisfactory Wiki

Independency is a gameplay strategy where factories do not depend on each other, removing the need to distribute resources and manage connections between them. Instead of importing many raw resources from afar and handling the distribution of intermediate products, each product is made "from scratch." Factories become spread across the world.

rapid nimbus
#

I actually would suggest an hybrid. Rather than focusing the factory on present times, build it future proof. Do the annoying load balancing, and prepare the belts for expansion

Did this for my power plant and holy hell the extra 5 hours of annoying logistics saved me so much time down the line

wind spade
#

unless you exactly know what you'll do in the future, how much you'll produce, etc. (which means you've planned your entire playthrough from start), it's imo much better to build just what you need now

still blade
# wind spade you may read e.g. https://satisfactory.wiki.gg/wiki/Tutorial:Independency

so my main takeaway from this is:

  • dont bunch up factories
  • if you do bunch up factories, dont cram them in the same building and try to make them independent

how do i handle storage in the early game then? for example, my caterium production line is quite far from the rest of my factory lines, do i belt the products over to a "mall" or keep it all stored in the satellite factory?

wind spade
#

dimensional depots are very useful for this

still blade
#

...early game

wind spade
#

if you don't yet have them (or think that they are too OP), central storage is usually the way

rapid nimbus
#

I’d like more about your opinion @wind spade

wind spade
#

depots can be done relatively early game

wintry jewel
still blade
wind spade
wind spade
rapid nimbus
#

I’m not blindly future-proofing
I know exactly what I’m building: 100 reactors, 1000 waste/min handling, full acid loops, and expansion space. With nuclear, “build only what you need now” means tearing half the plant apart later. I’d rather do the layout once than rebuild an irradiated mess twice.

Also. Future proofing means your logistics is already ready for balanced scaling. Meaning you won’t have to do any kind of rerouting until a long time later
And even then, you’d already maximize one’s efficiency so just building a double

wintry jewel
still blade
#

i think i get it. it'll take me a while to redo it all, but I'll work on it. thanks greeny

wind spade
#

Also. Future proofing means your logistics is already ready for balanced scaling. Meaning you won’t have to do any kind of rerouting until a long time later
And even then, you’d already maximize one’s efficiency so just building a double
if I mine 120 iron and process it, I know that factory will always only need 120 iron, so I don't see a reason to expand the production in the future

wind spade
wind spade
still blade
#

fair but ive seen many people try a megabase setup, only do to satellites later on

wind spade
#

yeah, megabase is generally not recommended for similar reasons I've mentioned above

#

usually if you want to go megabase, I'd recommend planning the whole build ahead of time (which is not always possible, especially if you're new and don't know what you'll see in the future)

rapid nimbus
still blade
#

also just saying, my "automated" power was a double-sided manifold of 16 biomass generators with solid biofuel, and even after dismantling the production line and automating coal, the biomass is still somehow running on internal stacks alone

#

is biomass really that op

rapid nimbus
# wind spade > Also. Future proofing means your logistics is already ready for balanced scali...

The point of future proofing isn’t guessing, it’s building a backbone that can handle full capacity the moment you decide to scale. If the logistics, power, and throughput are already sized for max output, then overclocking or expanding is just a switch flip, not a teardown. Building “just enough” only locks you into ripping apart your own work later.

I build my stuff with 100% clock speed and then, only then I overclock to the amount I need.
But the belting is already set up for a 250% capacity. So when you need let’s say more iron. Because you added another steel production, you already have all of that available.

At least that’s my philosophy

wind spade
#

if I need more, I build different factory

rapid nimbus
#

For your nuclear power plant. You need to expand. You just make a second one all over again?

lone igloo
#

total amount inv space in 1.1? 80 or 81?

wind spade
unique cypress
rapid nimbus
#

Well once my nuclear power plant will be fully completed I’d like to show it to you

And it won’t be for a loooooong while 🤣

#

100 reactors at 250% at final stage

lone igloo
# unique cypress 78 iirc

oh nice, because I was told 80-81 and I got 78 I was wondering where the last +3 comes froms but no where. Low-key they need to add +3 back to 81 as it would make perfect 9x9 grid and not be missing 3 slots my OCD hurts

unique cypress
#

don't ask me why we have less now

wind spade
#

because DDs

lone igloo
#

idk but I want 81 back xD

#

or 72 for perfect grid

wind spade
#

with DD you practically don't need much inventory space anyway

unique cypress
lone igloo
#

I will probably do that to ngl

#

btw later for phase 4 when I need to make Modular Engines is it better to flood the manufactures with smart platings for manifold or use balancers as atm doing waiting on phase 4 but smart platings take forever to manifold what would be better idea. Just a question I want some opinions.

wind spade
#

"better" depends on your preferences
do you want to balance it but have it work instantly?
or are you fine with a few minutes with decreased efficiency %, but not having to deal with balancers?
or do you want to prefeed?

your choice 😉

unique cypress
#

all slooped and overclocked

#

handfed items I have automated

surreal tartan
#

Having a bit of a issue with my iron factory 6 nodes running at 480 each node is running into 16 smelters all were running at 100% and when I added my constructors in and add my assemblers in now I am having a issue nothing is running at 100% now should I start over and add more machines the constructors can't get the the material out fast enough and if I add a awesome sink it screws with everything else I need help please

lone igloo
unique cypress
#

sometimes just some points/min target

unique cypress
dusky dust
#

@lone igloo But yeah, in the end I generally just recommend embracing the not-whole-numbers thing; it doesn't tend to be too worth the effort

#

You might end up with a nice "clean" output rate of a whole number per min, but then you see that one or more of your inputs is at some non-whole-number rate and you'd have to clock that differently instead, etc

lone igloo
#

I mean the machines eventually balance them selves out right

dusky dust
#

So long as machines are being fed as much (or more) material as they need, then yeah, they should end up running 100% of the time

#

Barring implementation details like fluid loopbacks and such, if those were built out in fragile ways

lone igloo
#

so in theory if machine need 2 HMF and making 2.??? Per/Min it would eventually overflow?

dusky dust
#

Yeah, if you're feeding a machine that needs 2/min HMF with a manufacturer making 2.813/min, the HMF-producing manufacturer would eventually start going idle periodically

manic atlas
lone igloo
#

but that would take a while tho right

dusky dust
#

In that specific case, I'd almost certainly be underclocking the HMF-producing manufacturer so that it produces exactly 2/min, though (as Kartabass beat me to. :)

manic atlas
#

f.e. put "2" into the desired output and it will adjust the overclock percentage automatically

lone igloo
dusky dust
#

(And then, I suppose, another hour or so for the HMF-producing manufacturer's output buffer to fill up, before it started going idle occasionally)

lone igloo
#

SOLUTION->Smart splitter set to overflow :). Thats what I do 99% of time lmao

dusky dust
#

(that's assuming a single manufacturer belting directly into a single machine, of course)

#

Yeah, that's a possibility. Though for something in the middle of a production line, I'll basically always just clock the machines appropriately so everything's producing exactly what it needs to; I tend to only overflow-to-sink when the final product is heading into a storage bin or whatever

lone igloo
#

So going on this topic of perfect items and like balancers. Why do you think the programmable splitter is so DOG SHIT. and why wont devs make it be so I can pick the amount of items to send each way?

#

ITS IS TIME 🙂

grand lark
#

Because you can just calculate the amount of inputs you make and thus are on the belt, using any less would mean not being 100% efficient and then ADA gets mad /s

dusky dust
#

It pushes folks towards building manifolds and such

lone igloo
#

it makes sense yes but programmable splitter is such nieshe thing that after watching few videos most people just dont use it and only 1% of players do.

dusky dust
#

Yeah, Programmable is definitely niche -- anything you can do with a Programmable you could do with a series of Smarts + Mergers instead

#

Its main usecase is space-saving for folks doing sushi processing. If you are doing that, then they're quite handy because your processing can take up a much smaller footprint

#

Though arguably the best feature of the Programmables is just that they look cool. :)

lone igloo
#

ahah

#

Sushi belts belong in factorio not Satisfactory

dusky dust
#

Eh, they're fine in this game too. Can make some real clean-looking Manufacturer-feed setups

#

And if you're a weirdo (like myself) who continues to enjoy building Central Storage, sushi can simplify those designs greatly

lone igloo
#

I guess so that works too. I want to build a central storage this save, so maybe I will get to use sushi belts in Satisfactory

#

anyways thanks for keeping convo while I was waiting I've learnt few new things 🙂 Time to go make hoverpack and progress in phase 4 for 5th time...

unique cypress
quiet wasp
#

how would you rate my first ever try at making hmf?

#

4.194/min

mossy ibex
#

7/5

#

it works it works

lone igloo
#

ngl this feels manditory xD

hollow mirage
tulip fiber
#

Hey i found this blueprint on the interned and i wanted to make my own version BUT game does not let me clip one smelter into another , any advices ?

unique cypress
tulip fiber
#

thanks

dusky dust
#

One of my favorite 1.0 changes; pre-1.0, we didn't have the Depot, and portable miners didn't stack, so it was always either spend half your inventory space lugging the damn things around, or just make them onsite when you needed them (which IMO was the far better solution). Just a little bit of needless busywork.

#

(Also, prior to 1.0, the automatable version wasn't available until Manufacturers, and was more expensive)

neat surge
#

My friend loves to load balance and he is doing this (the 1k is not real it is just his way of saying it is fine)

#

@shadow hornet

shadow hornet
#

yeah its me, i had some annoying decimals so got rid of them by multiplying, the numbers on the schema are 84x the actual flow

wind spade
#

why not just manifold

shadow hornet
#

i refuse.

wind spade
#

or direct input

shadow hornet
#

id need 2 miners, mk2 and mk1, instead of one mk2 this way, so im just saving a caterium source by calculating for 15 mins xd

wind spade
#

well no, you manifold miner and then do direct input 😛

shadow hornet
#

well yes but watching the machines flow with no buildup is a different kind of dopamine hit when you put this kind of work in

#

thats the actual reason in the end xd

lone igloo
#

I want to play the game but I cant as its like 30c rn and sweating balls and cant think in this heat

#

LMAO

mossy ibex
#

I predict this question will cause a lot of wailing and gnashing of teeth, but what's the move for fluid trains in terms of efficiency?

#

packages or tankers?

neat surge
#

Packages

fallow siren
#

packaging fluid will give you more slot per freight, which is most ppl do

#

but using fluid car is fine as well

unique cypress
#

If you use a second train or a second set of wagons, both options are basically the same

mossy ibex
#

oh good, more stations, I love these stations, they are not giving me any hemorrhoids at all

unique cypress
#

Unless you're moving a gas, then packaging is always better

mossy ibex
#

ok cool thanks!

tender sleet
#

If I have a question about my pipe setup—nothing advanced compared to what I can see other people asking about—would it be better to ask in here or #1038092680493801533? This is my first time unlocking T5–6 and I'm having trouble setting up my refineries (Wet Concrete).

delicate cradle
#

Small turbofuel powerplant update

delicate cradle
tropic flower
#

How can I properly do this? I just got a cast screw recipe and bolted iron plate alt recipes and I wanted to redo my factory that makes reinforced iron plate, rotor and smart plating

light fox
#

just realized if i finish this fuel facility of mine itll generate 2x as much power as my entire grid does already

#

its so peak

wet breach
light fox
#

is this a bad idea

haughty barn
#

I believe in hand feeding supremacy for all but phase 5

light fox
#

just used an alternate iron ingot recipe, talk about optimization

#

i can just get all of that stuff from that one main base area in the northern forest

devout ingot
#

quick question nitro rocket fuel or rocket fuel

fallow siren
#

what do you want from either alt

#

both has significant trade off

devout ingot
#

more rocket fuel but that means a ton more nitrogen used or more oil if i use the regular

fallow siren
#

nitro uses more sulfur and nitrogen but very simple production line

#

while with default recipe you can save sulfurs and nitrogen, in cost of more complexity with turbo fuel

devout ingot
#

i got a big model i could share but it has like 3k nitrogen left unless i use sam

#

i know the basics behind it

fallow siren
#

well i already tell you about both, up to you which recipe your prefer

devout ingot
#

yea probably regular i cant really afford more nitrogen/ sulfur for rocket fuel with the current model that has like 400 uranium power plants lmao