#math-and-meta
1 messages · Page 328 of 1
The formula for solids is very simple. The output is worth double the sum of values of inputs
I tried to apply to liquids as well
sometimes
there 100% are exceptions but it sounds plausible
I haven't found an exception yet but then again I only checked a few things
And it doesn't apply to alts obviously
anything that has more than one recipe, usually
What item has more than 1 default recipe?
plastic
That has liquid ingredients. And a liquid byproduct
and some items don't have a primary default recipe (poly resin)
liquids have sink points in game code tho
yeah I think that at one point it was listed in docs
oil has 30, water has 5, etc.
or it is listed and we just aren't showing it on the wiki?
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
tho Tools apparently have it still "wrong" 😄
yes it's in docs
Why is DMR inconsistent then
nevermind, DMR lists "mResourceSinkPoints": "130"
because you're trying to force consistency into something that never was consistent in the first place
I tried searching up the clip on Marv's site to no luck
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 😉
nvm it's in wiki docs too, the exception is in the rendering code
although there it's multiplied by 1000
ah, may have been something else then
yeah because fluids 😄 idk where the actual error is
Tools have the same error
the wiki uses m3 whereas the game uses liters
well yeah, I mean where in the code
because I'm pretty sure I've dealt with this before somewhere in the code
but apparently not well enough
why are APMs worth 210 points lmao
alien power matrix
!wikisearch APM
easy
damn humans and their need to have order in everything. God forbid that one thing would not follow common rules
I am genuinely considering making a mod to make this consistent
why tho. Nowhere is said that this needs to be consistent
evolution gave me pattern recognition and I'm gonna fkn use it
well you didn't recognise it well enough if items don't fit your pattern 😛
Reminder that technically DMR is also, like plastic and HOR, made from a liquid - that being photonic matter
Whats the value for HOR anyway
It has 2 default recipes too
Plastic and Rubber
DMR has like 6 "defaults"
- and it's consistent with the default plastic and rubber recipes
How precisely? is it the average of both or something
As rubber makes double the HOR
like these recipes add up
oil is 30, HOR is 30, plastic is 75, rubber is 60
I guess they just thought DMR is too annoying to calculate that way lol
but this one doesn't
Afaik some packaging recipes also have values that dont add up
RSAM is 160, so should DMR. but no, it's 130
Because if they do it that way then DMR as a byproduct inflates the point count or something
Or it devalues DMCs
but if EPM is 100, then according to this recipe, DMR is 0
Thats probably why its so inconsistent. All the recipes make wildly different amounts and use different amounts of EPM
It was gameplay balance first most likely and then they tried to calculate points and noticed "shit this is a mess"
Water byproduct loops would also be a mess for water points
Water is like 0 isnt it
5
So packaged water then is still accurate point wise....
Alr, maybe they did update it
According to NQP DMR is also 0
Found 1 inconsistency in the pre-1.0 recipes
alumina solution should be 18.666 points
they rounded it to 20
yeah decimals arent allowed afaik
but the scrap maths out with that value
ok so AI Server also says DMR is 0
But all of that hinges on the point value of DMCs anyway
And APMs being 210 kinda sounds like "fuck you, use em or eat dirt"
Which is.... kinda valid lmao
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
i did it manually blueprints didnt work
For personal use?
I'm good with 10/min ^^
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)
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
(Ofc, one could "download the original", but that's a chore for multiple images...)
I've never seen discord lower resolution or compress images
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)
Yeah, right Phase 1 with a converter
You can't just redo phases. Once it's done, it's done
the good old times
If you yearn for the good old times, go use only mk1 belts in a nuke plant or something
ooo good idea
yes
no sh**
Most of these machines are at 0 so maybe not
This is just spaghetti for the sake of spaghetti
Spaghettify an actual production line
ya i am working out the numbers still
Bolted is betterest
bolted my behated...
@frosty owl
that's weird. Are you using phone or something?
Yep
they might compress images for phones
So, most users xD
I only ever see the one you posted on the right
i don't think most users on discord are posting from phone
It's like, the #1 gaming PC chat client
that can also be read from a phone, but has awful usability there
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
based on random google search, it seems their usage rate is like 60:40 (desktop vs phone)
Well, I was wrong ^^ (and in the minority apparently)
and even then i imagine that phone is mostly people just checking up on their dm's or something
not like, sitting on discord for 8 hours, viewing images and having conversations
but 40% is still a lot, so I wouldn't say "most"
Tbh, I just find it quit annoying to open it on Desktop. Takes a while to load
Other than to upload files, I'm always on mobile. Hell, sometimes I might download a file on my phone to upload on Discord 
4.8 seconds, long time cause it's this browser crap i forgot the name of
but i mostly open it and it runs for 100 hrs
SFTools has like 88:12 ratio but that's because it's shit on phone
Jesus, so it's not just my shitty hardware making things more unbearable o.O
Oh, don't even get me started on the recipe searchbars on mobile...

discord permanently lives on one of my screens on desktop, never had issues with performance or speed. On the contrary, their stupid app on phone is buggy
(well it's usable for most cases, but I still don't enjoy using it)
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...
well since I open it when I boot the PC and then keep it open (PC always in sleep mode), it's permanently open
and in most cases (apart from update time) it launches within a few seconds
As pointed out
it wrecks the preview of JPEGs, but the downloaded image is the same
on desktop
My preview is identical to downloaded image
The machines themselves will tell you how much they produce/require. How much does an extractor provide? How much does a coal gen need?
(||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||)
The other thing you can always do is adjust clock speeds to suit, of course
what apoc said
as well, don't do math based on numbers of machines. Almost no systems past the intro ingots will easily be divided by machine, plus there's different recipes for items
use actual parts per min , ect
ah, well im building one atm
how much power total for a starting 8 coal gens?
will it be enough for me to get started into steel production?
and also use the vehicle logistics?
that depends on how much you build
it's impossible to answer. You may build 3 machines, or 30, or 300
For simple steel production u need at that stage it will be more than enough
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?
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%?
"Should" is a question only you can answer. Personally I tend to end phase 2 with between 48-64 coal gens, but other folks might go smaller or bigger
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. :)
also if you care about resource efficiency, encased industrial pipes save on both concrete and steel, at the cost of more machines
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
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
600 MW, not counting the water extractor and miner power draw
that would require us to rip down the entire nearly complete factory and start over
so no
i acknowledge that would be a good idea
if we started with that in mind
which we did not
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
"Nothing more permanent than a temporary solution"
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
Bolted frame with steel screws is in that awkward middle - neither the most efficient nor the most compact
Not sure whether I should call it the best or the worst of both worlds
whats the flow of resources for the most efficient rubber/plastic set up?
any charts would be very helpful
Here's an example with 4 alternative recipes, including Diluted Fuel (can be swapped for Diluted Packaged if you don't want to wait for Blender).
Yeah, one of sftools' biggest advantages is the triviality of comparing recipe chains. Just some checkboxes here and there and you've got instant comparisons
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.
(I mean, I could tweak the resource availability to mimic local nodes but I generally prefer to just twiddle with recipes a bit instead)
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
thanks i have blenders
im planning to use 2700 crude for this factory
rubber is used more than plastic right?
planning to do a 1:2 split of rubber to plastic
so 1800 for rubber 900 for plastic
you most likely won't get it right so make what you need now 😉
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
and later you'll make what you need for later
To be fair, if you're setting up a most-oil-efficient-fuel-loop system, that's one case where it kind of is easier to just build it out all at once and then chip away at your supply as needed
Hey guys. Anyone here know any setup for fuel generators with adicional plastic and rubber on the side?
this was the plan
rn i dont have any needs for a big production of rubber/plastic
if you're gonna rebuild it later anyway because you got the ratio wrong, it's imo easier to build on demand 🤷
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
just want to get it out of the way though
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
Yeah, for the most-oil-efficient-loop specifically I can go either way, honestly. It's one case where I can understand wanting to kind of guess at a ratio. Just gotta be prepared to be wrong, is all. :P
Building one of those loops bigger than it needs to be is a lot less work than setting up multiple loops
its fine i can change the ratio later anyways just would have to switch some recipes etc
the diluted fuel and polymer resin -> rubber remains constant
just gotta change around the recylced part
Eh, yes and no; modifying the ratios on an established system there is kind of nontrivial, IMO
(Hence why I wrote software to do all the computations for me. :D)
At that point I'd just spin up some more petrochem processing instead. :P
algebras my strong suit
ill figure it out
if its too complicated ill end up just bringing more crude to the factory and dealing with it that way
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

Not at home RN tho so I can't show how I did it
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.
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
I think that's what I did basically
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
You wind up using all the fuel to make the rubber and plastic
1800 total from 600 oil?
ah i deaded my brain
that math is right
i calculated with 1200 somehow
i meant to say use the byproduct to help with the polymer resin factory make rubber/plastic
I'll never mix HOR/DF production for power and rubber, but I do often use the byproduct resin from power for plubber. just add an overflow to sink in case it backs up for whatever reason
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
Unless you have an Overflow sink setup then plastic/rubber backing up will risk backing up the power
But generally speaking the transportation overhead is usually considered not worth it iirc
i find oil valuable enough to think about transporting the byproduct lmao
Besides once you get rocket fuel you're getting 130-140 is GW from 600 oil/minute, and producing a whopping 400 resin/minute
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
yeah i was looking at the numbers for power for fuel and rocket beats turbo so much lmao
Yeah, Turbofuel as power is pretty niche
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
With proper priorities, this setup makes plubber in literally any ratio. Just have to overbuild the recycling refineries by like 25%
turbo is like 1.3x of normal fuel, rocket is like 8x of normal fuel
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
yeah it's a DPF setup
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)
I know blenders are simpler, but the factory that handles the packages is chefskiss, I'm keeping it
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. :)
isnt it smart to get the exact number of package containers needed then just put it into a container next to a balancer
my friend did not wna do that lol, and i hated him for it
like he saw the 60 input and output on all packaging recepies and said, naaaah lets manifold it
IMO the easiest way is blueprinting a closed loop; can include like 10-20 Empty Packages right inside the input buffer in the blueprint, and they'll work like a dream
I usually do 2 blueprints so they pack together better
like, AHHHHHH, i exploded
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
Yeah, it's a bit tough to get it looking nice in a single blueprint, especially if you're still on the mk1
Yeah, there's something to be said for doing a silly project just for the sake of it. :D
Watching the packages zip around is fun no matter how you do it
can you explain how it works in more detail?
you make a blue print that has some water packages that go into a refinery and get output in a small loop to an unpackager. There is a HOR pipe input and a fuel output
then you spam that blueprint at the scale you need to eat all your oil
or HOR really, but generally people use the HOR alt recipe
to make oil directly into HOR
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
oh ok now i get
It's a bit tight to fit that into the mk1 4x4 blueprinter, though it can be done. :)
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?
please make a #1038092680493801533 thread with screenshots of your setup
alr
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
maybe 10 teleporters was overkill
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
post overhead images of what is going on. Very likely a easy fix
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!
if you google 'satisfactory, planner' you'll probably get the hit in the first page or 2
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
ok so the fuel gens are starving right?
follow the fuel backwards to the refineries, are the fuel outputs there clogged or empty?
trouble shooting 101
After digging a bit more I found it
It was satisfactory-planner.vercel.app
Very useful would recommend
I've used it before. Not for me. UI isn't up to scratch
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
And again I let everything fill so it shouldn't be starting after a while right?
ok but if you have the numbers right, some section of this should be backing up right?
so first delete that buffer
then move the pump to the packager to just after the junction split. Fluid manifolds don't like branches
so you said the Refineries are empty of fuel right?
are they starving of oil?
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
ok is the oil extractor backed up and stuttering?
go look at it and see if it's light flashes yellow
Does this angle need a pump?
less about the angle and more about the height increase
you're kinda feeding from below, but do the extractor check I told you
that will give info
trouble shooting 101 is just following the problem backwards or forwards as needed until you find the issue area
This might help
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?
What planner is that? I might switch to it bcs satisfactory tools has been giving me issues lately
which of these better
Iron pipe
yea youre probably right
what issues?
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
is there a chance to get the plastic ai limiter again on a different drive
your oil extractor isn't stuttering
but your oil receiving refineries are starved? if that's the case you've mathed wrong
you are never ever locked out of recipes
great
I just never use iron pipe because ... it jsut chews through so much iron.
I think iron is a trash resource and I'll spend it like water.
but Iron Pipe uses too much iron for me
so what would you choose
depends what your next factory is going to be
im currently making my pipes out of traditional coal and iron
doesn't sound like you're going to make another factory for pipes soon then?
well I gotta go for phase 3 now, which is that one ball thing and that jet engine looking thing
I have the frame looking thing already
if you think you'll need ai limiters for it? plastic limiter might be useful
if neither seem great you can reroll
like I said, yhou're never locked out
okayyy
Don’t unlock a recipe until you’re initiating the build where you’re sure you’ll use it.
Or I wanna make my current factories more space efficient
I like using iron pipes because fewer types of resources
Sexy coal plant
very neat compared to the last one i made
it's not particularly compact. and makes it harder to make more sections of power that you'll need?
but if it works it works
hopefully you under clocked the extractors? otherwise you're consuming a lot more of a power chunk per mw produced than normal
How many alt recipes are there
a few less than hard drives
So the same amount of you man reasearched?
? there's more hard drives on the map than alt recipes.
you could check the wiki on hard drives and it'll probably have the number
or the page on alt recipes
But will there be more than all alt and mam research tree
the research trees have basically nothign to do with alt recipes except for a few you unlock with a drive
Ik but some unlocks use hard drives don’t they
you are never locked out of any recipe available in game.
again if you want a specific number there's probably that on the wiki page
What’s the research for ionised fuel
!wikisearch
You know what I give up
go forth and see what you need for it
Somethings in the research tree like ionised fuel require hard drives to unlock
I was just wondering if all the hard drives in the game is enough for all of its need
yes I have mentioned it before
you are never locked out of recipes, they are all available, there are more hard drives than recipes.
i gather all the hard drives in the map, unlock everything in mam and every alt
and i still left with 5 hard drives
that should tell you everything you need to know
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 ?
yes, but ficsonium is incredibly expensive that its better to use sam to convert more uranium than making ficsonium itself
how is that wasteful? if your goal is 'get rid of waste' it's great.
you could use them in vehicles too
ficsonium is basically there to people who couldn't stop themselves from burning plu rods.
how does this work?
youre using SAM to convert other resources into uranium in converter machine
you need bauxite to be converted into uranium, but you can use copper or caterium to convert into bauxite
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?
every space part item will be used for more advanced space part item
you can also just funnel extra basic parts to a side factory to make them when your storage fills. Smart splitters are useful
Fyi there's also !wiki
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.
could half nudge it up?
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
odd
clip pipe through wall? 😄

I hate that that is the only viable option for now to make it look straight 🥲
can't you then snap the pipe hole on top of the clipped pipe? 🤔
(idk, haven't tried it)
Same issue arises, it will be either too high or too low
This is not satisfactory for me, but it will have to do
so you can't snap it directly on top of the pipe?
alr
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
SCIM can't do that
damn
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)
What greeny said + if you use satisfactory tools you can do maximize option instead of however per minute but you will need to say the input amount
alright so i did that, how do i balance this junction
several options:
- clock the smelters so that each one produces the amount one side needs
- one splitter (it will self-balance)
- weird balancer that balances in that exact ratio
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?
Are you using page up / page down for up and down? The up and down arrows with move it forward and backwards (through the wall).
the issue is the ceiling attached pole
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
I tried the page up/down. So like ondar says, issue is the difference between the two things.
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
I guess I could always make huge ladders with pipeline supports and later remove them
Since I build everything on grid, it should align
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)
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.
I want to come back to this. I thought I fixed it, but the problem simply transfers to the other line. One line always falls short.
pipe junctions aren't splitters
If I remove pipe and reatach it, the problem is fixed for that line, but the problem transfers to the other line.
How would be the way to fix this?
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
How did you snap the first wall hole in the "correct" position in the first place?
Halves and thirds are possible
correction: an intricate mechanism can be built to achieve this, but is ultimately pointless as any factory can be built without it
Not sure what you mean
You're trying to align a wall hole to another wall hole you already built, right?
that looks nudged?
they found the misalignment you get between ceiling poles and wall holes
Ah, yeah, no way around that
can't you just clip a pipe stand in a wall and have that as the 'hole' ?
oh my goodness
I wouldn't call a junction with 2 simmetrical outputs "intricate" xD
It's as simple as making things look orderly
didn't think of that at all 
@rocky cypress there's your solution
had to solve it some way before I had micro manage 4 years ago
when I encounter stuff like that I just tell myself I'm being too much of a perfectionist and just built it bent
you probably need tobuidl the foundation first, then pole, then wall? but most fancy architecture is multi step
yeah, likely remove wall -> ceiling pole -> replace wall
Life hack
I already laid the pipe work, but will remember it for future projects
is that really guaranteed to be an equal split? I would think that if at any point either side backs up, it'll mess it up
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)
is there ever a need to split evenly?
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
Loading/unloading "depart when empty/full trains"
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)
valid
actually the one place where I use belt balancers too (besides nuclear)
Some slight summaries from yesterday's talk with @inner gulch and their findings:
-
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 -
Pressure is actually calculated using Bernoulli's equation (partially at least)
-
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
this should be put on the wiki
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
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
smelters are not efficient
better to use refineries
oh I'm not at that phase yet
still messing around in phase 2
refineries huh? alr I'll look into it
they're efficient if they produce all the ingots you need
there's multiple recipes for most ingots, they do different things and have different value depending on your goal and personal preferences
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
honestly don't future proof, it's generally a waste of time as you won't know what recipes you want, or where you'll want to build ect ect
leave space to expand? building upwards helps with that. but that's about it
it's more of a 'you don't know what you're going to need, and your design style and skill will change quickly'
that's fair, so I should just make things when they're necessary and don't bother future proofing ya?
yup. At most leave space to maybe expand manifolds lengthwise if you get faster belts and you want to build more there? but otherwise just keep going forward and learn
all the ingots you need is irelevant if you can have more with just a little more efford
atleast when i want to use resorce nodes thats my rule
no? setting your goal to what you have is pointless since you can always bring in all the ore to you anyway
completely arbitrary personal rule of yours that isn't a universal application like you were suggesting
why would you want more if it's more than you need
just make the amount you need and save rest of resources for possible future use
Refineries are boring
They're more interesting than smelters at least
Why stick to just one? Do smelters, foundrys and refineries in a big system
Mix and match for most fun
I once did an Iron Smelting setup with all refineries (pure Iron) and just 1 Smelter to take care of 30 ore/min leftover... Just once, but it was fun to design ^^
No foundries though
Which is better kinda leaning towards 1 or 3
there's no single 'best' recipe for this. depends where you're doing it, with what other recipes and what volumes
all are useful
depends what do you mean "better". As with all recipes it's basically "decide which resources you want to spend"
also I think you're looking at a wrong wiki
which is wiki to look on?
the official one?
an example, I might use caterium CBs with Caterium Computers, that way I could make comps with only cat and oil
or Silicon CB and Cat Computers to stretch out both the quartz and the caterium to build more comps
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
Same. Not only are oil-only CBs kinda pointless, because you cannot use them in anything that's oil-only, they're also expensive
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
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?
thanks I've been meaning to check this out too
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?
make sure you don't use their production planner lol
(it's shit)
which do you prefer?
cool yeah
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
:>
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
you have infinite sloops or something?
yeah its a modded save, i want my pc to catch fire when i load my save
:>
phase 5 in a minute
;-;
imma do sum funky shit rq in the planner, brb, but ill find out the max ammount of power i can obtain thru fuel
Pretty sure you don't need mods for that
im taking my save into the calculator and just filling ind storage containers with sloops, it aint a vanilla save
I AM GOING INSANE
if all resources needed were used, this is what could be made.
bit of a number
Prep to finish phase 3. Will take 100 minutes as I cannot be asked to setup multiple control units without a hoverpack lmao
nearly 3 TW nice
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
What do you use to make those flowcharts?
satisfactory modeler on steam
infinitely better than the web browser calculator one
some say the opposite lol
it does take some getting used to
well, those people play spreadsheet simulator
and i dont wanna do that
Modeler is much closer to spreadsheets than Tools is lmao
and here comes the arguing
-# i will be absolutely doing that within the month i will not lie
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
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
what's wrong with the original numbers lmao
well, other than it using a ton of screws
left's mod engines, right's assembler systems
i guess now i actually just have 2 fabricators to make screws on 100%, get less rods and only 20 iron plates a min instead of 60 as an final product, since 60 iron plates to build with seems abit to much
20 plates 6.667 reinforced plates. 10 rods,5 cable and 20 wire a min as an first factory
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
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
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
if using default recipes, half and half is probably right - it'll come out to 30 beams and 80 pipes
Does somebody has blueprint for 8 to 6 belt balancer ?
Hook each belt to what it can feed 🙂 no need for balancers
20 adaptive control unit per minute yayyy
Thanks, but that’s not what I was asking for
8 -> 16 -> 12 -> 6
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
thought i was doing something wrong
this seems really weird
not experienced with this many decimals tbh
it just means you need to over or underclock your machines
sure, just overbuild for each step and deal with some yellow lights, it's fine
the turbofuel part is so tiny compared to the rest 💔
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
isnt turbofuel more power tho
not if you make it this way
like power cost vs generation?
but wont turbofuel produce much more power for the same amount of oil
if you do this, sure
https://www.satisfactorytools.com/1.0/production?share=iFOICpqkGlOcdOW8OH1Z
so then for this regular fuel is better power?
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
couldve done 420 right now without overclocks i just lowered to 405 to make things cleaner looking i gues
i have no idea what im doing its been so long since ive played
I can also suggest Stitched Iron Plate. It'll save you a bit of iron
i think ill be fine with iron for now at least
ive barely tapped any of them in my world
thank you balancer fanatic
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.
eh, generally I wouldn't recommend to upgrade factories. If you unlock better miners/belts, just split it after miner to a separate location (if you need it in that location) or just build elsewhere. Much easier to work with imo. Factories that I build stay built and are never touched
Honestly, I usually do the same — at most I just upgrade the belts from the last machine to the dimensional depot and that’s it. But this time I figured I’d try something different, and who knows, maybe it’ll work well. Especially now that it’s summer, I’m done with work, and I have plenty of time, so I can mess around like this.
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 😉
I could probably make you one
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?
mk 5
i dont care to be honest
depends how high
8 stacked splitters I think is how high it'd go at max
Could do half as tall, but then it'll be twice as wide
That’ll be perfect
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.
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
Okay, once again, thanks a lot for offering to help me
here you go
smaller than my previous attempt at an 8:6 lol
though the I/O layout is a bit less convenient I tihnk
the input is the stack of splitters and the output is the 4 mergers and 2 poles
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)
Looks perfect
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
decimals get so, so much worse
I don't, though I could make one if you wanted
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
wait till you do turbo electric mortors
I stick with the default recipe
decimals are just state of mind
with the right mindset you don't ever have decimals 😛
Numbers like any others. The production rates could be transcendental numbers and it would not change my building strategy one bit
Imaginary and complex outputs when? 
i have no idea what is happening but its working
brooo just why
?
What.. IS this
Belt balancer—for more info (honestly, I don’t really know what I’m looking at). Ask @unique cypress , he made it
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
Ye the sam is a big limitation there
Can just store the waste
you get more power by converting sam for more uranium than trying to recycle all plut waste into ficsonium
720 copper for 120 uranium
Their message is literally "without convertors"
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
Storing the waste isn't ideal on a server
Why not?
Unless you make massive storages
But it will still fill up over time as you aren't even playing
Only if that option is enabled
What do you mean
There's option afaik to pause when no people are online
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
Ah, so you're playing idle game, not factory builder 🙂
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
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 🙂
yeah you've got it branched out into many manifolds. fluids often don't like that
should I combine the lower and up into one massive level then?
wait , are there 2 floors of them too?
uhhh :\
ok they super don't like branching manifolds over multiple floors
is it 1 pipe of 600 covering both floors?
yes I'm streaming btw if you want to take a look
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
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
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
so junction it off like here and have a portion should I make a branch of 2 300?
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
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
well there's also option of having e.g. 5/min which would be enough for your building needs without having to go afk 🙂
and practically all production is "only needed for building"
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
well not all but most
only other things are ammo/consumables and space elevator parts
also fuel and nuke stuff
well yeah I don't count power
nuke production is literally one of the biggest possible factories
that uses almost everything
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
conclusion is i dont find it worth having to much production rate of something that i really dont need much of
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 🤷
but i am not going afk, the server does it for me :)
that still counts as afk production in my eyes 🤷
and obviously will have different balance than if the game is played "normally"
sure, i am just taking advantage of what i got, i probably would have more production rate if it was local game
is making fuel with the fuel recipe worth it instead of turning heavy oil residue into fuel?
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
i mean i already have a place for rubber and plastic, and i wanna make a big power plant rn
30k megawatts
These are the costs of making 250 GW of waste-free nuclear power depending on the proportion of Ficsonium used
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 
Gigawatts 🙂
Woah 30k MW
*30 GW
0.03 TW 
3e10 W
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
hard to say, usually best to build the route and see
for 5? yeah def
thx
Probably overkill , but again hard to say precisely
yeah i didnt know how many batteries i would need when i was making them and i ended up making 120/min
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
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.
I mean it is a sink for power shards. that's about it
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
and I guess drone fuel too
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)
I've never used drones, so i didnt know they could use anything but batteries.
they used to require batteries but now they accept a variety of fuels
tbh idk about drone fuel since rf already a really good fuel type, 300/min alone can already fuel 100 drones
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?
Power shards generate DMR without using any SAM. that's the only reason to sink power shards tbh
anecdotally, what do you guys use for jetpack fuel very late game? (I just completed phase 4 for the first time)
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
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
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
It's just a fuel that's good for jetpacks and bad for powerplants
I think that's the very simple intent behind it
looking at ficsonium and ionized fuel, I don't think they were balanced
Like I don't see a point in spending dev time only to add something so barely useful
what's wrong with ficsonium? like i said, i just completed phase 4 for the first time last night. never even attempted nuclear power.
It's allegedly a way to make nuclear wasteless, but so is sinking plutonium rods, and doing that is much cheaper and easier
plus ficsonium is so expensive you can't even de-wastify a large build due to running out of SAM
If it's as bad as you say, then perhaps they've planned out future development / DLC that'll make it make sense?
lmao good to know. that's dumb as hell.
A bunch of folks think Ficsonium is somehow busted. IMO it's perfectly fine, but it occupies a very specific niche. Its usecase is for players who 1) Want to burn Plutonium rods, and 2) Still want "clean" nuclear
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"
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
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. :)
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
Only if you don't mind throwing away all the Plutonium power that you're making.
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
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)
"Just process more Uranium" isn't a solution for someone who's in that mindset. You could also say "just make more Rocket Fuel"
which is why this is my point. they're both way too niche to bother spedning dev time on. it's like they wanted to add something that sounded cool, not bothering to check whether it's useful
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
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.
can easily fix that ocd by not burning plut rod
Like: okay, maybe we're in the minority, but we exist. Ficsonium's the solution. It's great!
also not to mention
If you don't care about both of the prerequisites which make Ficsonium useful, then yeah, it's not worth it to you.
most likely what i will do if i ever get around to nuclear.
you can use sam to convert copper for more uranium
But it's got a very intentional niche, and there are players for whom the niche is important.
720 copper > 480 baux > 120 uranium
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
you get more power with less sam compared to ficsonium
it also costs significantly less SAM per MW than Ficsonium
"efficienct" can be defined as you wish
resource-wise, effort-wise, and net-power-wise
ficsonium loses on all fronts, unfortunately
it's also unlocked later lol
If I'm not using that SAM for anything else, who cares?
50 matrices cost 6k
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
You're the one who decided to make 50 matrixes in lieu of Ficsonium, though.
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.
i wanted both tho
except "resource-wise" depends on how you value which resources
Personally, unless I was explicitly trying to produce as much power as possible, these are my requirements for power production, in order of priority:
- more generation than consumption on average
- 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)
- does not reduce the yield of my factory
- more generation than max consumption
- squeezes the maximum MW pure unit fuel possible
c'est la vie; that just does not bother me at all.
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
I wasn't really limited by the resources pre-1.0
like that's my issue. I could build more endgame shit before
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.
SAM also wasn't a real resource pre-1.0. :)
Okay, off I skitter!
that has been said like 100 times already, but they still don't get it I guess 🤷
pre-1.0 the game wasn't complete, so any comparison there is not relevant
Yeah, I should just shut up. I just hate their viewpoint being presented as fact to anyone else reading the chat, and feel like I need to represent the other view
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
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?
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 😉 )
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
if you're that kind of guy, you can do some "nice" projects (e.g. statues, or design factories, or something like that)
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
practically the only thing that can scale in this game is points/min
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
if you give me a clear way to maximize a 1 dimensional matric that reflects performance, i will obsess over it.
points and power
max points is ~500M/min, max power is 19.11 TW
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
you can put them on shelves 😄
I ended up focusing on production efficiency and logistics, revisiting some of my most complex productions in an attempt to bring them to maximum efficiency with a spicy sushi challenge (ie: if the production wasn't perfect, the factory would clog). That, to me, became the road to "mastering" the game (or at least certain productions)
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...
splitters and mergers have internal buffers of 9 items
Wasn't it 3 and 1 respectively (1 per output), changed from 9 in U8?
Interesting...
How does this affect my case?
Because the output currently has a mk4 belt and the inputs are still stuck and the efficiency in the constructors before the merge decreases
It sounds like there might be a piece of MK1 chocking the supposedly MK4 output.
you are right thanks
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
I setup my Portal hub and enough Singularity Cores to run a dozen pairs. With that done, I felt like I had done everything I needed to do.
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
don't build platform and try to fit machines
instead build machines and then encase them in a factory (if you want)
and what's wrong with manifolding?
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
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
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%
that's nothing
and about this, what do you mean encase? to just make platforms until all the machines fit?
I mean that you just build machines first
no need to make a big platform and then think how to fit stuff in
but what about organizing it all
well you can do that
so i start on dirt?
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?
generally I'd recommend building separate factories, not cramming everything into single factory
so using an analogy, you recommend i build small houses on a street rather than a single skyscraper?
kinda
Okay boys who wants to run mathematics ?
i think i get it? but what about factory lines that share resources
you may read e.g. https://satisfactory.wiki.gg/wiki/Tutorial:Independency
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.
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
I would heavily recommend to NOT future proof
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
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?
dimensional depots are very useful for this
...early game
if you don't yet have them (or think that they are too OP), central storage is usually the way
I’d like more about your opinion @wind spade
depots can be done relatively early game
what part of "the only alt recipes i have unlocked aren't steel related" did you not understand?
i dont even have access to SAM yet and i saw that they need a lot of mercer spheres to be fully optimal, so... again, do i just belt it all to central storage?
as for the ratio - it depends on what you'll build in the future. So either don't build ahead at all (I recommend this), or just keep it at ingots and process it in the amounts you need when you find out how much you need
"optimal" is not really a thing. SAM can be accessed as soon as you find it (through MAM). And as I said, in other case, central storage is the way
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
well it's just going into storage for future use and i just want a rough idea of the ideal ratio
i think i get it. it'll take me a while to redo it all, but I'll work on it. thanks greeny
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
well there's no "ideal" ratio, it all depends on how much you build of which buildigns
(keep in mind that what I'm suggesting is just one way to play and if you don't like it, you can play any different way)
fair but ive seen many people try a megabase setup, only do to satellites later on
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)
On that I fully agree. Unless you know 100% of the production lines. Megabase is the synonym of insanity.
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
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
if I build "just enough", I don't have a reason to rip it down or expand, because it's "just enough" 🤷
if I need more, I build different factory
For your nuclear power plant. You need to expand. You just make a second one all over again?
total amount inv space in 1.1? 80 or 81?
if I didn't build a big enough one in the first place? yeah. But usually I'd build nuclear at once (my "don't future proof" was mostly aimed at production of items, not power - for power I usually build more than I need currently)
78 iirc
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
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
81 was the max pre-1.0
don't ask me why we have less now
because DDs
with DD you practically don't need much inventory space anyway
I SCIMed the last 3 slots
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.
"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 😉
I use 1 machine per item when making space elevator parts
all slooped and overclocked
handfed items I have automated
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
So what is your goal when you finish all the phases? I want to see what goals I can come up with when finishing all phases
max nuclear usually
sometimes just some points/min target
all of it
yeah, not having all recipes unlocked is unconceivable
@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
I mean the machines eventually balance them selves out right
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
so in theory if machine need 2 HMF and making 2.??? Per/Min it would eventually overflow?
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
you could just underclock your manufacturer
but that would take a while tho right
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. :)
f.e. put "2" into the desired output and it will adjust the overclock percentage automatically
yeah IK just speaking some things theory bs. I'm currently waiting on few things to be done anyways might aswel see what things I can ask.
Yeah, would take a bit. It'd be producing 0.813/min more than it needed to, and HMFs stack to 50. So maybe an hour or so for the input buffer to fill up, and a bit more for the beltspace inbetween. :)
(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)
SOLUTION->Smart splitter set to overflow :). Thats what I do 99% of time lmao
(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
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 🙂
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
This may feel like an unsatisfying answer, but re: why wont devs make it be so I can pick the amount of items to send each way, the main reason is just because that's a problem that the devs want players to have to solve. Game design, basically
It pushes folks towards building manifolds and such
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.
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. :)
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
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...
sushi can be done in SF too. it just needs careful control or overflow handling. but you can't make automatic, dynamic adjustments like you can in factorio
ngl this feels manditory xD
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 ?
pretty sure you can't without mods or save editing
That’s what I thought because of how cursed it looks, but I wanted to ask anyway
thanks
It's so good. Quick little setup into a Depot and then you never have to worry about making portable miners again
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)
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
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
why not just manifold
i refuse.
or direct input
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
well no, you manifold miner and then do direct input 😛
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
I want to play the game but I cant as its like 30c rn and sweating balls and cant think in this heat
LMAO
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?
Packages
packaging fluid will give you more slot per freight, which is most ppl do
but using fluid car is fine as well
Packaging is more efficient, but only if you load the empties back onto the same train, into the same wagons, using a 2nd station
If you use a second train or a second set of wagons, both options are basically the same
oh good, more stations, I love these stations, they are not giving me any hemorrhoids at all
Unless you're moving a gas, then packaging is always better
ok cool thanks!
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).
Small turbofuel powerplant update
just stuff ice in your pants you'll be fine
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
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
manifold cope or balance hell, fine tune the ratio and you'll get an even number
is this a bad idea
I believe in hand feeding supremacy for all but phase 5
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
quick question nitro rocket fuel or rocket fuel
more rocket fuel but that means a ton more nitrogen used or more oil if i use the regular
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
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
well i already tell you about both, up to you which recipe your prefer
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