#math-and-meta

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unique cypress
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Or have the contents be symmetrical front to back I guess

hoary oar
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i can 100% guarantee you that it is not user error, i've spent literally hundreds of hours trying to figure out what was going on.
there is not a single place on the entire rail network where a train can run in a loop in such a way to actually get turned around.
if you want i can even send you the save file, factories will break cause 1.0 changes, but the trains should keep working the same as long as power is up.

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and it's happened to both trains with 2 stops and trains with 4 stops

unique cypress
plush glen
frosty owl
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There have been some weird bugs involving trains going where they shouldn't be. It was quite rare, so I don't recall the details, but they too could explain a situation like the one described

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Dunno if or when those got ironed out, but I remember them in between U7 and U8

vapid gorge
unique cypress
hoary oar
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i know its possible, i did it in U8, but i ran in to issues with trains turning around on their own, while having no explanation
and yes, it can be a bit obnoxious, because you have to keep track of which way the train is facing when deciding which items should go in to which station

plush glen
frosty owl
hoary oar
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also they're light blue because i ran power lines with rails

plush glen
hoary oar
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correct

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1 exception, but a weird one, 1 of the station has another station in front of it, but the one in front of it dead ends, there's no way for a train to turn around there.
was playing around with some weird station layout

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like this

plush glen
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Will trains ever try to go from one of these stations to the other one?

hoary oar
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no, they're served by 2 seperate trains

plush glen
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And none of your trains will ever try to go to the same station twice in a row? (for whatever reason)

hoary oar
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they should not have any reason to, no

plush glen
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And is it just Any train that could possibly flip, or are there specific routes that are problematic?

hoary oar
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i've seen almost every train flip, even the ones that just have 1 freight car and a loc on either end, which is kinda funny

plush glen
hoary oar
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yeah, after the first couple times it happened i started painting them to see if its an isolated problem on a specific part of the network or all over

plush glen
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And have you ever observed one while it flipped, or only seen the result afterwards?

hoary oar
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nah, never seen them actually flip.
if i had to guess it happened when i loaded the save file, but i really could not tell you

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there never were any deadlocks on the system either, always ran smooth

plush glen
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See if any trains have flipped in the 3 seconds it takes to load the game and make a new save

hoary oar
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im not gonna spend time trying to figure out what happened, its an old file from and old update
restarted when 1.0 dropped and just switched to not using push pull unless its fully 100% isolated

plush glen
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Makes sense yeah

hoary oar
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it kinda sucks, because i really prefer the look of a dead end station, but im just not willing to deal with that ever again

plush glen
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Unless a train somehow got interrupted and re-pathed, by either a save/load or some other weird bug, I'm not seeing how that would be possible

plush glen
hoary oar
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yeah, i could.
but there's a number of weird things with my kind of playstyle that just don't make it feasible to do

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i almost always have more than 1 type of item per train station for example, so that makes it impossible for like 95% of cases

plush glen
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Fair yeah
I've only ever done a multi-item stop once, so I don't understand the struggle lol

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And even then, I made the train front-back symmetrical to avoid the problem xD

hoary oar
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for some reason i love overcomplicating stuff
the more stations a train can go to the better
also im not a huge fan of how much space train stations take up, so i'd rather build a single 6 freight platform one than 3x2 or something similar

plush glen
unique cypress
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meanwhile, most of my trains have exactly 2 stops on their schedule and carry only one kind of item each

plush glen
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I actually even have some bi directional trackage, but then I have loops at the stations and run single directional trains

unique cypress
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I have exactly 0 bi-di trains or rails

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I build all rails with the assumption that I'll expand them at some point

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and bi-di makes that difficult

hoary oar
# plush glen Overcomplicating is the fun of the game!!

all of this mess in the swamp started with, oh i need aluminium, and there's bauxite here.
now im making 3K alu, 100 automated wiring, 400 leftover caterium 200 leftover copper, 100 encased beams, 48 crystal oscillators
and on top of that im also making every basic item that can be constructed from only iron and concrete for my dimensional depot

and there's sushi belts involved

plush glen
hoary oar
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it's definitely the most extreme example, but this is the kind of stuff that just happens

plush glen
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That's an absolutely beautiful example
None of my factories ever get that large and intense xD

storm geode
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bro that thing is huge, even if it's only covering swamp that's an awful lot of moving parts

hoary oar
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doesn't look great from afar but up close its not half bad

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just please don't ask how many belts are clipping in to each other hidden below the foundations

mossy ibex
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I have been thinking about what to do with the swamp. Thinking pillars and platforms and bridges

unique cypress
hoary oar
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there's still some issues with that, but generally you would notice it because trains just could not go in to a certain direction or signals would give a warning light

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now i think its mainly to do with the autoconnect being a bit weird, most of the time i have to replace intersections manually before signals decide that they actually wanna work

hoary oar
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more than 2, lets just say that

storm geode
knotty hornet
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I keep the swamp open as hunting grounds, so many stingers kitty cats out there

knotty hornet
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Let's say you have nine machines to feed in a line, and throughput demand will not exceed belt speed. Do you:
A) do a straight line manifold 9 splitters long,
Or B) group the machines into threes and do a layered manifold 3 splitters long, feeding into each group of three?
I always do and swear by the second method, but my friend says it's a waste of time and resources.

unique cypress
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both are functionally identical

knotty hornet
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It feed machines more evenly than a straight through

unique cypress
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both can feed all 9 machines ๐Ÿคทโ€โ™‚๏ธ

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0 difference to me

knotty hornet
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I mean, it might matter if the throughput is very close to consumption, cuz with straight throughs, the final machine can be lacking at times

unique cypress
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regardless of the distribution method, unless you're limited by belt speed, all machines will run at 100% if provided enough items

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splittting into 3 manifolds won't make it run better, it will just get there faster

knotty hornet
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That's how I see it anyway.

analog crag
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i had this idea for super computers because we are limited on copper and caterium where i set up the oil rig any advice or does this seem good enough

knotty hornet
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Looks sick

unique cypress
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and unless the fill takes several hours, I generally don't care about fill time

unique cypress
analog crag
analog crag
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turns out the excess water is breaking that satisfactory modeler program

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so i think i'll just stick with the one i had before

unique cypress
visual fossil
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Any way to use a smart splitter on a dimensional depot to overflow full stacks or is it just one per item due to the splitter to belt limitation?

unique cypress
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or multiple for one, if you want faster upload

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if you load multiple items into 1 uploader, it'll just clog

visual fossil
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So no way of bolting the smart splitter into the input. Sad times! ๐Ÿ˜‚

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Was trying to find a lazy interim way of doing it until I get set up

lone igloo
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Can someone help me with using the Satisfactory tool. I dont really use it at all and trying to make plan for my aluminum factory to comsume mainly entire mk5 belt of bauxite. I dont want to use crystal as I will want to turn most of it into diamonds later on. So I'm using Sloppy Alumina -> Electrode Aluminum Scrap -> Pure Aluminum Ingot.

lone igloo
unique cypress
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and anything else you don't want to use

dusky dust
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Once you get into Tier 9 it's often better to disable the individual Converter recipes, since you may need SAM for some of those

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Basically any of the options you change in any of the tabs there will cause the solver to re-solve, so you can click around and make changes all you want and see the results more or less immediately

lone igloo
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@dusky dust ty, yeah gotta sorta learn it as I go. I usually just mainly run math my self but CBA for this run as I wanna make massive world of things and cant be asked to be doing math in between just wanna type in stuff I use and build you know.

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Also is it good for that mid late game to make full mk5 belt of aluminum ingots 780. Or should I do like 600 as atm im trying to get that mass producing for radio units and other phase 4 things. Or maybe even make x2 mk5?

dusky dust
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The way I tend to handle aluminum is that I basically max out a Bauxite node making Aluminum Ingots, and send all the ingots to a sink. Then as other factories need aluminum (sheets/casings/heatsinks/tanks) I'll process some of the aluminum and set up the export. Over time the amount of Ingots getting sunk goes to zero; once I get too low, it's time to set up another aluminum factory

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Obvs that's just one way of doing it, though

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Over the course of a game I'll end up with many different sites making aluminum, but I like it 'cause it keeps things fresh. Tend to use different production chains depending on what other resources are nearby, etc.

lone igloo
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@dusky dust I was going to make the same thing whre I just sink ingots until I need them. Its funny you said that.

eternal wharf
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If I want to pass power through multiple floors vertically, can I place a wall socket on the ceiling and place a pole on top of it to connect it or will I still have to run a wire clipping through the floor to connect them?

lone igloo
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I will max out these 3 nodes to mk5 belts and I think I will have enough for a while.

dusky dust
# eternal wharf If I want to pass power through multiple floors vertically, can I place a wall s...

The socket/pole arrangement you suggested should hide that internal cable 'cause it'll clip right through the pole. You could also use a Beam or Beam Connector and place sockets on both the top and bottom (and deconstruct the beam stuff afterwards if you want a floor socket right on the foundation). Or, once you have elevators unlocked, they're a very handy way to distribute power to multiple floors

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For me, my factory designs often have a sort of "logistics elevator" area where I can route lifts to various floors; prior to 1.1 I'd often just run power up that vertical corridor

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(Still haven't actually played in 1.1 but I expect I'll probably use elevators mostly)

eternal wharf
unique cypress
nova vortex
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when it says 2.25 does that mean i need 2 constructers and then underclock one to .25

unique cypress
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Could be 2@100%+1@25%, could be 1@225%, or 225@1% or whatever the hell you want

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You can also build 3@100% and let them throttle themselves either by starving them of input or having the output fill up

unique cypress
nova vortex
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whats satisfactory tools

light fox
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finally finished my fuel plant oh my lordy it took forever

vapid gorge
wet scarab
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POV: You build a calculator and that shit goes too deep

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(actually works fine tho)

wind spade
wet scarab
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and yes I know Satisfactory Optimizer exists but it's interface is horrid (basically json)

wind spade
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fair, just asking (there's a lot of people who make their own calculators because they don't know about existing tools ๐Ÿ™‚ )

vapid gorge
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hmm well clock speed is included in anything thta gives you numbers for machines.
1 machine = 100 clock speed.

wet scarab
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Figuring out power for the Quantum Encoder WITH overclocking AND Somersloops is going to be the end of me I swear

wind spade
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eh, power is the easy bit

loops and byproducts are where the fun begins

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(you can trust me, I made my own tool as well ๐Ÿ˜› )

wet scarab
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yeah I know
I already have a brain aneurysm thinking about it

wind spade
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I went with "linear optimisation solver" way to calculate stuff, works pretty well ๐Ÿ™‚

cerulean stratus
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Noticed that if you use steel rods, 1 ingot is 4 rods

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Feels pretty huge

wind spade
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steel rods make screws cheaper than steel screws

light fox
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i just turned on half of my fuel factory and its RUNNING!!!

cerulean stratus
wind spade
cerulean stratus
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I was just not expecting the numbers to be this good

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I never use steel rod

wind spade
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it's one of the reasons why you can't say "cast screws better than normal screws" ๐Ÿ˜›

austere path
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Hello, a bit new to satisfactory, and and dumb when it comes to math and calculations. Trying to make smart plating factory, using 8 iron smelters.

wind spade
cerulean stratus
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Like
There's more of a reason to use steel rod than to use steel pipe

austere path
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so don't know how many it would make

wind spade
unborn dome
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(I just use alts at my "cubes factory" to avoid iron rods and screws entirely...)

austere path
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Well, I'm trying to allocate each of my 8 iron smelters dedicated for ingredients for smart plating.
Tried AI told me to create 3 iron plate constructors, and 10 iron rod, is that correct?

wind spade
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never use AI for this

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AI is crap

austere path
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Yeah, I know now, that's why I dived into the discord haha

wind spade
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and we have production planners that do infinitely better job at calculating production

unborn dome
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AI is infamously bad at math in particular, because it operates on probability and isn't actually doing the math.

austere path
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So, with knowing that I can use 1 smelter for 2 iron rods, how many should I allocate?

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for plates and iron rods, I mean, then I need to calculate the screws hahaha

wind spade
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again, much easier math is if you calculate from end product

austere path
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oh, is that so?

wind spade
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and I wouldn't "allocate each smelter one job"

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as you can split it to multiple items

unborn dome
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And the alt recipes, if you've got any relevant ones

austere path
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I'm new in the game, just got coal powerplant lol

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wanted to make smart plates 'efficiently'

unborn dome
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For example, you can set smart plating to "maximum", and under Items+Input, set the iron ore amount to how much you have available at your location, and it'll give you the absolute maximum number of smart plates you can make with the recipes you've got. If you've got alts, enable those under Recipes.

austere path
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Okay, thanks I'll try learning how to use the calculator ๐Ÿ™‚

cerulean stratus
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So I've been doing the continuous space elevator challenge

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I didn't realize just how big these numbers are

mossy ibex
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I fel like I'mm just being dumb somehow

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I have a 3:2 merge, the 3 lines are 300pm, it's merging into 2 mk2 belts

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that should be 960pm capacity being filled with 900pm

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but it's not flowing freely, all three feeder lines are stopping and starting

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as if there's a bad belt somewhere

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but I don't think there is

unkempt hull
# mossy ibex I have a 3:2 merge, the 3 lines are 300pm, it's merging into 2 mk2 belts

your 3 300/min lines equate to 900/min, and you're splitting it into 2 mk2 belts. 900 split in half is 450, but the maximum items per minute that a mk2 belt can carry is 120. that's the bottleneck it seems. also, do double check that the rest of your belts have enough speed to carry all the items (e.g. if you're merging them all into one belt then splitting that into two, make sure the connecting belt actually supports 900/m), unless you already gave that info and i'm not reading it right

unborn dome
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So some may recall I made an acid refinery to transport sulfuric and nitric acid by train. I'm now faced with just dismantling the entire thing, because A) I grossly overestimated the amount of nitric acid I'd eventually need (it does 240/min), and B) while it makes the amount of sulfuric I'll need (480/min), I've built it Too Damn Far from everything else to transport that much fluid by train without needing 3-4 trains once I add the nuclear fuel rod factory into the mix.
#design-and-architecture message

Before I do this, am I missing any other obvious uses for this much nitric acid, aside from plutonium fuel rods, the fused modular frames alt (already using it), and an obscene amount of rocket fuel?

frosty owl
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Can't you move that much fluid using a single car of one train, rather than multiple ones?

unborn dome
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Nope, it's too much throughput ๐Ÿ˜ฆ Before I added the second train, it was barely managing to sustain 150 sulfuric from where the acid refinery is above the grassy fields coal crater to the battery factory on the eastern edge of the red forest.

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So if I'm going to be sending all this to the nuclear fuel rods factory (location decision not finalized yet, but very likely on the eastern side of the map), I'm probably going to need four acid trains ๐Ÿ˜•

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So the travel time is the limiting factor here. The battery factory's station was down to maybe 1/4 of its capacity by the time the original single train came back the next time, and that was only travelling around half-way across the map.

frosty owl
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That sounds weird... To be clear, you don't want to use multiple trains, even if they're all using the same stations, right?

unborn dome
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I could, and I have, but four seems a bit silly, and also, like I said, I have way too much nitric production that's just being wasted.

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(Four by my estimate...hopefully not even more)

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I only need 100/min of nitric, and I built 240 lol

frosty owl
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Tbh, there have been a few Updates since I moved fluids within trains, but I recall not having issues moving up to 1 pipe worth of fluid with just one train. 4 sound like they should be enough to make a loop around whole map ๐Ÿ˜…

unborn dome
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It's a matter of distance and travel time though. I was fine going A to B at first, but when I added the nitric dropoff at the cubes factory for FMF, the 150/min sulfuric to B got kinda tight

frosty owl
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Regardless, the only uses I see that you may haven't considered yet are for some Instant Scraps (aluminum) and the Leached recipes (less ores, more ingots)

unborn dome
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I'd debated sending rails down the tight tunnel from the western red forest, but when I measured that route on the map, it's barely shorter than the current one due to the loop through the caves

unborn dome
frosty owl
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No, that's with Nitric acid, not Sulphuric

unborn dome
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Yeah nitric is the one I have too much of

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I need 300/min sulfuric for nuclear, which is why I'm concerned about the current setup, since the battery factory at 150/min of sulfuric cut it close for train travel time

frosty owl
# unborn dome Yeah nitric is the one I have too much of

๐Ÿคฆโ€โ™‚๏ธ My bad
Then I think the best way to "sink" it would be for Quartz as you mentioned (good recipe BTW) or just more rocket fuel, which eventually can be used to "sink" power shards (Ionized fuel)

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And yes, tbh, I do feel bad for the system and trying to find ways not to dismantle it xD
It just seems like a "waste" of effort

unborn dome
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Yep, I think I must've severely overestimated how much rocket fuel I was going to make when I originally scoped this out (since my endgame plan is nuclear), and since RF only needs 10/min of nitric per craft cycle.

unborn dome
frosty owl
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If it doesn't tie up resources that you'd rather use in other ways, I'd definetly keep it (possibly turning part of the production off)

unborn dome
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I'd also considered the possibility of future game updates adding new nitric recipes that I'd end up regretting dismantling it

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(But at this point, I assume that'd have to be a whole expansion, since the base game is "done" now)

unborn dome
frosty owl
unborn dome
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Yeah exactly, unlikely, but I'd love a paid expansion like Factorio did (still on my todo list...)

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So I might just build the fuel rod factory in the abyss cliffs south of the swamp (because it's a cool spot), and it has a nitrogen well and a sulfur node there, so maybe I'd just shift all the acid production there, and then send trains out for the batteries and FMFs, and just pipe the acid for the nuclear processes directly.

frosty owl
unborn dome
visual ocean
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Do you guys have good BPs for 45 degree angles?
im going to do this for 90s, but the 45 is a llittle confusing, since i cant place the BPs after

cerulean stratus
versed umbra
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Just to state the absolute joy I've had when I realised this: my Mk2 rail gun is a bit faster than my last one, 7km from 1 base at 1 corner of the map to the other base at the opposite corner, railgun takes me 20 seconds to travel, 21km a minute, 1260km/h, speed of sound is 1235km/h so my railgun officially operates at mach 1 roughly on par with most fighter jets. Only issue being that if I stay on max graphics settings it consistently crashes every time trying to render lol

vapid gorge
wet scarab
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Well that's taking shape quite nicely!

vapid gorge
# plush glen

and how many 45 degree turns are you really going to make? make custom turns that work better around the terrain

wind spade
# plush glen

I spent 2k+ hours on automating a task I'm not even doing ๐Ÿค”

mossy ibex
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I'm interested in knowing the cause for this: https://youtu.be/pKtRonvHlFc?si=So1KGfgsSOI_Zs3L&t=441

tldw: he's explaining how the aluminium water feedback loop works but he has no idea why it works. I speculate the orientation of the junctions makes a different a la eteralunity's recent reddit post, but I'm not sure

Aluminum's Easy With These Simple Setups Satisfactory 1.0
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Today we're breaking down the easiest setups and factory layouts for aluminum in Satisfactory 1.0


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oblique hollow
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the junction orientation bug only matters in vertical arrangement

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these are flat on the ground

mossy ibex
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yeah I thought so but I couldn't think of a different theory

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my theory being "there is some difference between the orientations, so some unknown mechanism unrelated to verticality is at work"

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but I agree it doesn't make sense given my understanding of the "feature"

oblique hollow
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funny enough is if i build it too it doesnt work

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though i do have a certain guess

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heh... if i add a valve on the freshwater pipe input it gets deprioritized as eternalunion mentioned

mossy ibex
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so you got it to work only with a valve?

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you didn't happen to try rotating the junctions just to rule out the guess?

oblique hollow
mossy ibex
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so at this point, you can't make what he did in the video work, is that right?

unique cypress
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afaik, flat junctions tend to merge/split equally if they can

mossy ibex
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sure but the video specifically talks about how that setup he has isn't working like that and I'm trying to figure out why

unique cypress
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so if you needed more fresh water than you had byproduct, it'd work, at least untill the scrap output filled

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but idk if any recipe combination has that

mossy ibex
unique cypress
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you'd need more fresh than byproduct for it to work

mossy ibex
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got it, I did misinterpret you

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I guess the normal move here then is VIP junctions

wind spade
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normal move is separating fresh and recycled water

mossy ibex
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sure but where is the masochism in that??

wind spade
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you said "normal"

mossy ibex
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masochism isn't normal for the average satisfactory enjoyer?

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๐Ÿ™‚

wind spade
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average satisfactory enjoyer isn't normal ๐Ÿ˜›

ripe wing
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okay so i just checked the plan for turbomotors, what the actual fuck

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aint no way im building this

mossy ibex
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you could think of it as multiple separate factories and just tackle them one at a time

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it is, after all, a factory building game, haha

ripe wing
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i think 2 per minute gonna be fine

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okay 3

unique cypress
ripe wing
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rn im doing supercomputers

ripe wing
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yeah dw

unique cypress
ripe wing
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thats what im planning to do

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im building here

mossy ibex
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how many extractors can you fit in that water?

ripe wing
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a lot i guess

mossy ibex
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I was eyeing that exact spot yesterday, but I wasn't sure

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seemed like only a few would fit, like 10 ish?

ripe wing
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nah bro its all water

mossy ibex
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oh oh, I mistook the shot for somewhere else, you're in the blue crater

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yeah there's hella water there

dusky bronze
mossy ibex
dusky bronze
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yeah it just takes a few minutes to upload my save into it lmao

mossy ibex
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I don't use the mod because I suspect it's CPU hungry, but I'm just guessing about that

unborn dome
earnest trench
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i have 18 coal generators at 1x clock speed. They should be generating 75 MW each, resulting in a total of 18x75 = 1350MW production. However, my plant happens to produce a stable 975 instead, (a whopping 375 MW drop from the promised supply) Why's that the case?

unique cypress
earnest trench
unique cypress
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and whether they're all connected to the same grid

earnest trench
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oh

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wait lemme check the grid

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they're all definitnely in the same grid

mossy ibex
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that just can't be true, 5 of your gens either aren't running or aren't connected somewhere. I guess crazier things have happened, but my money is on 5 of the gens not being connected even though they appear to be

earnest trench
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NOPE NVM 5 OF THEM ARE OFF GRID

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TYSM FOR ADVICE

mossy ibex
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boom

earnest trench
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THE PROMISED 1350

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also can someone explain how to do ratios? I have 4 impure iron nodes and mk3 belts (overclocking isnt a problem dw abt that). Say im using regular iron plates and cast iron screws recipe. in what ratio would i split the iron ingots dedicated to plate production to that of screw production if im making reinforced plates ?

mossy ibex
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I almost always use manifolds

unique cypress
mossy ibex
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do you know about those?

unique cypress
earnest trench
earnest trench
hoary oar
# earnest trench also can someone explain how to do ratios? I have 4 impure iron nodes and mk3 be...

the easy soloution is to just not care, and manifold everything
in theory each one of these constructors could be making something with ingots at a different rate, and as long as you have enough ingots in total, they'll all run at 100%

there is load balancing tho, you can do quite a lot with splitters and get some really specific ratios. but it will always depend on exactly what you need. there is no, always do this and you're good kind of deal

unique cypress
mossy ibex
earnest trench
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yeah

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the idea is i make tiny satellite factories for basic stuff (iron plates, iron rods, copper wire, concrete, RP, copper sheet, etc.)

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and ship em over to a central factory to make more complex stuff like modular frames, motors, smart plating, etc

mossy ibex
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I think I have 1 constructor of plates for personal use with an industrial storage, I've never had a proble m

mossy ibex
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I tend to ship stuff at the complexity level of, say, motors or heavy modular frames and up

earnest trench
earnest trench
mossy ibex
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well basically, with stuff like plates, the setup is so simple that it's not really worth shipping stuff. It's totally worth blueprinting a self contained factory though, like I have several BPs that take 120 iron ore and output plate, rods, or screws depending on the BP

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so I can just plop the manifold down on site, and move to the more complex stuff

#

my one issue with that is that I like to build pretty and those manifold are not pretty, so I end up doing it from scratch pretty often, haha

earnest trench
#

do we both have different ideas of what manifolds are?

#

cuz to me, its just setting up constructors like a series of resistors

mossy ibex
#

when I say it I mean you feed the ingredients in on one belt and put a splitter in front of every input it needs to go into, instead of trying to split it into the correct ratios

unborn dome
mossy ibex
#

oh, sure, Long Live Logistics Floors, but I go way harder than that. Each factory has a kind of aesthetic theme and different colors, and the layouts of the machines are often driven almost purely by aesthetics

#

like I have a factory with like 12 refineries but instead of a simple manifold I put them into a 3 layer tower that water falls the products down into the lobby of the building before merging them and sending them off

#

I will never do that again, there's no BP for it, and it's too big to BP anyway

earnest trench
#

how do i make myself some good, expandable, general use case blueprints?

mossy ibex
#

well, I mean I just have a splitter input that feeds smelters -> constructors -> mergers, with a single output. Some are a little tricky to fit in mk1 BP designer, but I managed

earnest trench
#

ic

mossy ibex
#

I chose 120 as my default input, you can go higher by overclocking or shoving more machines in or whatever, but with 120 I can just slap multiple down if I need to

lone igloo
#

Got a question, this is theory numbers just for this purpose. If I need lets say 600 of an item into 1 factory and I have factory producing 600 of that said item, but the item is being made across the world and I want to train that distance. The train will never keep up to deliver 600 of the said item? Would I have to over make the said item to keep up?

unique cypress
#

why do so many people think that?

lone igloo
#

no I dont think that

#

its travel distance I might need to make up for?

unique cypress
#

train has a transfer cap. like belts

#

if you shove 600/min into a mk4 belt, of course only 480 will make it to the other side

#

same with a train. if it's capable of transporting 600, it will

unborn dome
#

And if not, add more trains or more traincars, as I'm learning

lone igloo
#

I understand that. But if train has to travel idk 4 minutes meaning I would have to make sure the 4 minutes worth of produced items can be then transported to the destination right? Add more cargo to the train?

unique cypress
#

with industrial containers on both sides

lone igloo
#

ofc buffer it, if you dont buffer then wtf is point of a train.

unique cypress
#

you need them for max throughput anyway

lone igloo
#

with mk5 belts I can load train at 780 items p/m x2 with industrial buffers

unique cypress
crimson plover
#

And then the containers will allow the train to offload faster than the factory uses the items

#

If you have throughput issues add more cars to the train or add more trains to the route

outer drift
#

so i've got myself a bit of a tricky puzzle. wondering if anyone has suggestions for how to handle this best.

I've got a 7 story building of refineries meant for steamed copper sheets.

each floor has 22 refineries, but 2 on each floor are underclocked to 50% (so 21x refineries per floor, but I like symmetry.

each floor's refineries have 2 rows for inputs, and then merge in the middle for output.

I've got 4 belts of copper ingots load balanced coming in @ 825 / minute. (3300/m total)

I'm trying to figure out how to properly feed all the manifolds because the numbers aren't clean.
The factory wants 3300 items, but each floor needs 472.5 ingots. (each row wants 236.25 ingots)

#screenshots message

wind spade
wind spade
#

they said they did use it tho?

crimson plover
#

Yeah do you have smart splitters unlocked cause they're gonna be really helpful

outer drift
#

the 4 belts are balanced cuz i had a 4x4 balancer blueprint on hand

#

i do have smart splitters

wind spade
#

(or the other way around - make sure the manifold needs the amount you have on the belt)

unique cypress
outer drift
unique cypress
#

you have 7 floors, no?

outer drift
#

correct. I just dont have a blueprint for 7 balancers.
I hate working out the logic for balancers so i generally just download a blueprint if i can lmao

unique cypress
#

as long as you're fine with clipping

outer drift
#

yeah i dont mind

crimson plover
#

Personally I wouldn't bother with a load balancer and just use smart splitters to overflow to the next row then the next floor until everything gets the items it need

outer drift
#

yeah, see, i was gonna do that, but the math makes that a pain in the ass. like it's not that it's impossible, it's just that each belt line can feed 3.492063 manifolds

#

not quite 3.5

#

makes the overflow logic quite challenging

unique cypress
#

that's why I hate overflow setups

#

a balancer always uses the same logic

#

and it always works, no matter the numbers

crimson plover
outer drift
#

i dont like balancing per machine, but i like balancing per manifold

crimson plover
#

Overflows are better if you don't mind it being slightly inefficient

outer drift
#

per machine is way too intensive for me

unique cypress
crimson plover
#

But if you absolutely need it to be exact balancers are the way to go

unborn dome
#

Only time I'm planning on balancing per machine is nuclear fuel rods and waste, to prevent excess radiation from stacks piling up

wind spade
outer drift
#

i wanted it to be preeeeettyyyyyyyy

wind spade
#

you can do that as well

outer drift
#

nuh-uh

wind spade
#

?

outer drift
#

im just being childish lmao

minor orchid
#

Rough layout of the mega factory, will 100% end up multi-floor, going up in complexity, maybe even ill make it so the train stations are under factory floors, could look cool af

wind spade
#

rules forbid sharing BP files

unique cypress
mossy ibex
#

wait, I didn't know the rule about save files, why is that a rule?

wind spade
wind spade
outer drift
#

not if you're a super 1337 h4x0r like me

#

i have windows anti virus

winter iris
outer drift
#

i was in the middle of trying to figure out what to do when a kind soul gave me a balancer that solved my problem for me lol

winter iris
#

hell yeah nice

crimson moat
#

We might finally get a fix for the manifold fluid flow issues soon

eternalUnity found a calculation error which results in two of the four connection points of a junction being calculated at the wrong height. In two of the four orientations this means that side connections are calculated as being above the junction, which often prevents flow from exiting them, stalling everything up and downstream.

In scenarios where they should have 99% of full flow they actually drop completely to zero flow for the tick because of the height calculation error.

I'm basically certain that this is a mistake.

I'm also basically certain that junctions are intended to act the same no matter which way they are rotated, as the connection points themselves don't graphically move and there is no direct indication of orientation (like Signs have an arrow pointing "up" - junctions do not!)

mossy ibex
#

yeah but as they noted, now it's a legacy issue in which a lot of setups rely on that buggy behavior

#

I'm pretty surprised about it actually, ike CSS is so good in so many ways, but they let weird shit like that sneak through unfixed

#

the whole pipe system vibes like an intern cowboy coded it in a few days as a prototype and they just never revisited

crimson moat
mossy ibex
#

vip junctions would stop working I think

crimson moat
#

Junctions, especially pipe systems with multiple junctions or junctions in certain orientations, don't work now. Manifolds being the most obviously broken case.

#

is it honestly worth it to break something absolutely critical like a junction or a manifold in order to make a VIP junction work without having a "VIP junction" part

mossy ibex
#

I mean, I'm on team "fix this shit" for sure, but I'm saying we should temper expecations

crimson moat
#

almost nobody used/uses those, those who did basically understood it was functioning on some voodoo magic bug, and now we finally know what that bug IS and that it's the same bug that's breaking 90% of the other pipe stuff. The most common issue report from new players, the most common thing argued about in the community.

mossy ibex
#

you may have seen me in the past few days wishing they would just throw out the current implementation and just simplify it a lot

crimson moat
#

I think that what they have is quite simple and works very well honestly. It just doesn't work when a junction calculates itself as having three top exits. There are basically no pipe problems that can't be traced back to this foundational error, and it completely explains why all of the good pipe building practices work around the error.

unique cypress
#

(i.e. not actually horizontal?)

crimson moat
#

Yeah, they flow as if they have vertical exits ABOVE the junction, i.e. the junction must be at 100% capacity for any flow to happen. If it's at 99.9%, the water doesn't "reach" the "top exit" (actually side exit) and doesn't flow at all.

In reality, and within the model expectations, a 90% full junction with 600 pipes should be able to flow around 540 out of the side exit.

mossy ibex
#

the main point of that post is that it's fucked horizontally if you don't orient the junction right

unique cypress
unborn dome
#

I'd guess the junction thing is also the reason my pipe manifolds also have weird fill issues that require me to put a pump right before the manifold, just to ensure the junctions are always full.

unique cypress
#

so maybe that's why my recently made AC BPs don't work like they should, but my old BPs work fine

#

the fucking junctions are probably rotated 90*

crimson moat
#

yeah exactly

#

it's a very simple/small but severe bug which kind of breaks everything unless you do far more complicated workarounds to a problem that you almost certainly don't know exists or fully understand

crimson moat
unborn dome
#

Because my refinery and blender manifold BPs all feed pipes down into the inputs from vertical junctions

crimson moat
#

There's another bug if you have multiple valves in series, but it's not nearly as severe. To work around that one you need to go valve pump instead of valve valve.

unique cypress
#

nope I still do not fucking get it

#

the junctions are in the same orientation

#

but in my old design, the machines fill one by one

#

and in my new AC design, for some reason, the last machine fills before the second one from the end does

crimson moat
#

AC?

unique cypress
#

auto-connect

#

actually, how old is this bug?

crimson moat
#

possibly junction-old

unique cypress
#

I have no clue then

#

cause I'm 100% sure I placed junctions in the exact same way at least since U6

#

and despite being in the same location, same orientation, just auto-connected, the refineries work differently than they used to

crimson moat
unique cypress
#

and the BP places groups of 4

#

so the last 3 are connected with 1 pipe junction to junction

crimson moat
#

very likely down to weirdness with the pipe length still

#

try deleting pipes between bp's and replacing

#

having an autoconnecting pipe between junctions is a really bad idea, especially if the other between-junction connections at the other sides aren't identical and level. It's too easy to change the flow priorities.

#

i have not had any issues using them to run pipes, like pipe to pipe, but they do affect the flow in small ways (not neccesarily bad, just different)

silent shoal
#

My first big project.
I need a lot of water and non-standard numbers...
Is there an easy way to do this or just adjust the amount with an underclock for Water Extractor

wind spade
#

usually underclocking is a good way to do stuff like this

wind spade
unique cypress
silent shoal
wind spade
unique cypress
#

I just build whatever the calculator says, rounded up

wind spade
#

that is still building more

unique cypress
#

36 is not more machines than 35.8

silent shoal
# wind spade well, you can also overclock

The calculation I did is with 250% in all...
And multiplying them creates strange numbers...
I didn't know about this until now...
Luckily I haven't connected pipes yet

silent shoal
unique cypress
#

yes

#

underclocking only gives a very minor power efficiency bonus

#

it's a waste of time imo

silent shoal
wind spade
unique cypress
crimson moat
wind spade
#

depends how you build ๐Ÿคท

unborn dome
#

How do people typically do the sulfuric acid for nuclear fuel? Build the plant near a sulfur node? Ship the raw sulfur? Ship the liquid?

#

Guessing not the former, since building the nuclear fuel plant near a nitrogen node seems to make a lot more sense

unique cypress
#

depends

silent shoal
unique cypress
#

I usually ship everything because building the reactors over water makes most sense

#

but ig you can build the reactors and rod production in different places

unborn dome
#

I'm planning on shipping the fuel to the reactors themselves by drone and bring the waste back, so that part isn't a concern. It's mainly just getting the nitric and sulfuric in the same place and the map (I assume intentionally) makes this difficult.

#

The abyss cliffs south of the swamp have sulfur/nitrogen/iron ore, but no water. Other places that have sulfur and water have no nitrogen, etc

unique cypress
#

iirc the swamp and titan forest have (almost?) everything you need for a nuke plant

#

bottom of the waterfall for the reactors, top for the rod production

unborn dome
#

The swamp and titan forest have neither sulfur nor nitrogen in them, aside from an impure sulfur that might be in the dune desert, unsure where the border is.

unique cypress
#

there's a sulfur node in there for sure, and nitrogen is just south

unborn dome
crimson moat
# silent shoal I just created groups of Water Extractor... Each group will deliver exactly the ...

You can't push 3011 water through less than 6 pipes due to pipe bottleneck.

That being the case, you need 6 pipes going from water to destination anyway, and if you ever connect them then you should do it as late as possible. There's no benefit to connecting 6 pipes into a pool of 3600 water and then splitting that back out into 6x600 to move it a kilometer afterwards, but there are likely harms.

unique cypress
#

and youv'e got 900 uranium relatively nearby

unborn dome
#

So I'm thinking maybe build the fuel in the abyss cliffs (since the nitric acid is self-sustaining once you add some initial water to get it started), but still have to ship in sulfuric acid (or a lot of water) by train from someplace else...

silent shoal
crimson moat
silent shoal
crimson moat
unborn dome
whole relic
#

Does anyone know how I can split 1950 polymer onto mk 4 belts being fed from refineries idk how

solid locust
#

Hi!

I'm racking my brain off how to distribute inputs, so im trying to get output of 25 modular frame I made a blueprint for it which produces 5 modular frame. Each blueprint for it takes 120 iron ingot as input and as I said I needed 25 modular frame so 120 * 5 = 600. I have 2 smelters blueprint which produces 300 iron ingot so the output of the smelter is the same as the input i need for all the machines. Can I just treat it as a manifold? I only have mk 4 conveyor belt and have not unlocked smartsplitting yet soo idk.

#

I've been trying to balance the input for each blueprint but can't seem to get it right

vapid gorge
#

clocking is the most powerful logistics tool you have. dont forget about it

solid locust
#

fair, I've invested in the layout quite a bit and the space is just correct for my current setup that is why I was contemplating on separating each smelter output to 120

vapid gorge
#

generally clocking machines into the groups you need for the next step, and so on, will be the most convenient answer for you ๐Ÿ™‚

solid locust
#

aight will do just that, thanks cup

icy pagoda
#

Hey guys im on vacation but i watched a video from i am kibitz and saw him saying about pipes and how they work i dont know how they really work so can anyone explain. I dont understand the limits of them and that stuff

vapid gorge
#

that's not a short question.

they have headlift
so you need pumps to raise them

they are bidirectional so you can have back flow if you pipe things wrong

liquids prefer to flow down due to gravity

#

unless you have a specific question?

hoary oar
brisk smelt
sage belfry
#

Any suggestions on how load-balancing a many input lines would be made non-lethal with ratios like this? Tried tweaking the clock, the numbers are integers at multiples of 3 but there's no way to get an even input on screws that doesn't make it a nightmare

#

Do I just do a line of 3, and underclock the last one to take the leftover screws? rather than trying to merge in another line a keep the manifold going, which would start getting wild with smart splitters i would think

vapid gorge
#

none of this is helpful

#

for the screws the easiest thing to do would be direct feed from 1 constructor with steel screws

#

or do you just mean the difference in clocking? if so , clock them to the same rate

knotty hornet
#

You can type formulas into that clock text field too.

#

Are you just trying to consume a full mk4 belt of screws?

sage belfry
#

i have already sitting waiting to be run in:
21,600 screws/min on 18x1200 belts
2400 copper sheets/min (maybe a little extra) on 2x1200 belts

wanting to produce at least:
1190 rotors/min

vapid gorge
#

ok? that still doesn't change the fact that you probably just want to evenly distribute the clocking

sage belfry
#

i literally just gave you the numbers you asked for lol

knotty hornet
#

Exactly how many machines making these rotors?

vapid gorge
#

ok but it seemed like the real issue was the difference in clocking?

sage belfry
#

if it doesn't, then i won't do that

knotty hornet
#

No, they should be evenly clocked as much as possible

vapid gorge
#

how many machines total do you want to use to produce the rotors?

sage belfry
#

should my answer not be as few as possible?

knotty hornet
#

Doesn't really matter if you have weird decimal rates either. As long as the belt into the machine is faster than that, it'll work

vapid gorge
#

no, with load balancing it should reflect how yo uwant to load balance.

#

often whatever makes it convenient.

#

so just in general, how many machines do you need at 100% to do this? and we can go from there

sage belfry
#

i don't know the answer to that then

vapid gorge
#

once we know that we can play with numbers better

knotty hornet
#

So without overcloking, that require 106 machines

sage belfry
#

yes, that

crimson moat
# sage belfry i have already sitting waiting to be run in: 21,600 screws/min on 18x1200 belts ...

you've already made the mistake since you built and merged the screws into lines of 1200/min.

You "should" make a group of constructors which takes X resource and outputs 487.5 screws per min onto a belt, then plug that belt in.

You can do that with a few machines right next to that particular assembler so that the belt is only a few meters long, too.

Pre-merging and then re-splitting all of the resources is a poor and difficult approach. It saves a tiny bit of trouble in one area but creates a lot more, especially when dealing with awkward ratios or items or production lines which can fill a belt.

knotty hornet
vapid gorge
# sage belfry yes, that

ok 106 machines
as you've already made the belts we can probably try starting off with 9 belts of screws and 1 belt of sheets for 2 distinct groups right?

#

so lets say 53 machines in each group

#

That's a minimum of 21.2 machines at 250% clocking

#

so you could do something like 27 machines in each group, evenly clocked

#

that way each belt of screws feeds 3 machines

#

and you only need to split the sheets in three belts 3x

#

that might be the simplest layout?

#

working with what you already have

#

and to figure out the clocking, 53 machiens is 5300% clockign total

so 5300/27 = X%

sage belfry
vapid gorge
sage belfry
#

oh i see

vapid gorge
#

because 21.2 is the minimum I know anything more is possible

vapid gorge
# sage belfry oh i see

breaking things down into more manageble groups is probably your best bet in load balancing.

but I highly recommend if you want to keep LBing you plan multiple steps teogether in advanc

#

it'll make your life 1 trillion % easier

sage belfry
# vapid gorge breaking things down into more manageble groups is probably your best bet in loa...

i am not good at doing this. at all. and what i've been doing at this factory is the opposite, mass producing all the ingots i'm going to need for the entire layout, and beling them to the modules that need them, and so on. until now, balancing has actually been exceedingly easy, adjusting clock rates to make the I/O line up with good numbers has been fine for every item until this one. but hindsight is blah blah and all that.

vapid gorge
#

low tier load balancing can be pretty simple yea, but if youre plan is to do many steps of loadbalancing all together? it'll get more and more complicated

#

for example , if you wanted to do a chain of processes from raw material to super computers? that would be a time and you'd definitely want to plan al lteh groups together

sage belfry
#

so why is evenly spreading the clock rate better than having a 250%,250%,120%

vapid gorge
#

because it's much simpler to load balance a system where every consumer uses the same amount

#

unless you happen to get some very convienient numbers falling into your lap it can quickly become a giant mess splitting off 43.567 parts per min from a group

#

so things that make it easier

  1. evenly consuming machines
  2. fed in multiples of 2 and 3 (as it's easy to split belts into 2s and 3s)
#

there are layouts available to do 1 to 5 for example too, and if you like the look of belts feeding back on each other and all that , yeah go for it. But it does get more complex

sage belfry
#

interesting. i would think having the last consumer just taking in whatever the first X don't consume to be just as easy, no? where the first X are at the same clock until there's a split where there's just not enough to feed a full X. but idk anything so i defer

vapid gorge
sage belfry
#

right

vapid gorge
#

which is also fine.
like as long as you have enough throughput, the system will work
but if you're not evenly feeding things it'll be a manifold (overflow manifold) , instead of a load balancer

sage belfry
#

i'm sure i'll butcher the construction one way or another

vapid gorge
#

nah you'll be fine. This is a really easy one

#

9 belts ,each split to three machine

1 belt of sheets split into 3, 3 and 3 again

#

almost the simplest load balancing you can do really.

vapid gorge
#

next time you want to do a load balancing system, make a whole plan in satisfactory tools and ask. You can make it really simple if you plan the whole thing out ๐Ÿ™‚

sage belfry
#

I made the tools plan, https://www.satisfactorytools.com/1.0/production?share=EPOXEPkOVojaC07uxWEZ. and then made a draw.io page to smooth it out and make the arrows better. But I didnโ€™t do the apparently necessary next step of partitioning each item into separate end to end sequences

vapid gorge
#

was there a reason you wanted so many spare cables and sheets and things?

knotty hornet
#

In addition to everything cobalt said

sage belfry
vapid gorge
#

make your life easier

#

and probably break up the main output items like motors and automated wiring into their own factories too

#

this makes life easier even if you're not load balancing

sage belfry
#

i see

#

hmmmmmmmmmmmmm

vapid gorge
#

you don't have to split it up, but it will make life a lot easier. It really just depends on your goals ๐Ÿ™‚

sage belfry
#

my goals == big number, automate (mostly) everything

vapid gorge
#

then just break it up into more manageble sections. Still big numbers ๐Ÿ™‚

fallow siren
#

save yourself some pain by separating big section into each own factory

#

especially when you're building a huge factory, for example like nuclear plant

visual yarrow
#

why did I overbuild automated portable miners

#

i've probably produced more than i'll ever use in the time it's taken to question my decision

silent shoal
#

I need 1476.68 oil, how would you transport it? In 3 pipes MK2 or rail?

vapid gorge
#

the terrain there is pretty bad for rail

fallow siren
#

my rule of thumb is to just do belt/pipe highway if the length is under 1km

#

more than that use train/drones

wind spade
#

Process at oil

vapid gorge
#

in this example for aluminium waste water, fresh water is coming down the blue line, and the waste water is coming in in red @gritty hazel

#

do the same thing with the dark matter residue

silent shoal
vapid gorge
silent shoal
wind spade
gritty hazel
wind spade
#

if it's circular, you only have to feed it from the start

#

but tbh I wouldn't trust SCIM with loops and byproducts

vapid gorge
wind spade
#

there doesn't seem to be any fresh

vapid gorge
#

and don't use SCIM tools '

wind spade
#

(again, if SCIM didn't mess it up)

gritty hazel
#

What is SCIM tools?

silent shoal
vapid gorge
wind spade
vapid gorge
#

both the uranium and plutonium amounts

#

you can probably grab those numbers from the old plan

random cloud
#

my gpu is gtx 3060 and its overheating every time that i play. Vsync is off. anyone?

visual yarrow
#

sorry I cannot offer any actual advice, only stupid jokes

wind spade
#

why is vsync off?

#

enabling vsync will probably reduce the stress on GPU

still blade
#

so im working on a spreadsheet rn for modular frames, and i know that everyone suggests running from a target ppm back to resources, but im in the early game and would prefer to just make as many as my resources would allow.

how do i calculate the amount of rods and plates i can make from my supply, if the division isn't 50/50? i want it to be self updating, so that i can input the amount of iron and the split will update too

vapid gorge
still blade
#

how do i translate it to a spreasheet though?

vapid gorge
#

Type in the results?

still blade
#

like whats the math for the split

wind spade
wind spade
still blade
wind spade
#

Depends which buildables you build and how often

unique cypress
brisk smelt
wind spade
brisk smelt
unique cypress
brisk smelt
#

there is a difference

#

vsync adds input lag for no reason

#

if youre worried about thermal output in a hot room lower the wattage of the gpu, dont limit the frames

#

or something..

spiral hornet
#

is there a difference in power consumption using power shards? So if i place down 2 machines without power shards and 1 machine with 2 would it be the same in every way?

vapid gorge
#

but if you fully over clock a whole system, the overall power increase is only 33%

#

that's everything at 250% clocking

spiral hornet
#

so if i want to refine 600 crude oil to make fuel. I can make it with 10 machine non overclocked and 5 machine overclocked and would reach the same result

vapid gorge
spiral hornet
#

every refinery 200%

#

2 power shards

vapid gorge
#

oh result you mean itme output.

#

yes

200% clocking means it consumes 200% items and outputs 200% items

#

honestly power is so easy to come by you're really only limited by shards early on

#

the extra power cost is trivial

spiral hornet
vapid gorge
spiral hornet
#

i have 16 but with this fuel power plant i can make 3000MW so i wont bother with coal anymore

vapid gorge
#

eh, I put off fuel until I can do diluted fuel

#

you'll want more like 7,000 to keep you going.

#

3,000 won't get you far.

unique cypress
spiral hornet
#

I redid the math and its producing 6k MW power and using 500 for refining. 5.5k MW is a considerable upgrade from my current 1.2k lol

#

sinking polymer resin into the awesome sink kinda feels like cheating tho

fallow siren
#

why do you think its cheating

#

its a whole reason why awesome sink exist

unique cypress
spiral hornet
vapid gorge
unique cypress
#

Or are on Vulcanus or in space and can just trash anything

unique cypress
bright turret
#

Hi y'all, new player with a question here. If I have a miner sitting on a node of Pure ore outputing 120 a minute, but I only have the mk.1 belts that transport 60 per min, is there any way to get the full output? I thought about splitting it between 2 belts but I wouldnt the splitter slow it down?

vapid gorge
#

for most of the game your mining output will be belt limited

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until you're at the end of hte tech tier

bright turret
#

Ok thank you, sorry for the stupid question, trying to be more efficient this time around xD

unique cypress
silent shoal
#

Is there a way to update satisfactorytools when using OC so that I get the relevant number of machines?

unique cypress
vapid gorge
minor orchid
#

i need 1100 oil into:
260 packaged turbofuel
1080 plastic
1085 rubber
765 petroleum cok
125 fuel
and then i need to ship it out to the main building and petroleum cok to aluminium plant

#

and i need to ship in 130 sulfur

#

holy moly

vapid gorge
#

Fresh water is blue , waste is red

#

it's simple, just needs clocking, and is foolproof. As much as pipes can be anyway

#

plus it works with the nuclear chain waste products as well as the dark matter residue later on

pale heron
#

I have no idea what any of these are but isolating systems definitely makes it simpler regardless. Personally I'll probably never combine products just because I like using the proper ISO colors on my pipes and feed water would not be color the same as the exhaust water (until it's cooled back down.)

vapid gorge
#

waste and fresh never connect

#

it's just a normal system, w/o them merging

pale heron
#

I don't even have oil yet I just overengineered my coal water cutedoggo
I will have to experiment with these when I get to them
But I agree it's rational to just keep them separate even if it's not aesthetic

vapid gorge
#

I mean the only difference aesthetically is having a pipe and maybe a pump in that gap

#

a pump would do a better job than a valve

#

you can also look up VIP junctions but they are finicky and sometimes just don't work after being built

#

they also work off black magic

#

but are probably the most reliable direct feed option you have, because if they do work at the start they'll keep working

#

but they aren't an intended behaviour so you never know if any little change to pipes will kill all your VIPs some day

minor orchid
#

looks somewhat easy

pale heron
#

VIPs do look a bit evil, maybe even villainous.

vapid gorge
#

eh, I don't like them because they can jsut not work sometimes and I don't want even a small chance a pipe update could kill everything

#

it probably won't happen. But still.

#

anyway, the split method is really useful, just clock it as needed ๐Ÿ™‚ g'night!

brisk smelt
minor orchid
#

and fuel for fmf

silent shoal
#

I need help๐Ÿ’€
I have 60 refineries at 250% on the Pure Iron Ingot recipe.

Each machine consumes 50 water per minute.
Total 3000

And there are 2 more refineries with an output of 16.855.
Each consumes 5.186 water per minute

And according to the consumption shown, it comes out to 3,010.372 total and this is less than what is listed in my tools, apparently it comes out from rounding numbers etc... How can you be sure that it will be accurate?

hoary oar
#

the super easy soloution, if you have even just a tiny bit of iron ore spare at your location, is to just overproduce some ingots and sink them. this way you can get nice whole numbers.
if you don't want to do that tho, or can't. and you want perfect 100% efficiency, there isnt much else you can do other than calculating it manually and double and triple checking everything.
if you don't trust any number along your production chain to be 100% accurate you're gonna have to start with the end product and work your way back.

unique cypress
#

I would just round up and not care

#

Or hover over the node in tools, it'll give you more decimal places

#

Remember that in-game clock speed only has 4 decimal places and any number that doesn't fit within those 4 won't be perfectly accurate anyway

brisk smelt
#

generally you actually do want to oversupply water as well

hoary oar
#

the real soloution tho, to be honest. is to design factories better.
even if you end up building all of it in the same location, try splitting each line up, adjust the numbers to that they are whole numbers wherever possible, and if that means making 15 motors instead of the 14.666 that you actually need, then so be it.

brisk smelt
#

there's nothing wrong with this factory design

#

the end products are even

hoary oar
#

but if you split it up in to smaller stages, you could overproduce a tiny amount here or there, send it in to a sink or depot and not have to deal with the headache of needing the 4 digits after the dot to be exactly perfect.

crimson helm
#

would this work to balance pipes?

brisk smelt
#

yeah so you just do max 1200 out of nodes and round up everything

#

the math will work out

#

you just need to oversupply the first node

unique cypress
wind spade
wind spade
crimson helm
#

ok thanks

brisk smelt
#

just simplify it

unique cypress
hoary oar
#

i like the peace of mind of having all my machines working at a perfect 100%, so no self throttling
but yeah, save yourself the headache of needing to deal with integers wherever possible by eliminating them in the design process

silent shoal
unique cypress
#

FactorioLab can also show fractions

#

Regardless of how complicated a factory is, every number can be represented exactly

#

It just might be something dumb like 32 + 4189/16709

#

Tools will show 32.251, because it rounds machine counts to 3 decimal places

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But the exact fraction can be calculated, and then you can get any number of decimal places you want

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For example 32.25070321383

wind spade
#

(exact = rounded up for purposes of clocking)

silent shoal
wind spade
#

in Tools should be relatively accurate value ๐Ÿค”

silent shoal
unique cypress
#

The "round up and let shit idle" method doesn't care about decimals lol

silent shoal
wind spade
#

all the other values are calculated from clock speed and rounded to 3 decimals

unique cypress
#

Either way, machines in game only have 4 digits in their clock speed fields. Unless your clock speed value has all 0s starting from the 5th decimal place, your machines will idle for 5 seconds every few hundred hours

wind spade
#

why 5 seconds? ๐Ÿค”

unique cypress
#

The numbers from Tools should be accurate enough that the few hundred will at worst become few dozen

unique cypress
silent shoal
unique cypress
#

Just use FactorioLab or Modeler if you want the exact value GDI tired_jace

silent shoal
wind spade
unique cypress
#

Tbf I only tested it with 2 different recipes, most likely in the same machine

wind spade
#

in Docs the delay number is listed at each machine, and last I checked (pre 1.0), it was different for some machines

#

would have to check when I'm at my pc

unique cypress
#

Didn't think it could differ by machine, only thought it could be a set fraction of cycle time

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But when 2 different recipes gave me 5s, I assumed it's gonna be the same for all

silent shoal
# unique cypress Just use FactorioLab or Modeler if you want the exact value GDI <:tired_jace:807...

Model your Satisfactory builds. Set up your machines however you like, adding optional limits to the number of any of those machines and the tool will calculate how the parts will flow and how many of each machine type are getting used.

This does advanced calculations that no other Satisfactory planning tool can do, including figuring out how sโ€ฆ

โ–ถ Play video
silent shoal
unique cypress
#

To get fractions, you just need to go into column settings

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But Modeler works just as well for this purpose so w/e

#

In modeler, to get the fraction, hover over the number

silent shoal
# unique cypress In modeler, to get the fraction, hover over the number

So now for example can I put this value into a water extractor? (10 121/325) (if there are another 10 by 250%...)
or
1202.5(3371/97500) which is actually 10+(121/325)

Wow, that's really disgusting.

If I enter the values โ€‹โ€‹into the game as an equation, won't I have efficiency problems?

#

Is there a way to copy what I have in tools to Modeler?
Or just do everything manually?

unique cypress
#

As long as you input correct ones, the clock speed will be as accurate as it can be

unique cypress
#

So yes, you have to transfer it manually

#

But you only need to transfer the recipes and the output, modeler can calculate things from there

still blade
#

what's the best crystal oscillator recipe? because i got the insulated recipe in the mam as an option, the one that takes rubber and AI limiters and idk if i should take it

unique cypress
#

Whichever one works better in your factory is the better one

still blade
#

fair enough.

should i also use the electrode circuit board recipe? it seems to be made from purely oil so it might be easier to make than default

silent shoal
unique cypress
unique cypress
minor orchid
#

@thick heart granted this is 4 end game items, but i think you can see just how complex it can get (each box is an item to produce)
but yeah its fun af

#

hope you have fun too!

thick heart
#

I'm excited :) Thanks for sharing

wet scarab
#

How come I never heard of this website before????

#

Literally a game changer for me who always builds for 100% efficiency

brisk urchin
wet scarab
#

Well before this one I couldn't find any online (or that didn't require to manually use Python ๐Ÿคฎ )

unique cypress
unique cypress
wet scarab
#

Don't think I remember asking don't I ?
Let people play however they want

silent shoal
wind spade
#

(and 100% efficiency is not at all related to balancers)

unique cypress
wind spade
#

they are ratio balancers

unique cypress
#

if not every input is connected to every output, it's not a balancer

inner gulch
wind spade
#

"ratio balancer" is a contraption that outputs materials in certain ratio

deft lichen
unique cypress
wind spade
#

same as a "bus" has nothing to do with a transport bus

unique cypress
wind spade
#

... which has nothing to do with a transport bus ๐Ÿคท

#

see how one word changes meaning? ๐Ÿ™‚

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even though the other stays same

knotty hornet
#

I think a key fact here is that "balance" alone doesn't imply that both ends are equal. A beam can still "balance" with uneven "weights" if the fulcrum is off-center.

#

So in a sense, ratio splitters are balancing, just for an off-center "fulcrum"

unique cypress
wind spade
#

except people here literally do ๐Ÿ˜„

unique cypress
#

or a specific ratio

#

it's to have overflow to/from any belt

#

just because you got equal outputs doesn't mean it's a balancer

knotty hornet
#

I feel you

unique cypress
#

it'd be a ratio balancer if you made a balancer with each output having different priorities

silent shoal
#

@unique cypress how do i save the Modeler plan?

unique cypress
#

but that calculator never makes those

unique cypress
unique cypress
unique cypress
silent shoal
unique cypress
#

it's usually because of oil processing

#

you didn't allow it to have excess resin/HOR, and the only way to make this plan work is to make 0 of everything

#

you may need to add a sink

#

or a priority merger/splitter somewhere

unique cypress
#

heavy oil residue

silent shoal
unique cypress
silent shoal
nova vortex
#

i have a power question

unique cypress
#

I always use priority splitters/mergers/splurgers when setting that up in modeler

nova vortex
#

i my max cons is 7,290 how much backup power should i have my production is between 6.8 and 7.3 MW

silent shoal
unique cypress
#

instead of sinks you connect them to whatever needs the plubber

#

just like i'd do it in game tbh

#

top input/output is the higher priority one fyi

silent shoal
whole relic
unique cypress
minor orchid
#

what is this shit

#

why do you feed yourself

unique cypress
minor orchid
hoary oar
#

by getting some oil

unique cypress
#

also, splitting it all into 2 or 3 smaller setups

minor orchid
unique cypress
hoary oar
#

but no, to be serious, you either jumpstart a system like this manually, or always build the plastic and rubber refineries in groups, in such a way that half of the output feeds the other one

minor orchid
#

fuck it blenders go floor 2

wind spade
#

Residual rubber kickstarts it

unique cypress
hoary oar
#

personally i don't like having the residual rubber do the jumpstarting, i just tend to keep that entirely seperate

minor orchid
#

18.5 refs for that :grief:

#

this is gonna be a pipe mess i can feel it

hoary oar
#

these setups can get pretty big
this is using 1800 oil for 4200 rubber and 1200 plastic
and the rubber/plastic refineries are overclocked by a bit to make numbers easier

#

but if you care about efficiency for oil, its so worth it

#

also i 100% recommend, especially for this, to keep the pipes as simple as possible
either you up your production a bit to get nice and round numbers, or you play around with the clockspeed on machines so you can group them up in to individual cells

unique cypress
hoary oar
#

on my setup for example im grouping the rubber/plastic refineries up in to groups of 10, while overclocking them to 133.333% so they consume 40 fuel each.
then i group 4 blenders making 100 fuel each together and let that feed a set of refineries

minor orchid
#

im ocing those refs i dont want a field of hundresd of them

hoary oar
wind spade
#

We still can't

#

That's same as typing 133.3333%

#

Still not a fraction

heavy gust
#

he has a physical addiction to it

minor orchid
#

damn this gonna be tallll

#

okay how the hell do i do this part

unique cypress
#

so I can properly use prio splitters/mergers

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and then only merge the outputs

minor orchid
#

where to find that?

#

so thats like what 15gw

#

oh its the plumbing manual

unique cypress
#

it's pinned here as well

crimson moat
#

he also used it wrong

cerulean stratus
#

isn't the only issue with alu production the water balance?

unique cypress
#

we all know the proper way is to use packaging and a prio merger kekw

cerulean stratus
#

and he's the one who made the plumbing manual

unique cypress
#

did he? didn't even know

cerulean stratus
#

rn I'm making 720 scrap and hauling it on a tractor to the copper

#

no idea what I'll end up making it all into, for now it's only some alclad sheets and casing

#

This playthrough I'm curious on how much I can do with tractors

cerulean stratus
#

I'm thinking on having a bunch of trucks connecting all my factories

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From top of the desert, to just below desert where the oil is, to northern forest, to rocky desert

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Funny thing is, I'm not even sharing anything rn

#

Like I have a route that is transporting some motors and smart plating

paper isle
cerulean stratus
#

And I'm planning on adding hmf later

#

gold coast is so op I have to limit myself to not use it every time

cerulean stratus
#

to be fair, I may have around 20 saves already

#

What I like about the tractors, is just how much throughput they have

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each tractor route is around 3 minutes rtt (I counted), and carries 25 stacks. On a 100 stack item the max throughput is 833

crimson moat
cerulean stratus
#

oh wait, you're mostly using it to send items on one direction, going back is a different set of items
so the throughput is double that, at 1667 items per minute

#

and you can use multiple stations and each has 2 belts. It's entirely possible to do more

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unidirectionally, 833 items per min

#

on stack size 100

cerulean stratus
cerulean stratus
#

so I guess around 40 coal per route

crimson moat
#

thinking it might be decent for moving coal at the start of p2

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since the payload is the fuel

unique cypress
#

it is better for mobility

cerulean stratus
#

yeah I agree with him

unique cypress
#

not for stability tho

cerulean stratus
#

It feels like it lasts as long, but gives a bigger boost

mossy ibex
#

these rails are curved at different z heights. Is this going to cause me problems?

unique cypress
cerulean stratus
#

you can use both if you want
I have 2 jetpacks normally, 1 for turbo, 1 for liquid

unique cypress
#

you need less than 0.5m of difference

cerulean stratus
#

or you can have 2 for liquid

crimson moat
#

ionized can keep you in the air for longest. It also has 5x the climbing power of LBF (and no, these haven't changed since launch at least)

mossy ibex
unique cypress
#

a locomotive is 6m tall, a rail is 0.5m

mossy ibex
#

so these should be opk since they overlap enough?

cerulean stratus
crimson moat
unique cypress
#

if the difference between rails is between 0.5 and 6m, path signals will let trains through, but they'll crash

mossy ibex
cerulean stratus
#

i thought normal speed was the medium option between biofuel and turbofuel

unique cypress
#

same with solid bio

#

both are shit

#

I only use LBF and ionized tbh

crimson moat
#

technically Fuel has 1 advantage because you can fully automate it, but realistically it's trivial to make unlimited liquid biofuel for the jetpack at the same time that fuel unlocks

solid biofuel also has a use because you can use it to jetpack in t1 if you get a jetpack hog spawn

mossy ibex
unique cypress
mossy ibex
#

fuh

unique cypress
mossy ibex
#

ok thanks

vapid gorge
cerulean stratus
#

Eh, I think you can definitely do it without trains

#

if you really hate people

unique cypress
#

nah, if I wasn't doing crazy endgame goals, I wouldn't be using trains at all

#

you can easily build everything near the nodes it needs

cerulean stratus
#

yeah that's exactly what I do

#

You end up building in the same nodes though, because there's only so many places that are optimal

#

northern forest, that place with coal in the desert
pretty much any oil field

unique cypress
cerulean stratus
#

oof, I got that at around 100 hours

#

It's a lot of ballistic warp drives

cerulean stratus
#

bottom right is always power
Golden Coast is superb for anything endgame
Desert is pretty good for hmf
Northern forest is so peak, honestly making the early game there feels like such a waste

#

Having 2 oil nodes there, even if impure, makes the whole northern forest just S++

#

Turbo heavy diamonds is such a hilarious recipe

unique cypress
#

I like it

#

oil diamonds if I want to use oil, turbo diamonds if I want to use coal

cerulean stratus
#

It feels like it expects you to have drones sending in turbofuel for fuel distribution

unique cypress
#

in 1.0, I put turbo diamonds in the blue crater

cerulean stratus
#

tbf, seeing how turbofuel can be a product of rocket fuel, it's not a bad idea

unique cypress
#

are you drunk or something lol
usually you're more... comprehensible
I think

cerulean stratus
#

what kind of factory layouts do you recommend?

unique cypress
#

catch sf_nobelisk

#

yeah, no, I have no clue what's going on lol

cerulean stratus
#

ah, so plan a certain amount for a factory and then build it

#

I legit never did that

#

actually, no. I do it some times, but I always leave space to build more

#

the issue starts when I need to build a LOT more than I anticipated

#

"Oh I'm building the steel here. I'm going to build some pipes and beams first, and then make some spelev parts"
And it all works well

#

Where I lose the plot is when I need to make 60 modular frames per minute for hmf and versatiles

#

the manifolds become way longer than my brain anticipated, even if my factory can definitely expand a lot more

crimson moat
#

it takes 50GW to mine everything, free to ship with belts, but i think on the magnitude of hundreds of GW to ship with trains (IDK, but it's a surprisingly big number at scale)

#

they can be fun but they're so big and they also use power and for that trouble you don't get much back

#

with the probable exception of an expandable highway with arbitrary start/end points, which is more flexible

unique cypress
crimson moat
crimson moat
#

so not quite as high as i feared

#

but enough that it can throw off a tight plan if you don't have >100GW budgeted for resource extraction and movement ๐Ÿ˜›

pulsar idol
#

how many oil refineries can used on a impure overlocked oil miner

#

cause i set up 3 and wanting to know if more than 3 is possible

fallow siren
#

place refinery, and then check the number

upbeat summit
#

Got some 3 hard drives, and just unlocked aluminium, any alt recipes to hunt for?

fallow glacier
#

If I dont have access to valves yet, this should work as a water tower right?

upbeat summit
#

๐Ÿ’€ man should've hunted for more

random creek
#

But if you want to prioritize, then pure amd sloppy

upbeat summit
#

Got 2 more of them, but I believe using those to unlock turbo fuel and that coke reciepe in mam is more imp

random creek
#

Combining them all together allows you to maximize the aluminum per bauxite used

#

Pure ingot allows you to remove silica to produce

#

And sloppy removes the silica byproduct

upbeat summit
#

I see

#

I mean isn't silica also kinda useful?, but that's extremely situational

random creek
#

In production? I guess it depends on what you making

#

But typically im not making silica products in my aluminum factory lol

upbeat summit
#

qs about turbofuel? currently i see that i could make it using fuel and coal

#

but that doesn't seem feasable, are there alt recepies to it? and what is the one that i should be looking for?

rich bison
#

this is my rocket fuel design (just remove that step) its the most efficient way to make it #screenshots (give me a sec)

#

fuck nvm i didnt save it

#

but yeah theres an alt recipe called turbo blend fuel, it simplifies the recipe down to sulfur and oil

#

and is more efficient

vapid gorge
upbeat summit
rich bison
# upbeat summit alr thanks

and on the whole fuel thing, diluted fuel is the way to go, and with that the heavy oil residue alt recipe

upbeat summit
#

yeah i'm already producing power using that, hor - packaged fuel - fuel

#

but i've been reading that turbofuel is a lot better so that is wy i was looking for it

rich bison
#

yeah turbo fuel is pretty good

#

then theres rocket fuel which is awesome

upbeat summit
#

need to hunt for sulfur now xD

rich bison
#

it has lots of sulfer, oil, nitrogen (and coal)

#

oil is actually the limiting resource if i remember right