#math-and-meta
1 messages Β· Page 334 of 1
Oh thats a big save
Yeaaaah.
I actually remember the exact place. Let me load it up in calc to make sure I have the right save.
Also, for clarification's sake, this is just the most recent/prominent example of something like this happening. I've had similar things happen in the past.
Alright, well, satisfactory calc is currently melting into slag.
I don't know how helpful this image is, but it's about as much as I can actually get right now, heh.
And it's specifically this spot in the spire coast. The foundation lined area was the "problem" area that I worked on. There's height changes and such after that point.
Okay. I respect you too much to subject you to attempting to load this save.
I'm also not noticing as many pumps as I remember, so I now don't quite trust my own memory of this specific build. Hrm.
Okay, that's enough inducing madness by attempting to view that save in satisfactory calc. How about I just tell you if and when I experience a similar situation?
All things considered, it was a solved problem. Only reason it became a thing is because I couldn't convince people that the issue I was having was solved in the way it was, and moreso that I couldn't stop trying to convince people. So as to not go back down that rabbit hole, I am going to leave it at that.
I have 3 belts of 270 coal and each coal gen takes 15 on 100% OC as well as 45 water per min
If I wanna overcook the gens so I only use 50 water per gen how much coal am I gone use as well per gen
I am outside rn so i wanna know so when I come home ik what to do straight away
if you want them to use 50 water, the clock speed will be 100*50/45 or 111.1111%. that means the coal consumption will be 15*50/45 or 16.666665
next big ish project..
Nice, love it. Awesome way to get a ton of both out of the same raw.
I finally got around to starting to build the power plant, the heavy oil residue refineries are placed. Now i've got to deal with checks notes 2,720 packaged water per minute. That... sure will be fun to belt. At least it's a 1:1 ratio with refineries
if you're doing diluted packaged fuel, I'd recommend building a blueprint with 1 refinery and two packagers, looping the belt and putting 20 canisters in a building, then just spam that blueprint as many times as you need π
why two packagers for one refinery? one for water and one to unpack the fuel?
1 to pack water, refinery to dilute, 1 to unpack fuel
Then the containers just loop through
...wouldn't it be easier to pipe the water to a separate bottling area and belt the water from there?
and point is to not centralise belts for the canisters, instead having a small loop with a few canisters
no, because then you have to have gigantic manifolds full of canisters and have a lot of them (but not too much to let it fill and stop)
interesting
ended up unable to fit two packagers with the refinery in a comfortable, tileable way in a bluprint, so im just doing the refinery + unpackaged fuel one and simply add the water packagers ahead of time
cursed extractor
is there any particular reason y'all aren't just using the blender diluted fuel recipe?
not unlocked?
i remember when blueprints first came out, there was a bug where you could put a water extractor in a blueprints and place them anywhere
only tier 6, no blender yet
and numbers wise its the same, just gotta add some packagers
i don't think anyone DOESN'T use it...
yeah. I just personally don't start doing diluted fuel until I have the blender recipe
well ofc abover tier 6 but yeah
well 2.4k MW aint cutting it so im making 34k
3600 rubber 3600 plastic π SCIM to the rescue
but my playstyle is also a bit nonstandard, since I tend to:
- use less power than most people
- loot more crash sites earlier than most people
- use more blender recipes that are strictly inferior to alternates solely because I like the blender than most people
- progress faster than most people because I play more than most people
i think i've said before how my 1.0 release save, I completely skipped on coal, fuel, and nuclear until after I had beaten phase 5?
i've skipped coal plenty of times before, fuel some times, but I wanted to see if I could do it this way. and I could.
Math wise, is it smart to do 5x 25 Nuclear Power Plant rows when im creating 25 Uranium Fuel rods /min. Shall I do less Power plants in a row, for example 10x 12,5 or isnt this a factor?
so there's two factors you need to take into consideration: how evenly the rods are split, and the throughput of the waste return belts
actually, no, one more factor: 25 uranium fuel rods/m is I think 125 nuclear plants
are you sure you want to do that
plants burn at 0.5/min, so i would say do rows of 10
I already have everything
let me rephrase
Its just about placing them now
if overclocked. 0.2/min at 100%
have you considered overclocking
it's not have you considered... it's please for the love of god please please overclock npp....
No, I havent unlocked automated shards yet
oh nvm then π
hey, so i need some help whit a 5 to 9 load balancing , i can't work it out the "design"
you do not need that many power shards
you don't need to tho?
Yeah, I dont want to farm the slugs xD
you'd only need 150 shards
you can jaunt around the spire coast for like twelve minutes and you'll be fine
How many reactors would I need then?
2.5x fewer
that's the beauty of it
so 50
you can decide for yourself
LCM is 45, so split 5 into 15 then into 45, then merge 5 inputs each for 9 outputs
whats the point π water extractors are the more annoying part, not the reactors
you still would need 2:1
suddenly you have a power of two. that means you can do an 8x8 grid of reactors, easily split the fuel rods to minimize ambient radiation
ah rigtig ty
How many power shards would I need?
of course if you don't care about ambient radiation then I guess it doesn't matter. but tbh I think it's worth going for nuclear plants that you can walk around in without consuming filters
128, for 64 at 195.3125%
the other thing I mentioned though, and this is more important, is the waste return belts.
so 12500% clockspeed worth of uranium fuel rods would produce I believe... 1250 uranium waste/m?
does LCM work? like LCM(4, 4) = 4 and splitting 4 into 4 and then merging into 4 doesn't make a balancer
I feel like you need to split into n*m
so actually first of all, you do have waste reprocessing planned, right?
Yes, its all already built
its n*m if the belts aren't balanced in the first place
gotcha.
but if you have 5 even inputs
well, you will need at least two belts given that the waste production is over 1,200/m
Its just about the placing of the Power Plants, cuz I was worried that a manifold wouldnt do its job
... the point of a balancer is that they aren't
Thats fine
it will take a pretty damn long time for a manifold to saturate all those nuclear plants. and they'll be very radioactive. that's something to consider
So I built 25 in a row, thats pretty damn much
put the water extractors on a switch and turn them off while the power plants fill with rods
it'll only take like 4 hours
if you keep the water on, it'll take literal days
that method will get you a giant red blob on the calculator lmao
this is how I set up nuclear plants on an old save of mine. i designed them to be placed above their water extractors, which eliminates the need to deal with routing water from outside the brick of reactors
yes it did use a pump, but it's a 200% clockspeed nuclear reactor so like. so the hell what
Yeah, Problem is that I dont have an plan for the sulfuric acid, because it goes into reprocessing to non fissle
usually, encased uranium cells are produced by recycling the sulfuric acid into itself
Since you canβt bp water extractors I have an unaligned mess underneath the reactors
i use this design personally
Actually smart, I thought about a 5x10 mk2 pipe wall
scim to the rescue once again
whats scim xD
i have a trick to keeping water extractors lined up, actually
nah, you can align them to foundations with junctions and the clipping notification
Itβs hidden and I donβt care
calculator map, ie cheat console
yeah, that's the trick. that's literally the trick.
i use all the time i've had enough with building haha
the amount of buildings you need to milk the map is just ridiculous i can't do it by hand
I use Satisfactory tools, but the map is useful tho
i only use the map these days to show people how ridiculously overbuilt my railways are
i don't even use it for sloops or harddrives anymore because i've practically memorized the locations, lol..
How many hours you got xD
i did use to use it for the sole purpose of teleporting myself home when I really, really didn't want to bother
keep inventory -> respawn is faster
dayum 3x more than me
nah. i have standards and pride. and also it causes bugs
just put yourself on a train to where you need to go, taske a break smh
come back in 5 minutes
well thats the thing
i have railways. i dont have trains or stations. (well, I have like two trains.
build one when you need to go somewhere then dism it
of course, in my current save, I have packaged ionized fuel so I just kinda. touhou in the direction I want to go.
I just realised another problem with 5x 25, Im reaching the border welp
yeah but I can't let it autopilot because I don't have stations that aren't being used, yknow?
when youre near the border, check whether the water is actual water
What else could it be? Is is bugged?
and if i'm going to be manually heading back, I think it might actually be faster with slide jumping and ionized fuel
just visual. not possible to swim in it or place extractors on it
but either way, teleporting myself home is something I did years ago. usually after using hypertube cannons (which I also don't use anymore)
oh I forgot. one time a doggo of mine fell out of the map and I edited the save to rescue him. it may have.. taken a few attempts to find a safe z level
it may also have been way more hilarious than it should have been when the z level was unsafe, given that I loaded the game facing the exact location I was bringing him to
in other news, I have found a new hobby: trapping wild doggos on extremely uncomfortable elevator rides.
is it possible to get a lift-placed conveyor splitter than inputs horizontally and splits both up and down? I get the impression that no, there isn't, but if i'm mistaken, i'm curious as to the method of doing this
also for clarification, any methods I would be interested in must not take 15+ minutes to achieve, require mods, or ritual sacrifices
only mods
ah well. thanks for sharing.
on a completely different note... how do people feel about the project part alternate recipes, these days? historically, i've always considered them very underwhelming, but i've been trying to do new things I don't normally do on this save, and I was curious (if highly doubtful) if the general perception of them has improved
some are worth it
some are not
hmm. probably the same ones I remember, then
huh. there's actually only just the three. for some reason I thought there were more.
...yeah, it's just really hard to justify swapping from assemblers for manufacturers
oh.... fuck me
cough silica cough
i don't think i can afford to use quartz
blueprint β¨
im doing no SAM
what is the correlation between sam and quartz? other than coloration
all of the quartz is being used elsewhere
does anyone know a good plan to turn a very intermittent 375 copper ingot belt into something more smooth?
use quartz for diamonds later save them. and he dont wanna use sam for quartz later
i have to ask what you're using all that quartz for without aluminum
but... many of those things need aluminum
2083.33 but yeah
50.4 is all uranium
or wait, maybe I shouldnt have assumed that pure aluminum was the result of all your bauxite
dam
did you not turn on all recipes in Tools?
weighted resource usage algo never considers sillica based recipes for aluminum
also, if you use all bauxite on this, you won't be able to make ficsonium
can't do ficsonium without sam though
it uses distilled silica tho
and it does use default alu ingots if you run out of bauxite
or if you force it
there's also ficsite
you need a ton of SAM for that as well
even more if you don't have alu left
i assumed all sam was being saved for ficsite
yeah
probably gonna do iron... limit is 70k on the map or something
seems the one to make the most sense
that's gonna cost double the SAM tho
there's 92100 iron
i disabled SAM usage anywhere else it'll be fine
3 inpure and 2 normal
? theres always been
OH, right
nope. there used to be 1800
because that one node became impure when the fifth was added
asking again (yes i know i asked like 5 minutes ago but i really really need this), does anyone know a good way to smooth out an irregular output? i have 10 refineries making copper ingots and the belt monitor graph looks like a heart attack
lower belts?
why do you need it to be smooth?
so i've been considering this myself
lower mark belt, split into multiples and re-merge
autism with a pinch of ocd
but I do have questions.
thats why
you do have a point-
number one, are your refineries all at the same clock speed
This problem is entirely caused by the fact that they added the monitors in 1.1
and if so, what is it
ALL per min values are average values
so you're saying have a belt get split in 2 mk3 belts and remerge?
the issue is that you can't adjust the interval it tracks
yeah all 100%, 150 ore in 375 ingot out
split into belts all of which are at their maximum throughput so theres no gaps
If you're making 0.2 fuel rods per min and moving them on a mk6 belt, there's a brief moment when you're making 1200/min and a long period when you're making 0/min
to get an accurate reading you want recipe times that align with the minute it tracks
for example on a mk6 belt you have 540, split into 2x mk3 and merge the 2 mk3's
for non-multiples it's a giant headache
hmm what about a smart splitter putting 270 on an mk3 and the rest on an mk2?
mmhmm, 375 is a bit of an awkward one for this
use loopback
tried, caused a backlog for some reason
it's all about belt tempo. my favorite subject
prolly cause you did it wrong π
likely
okay, what if.. you split the output belts in a way that you had several belts with more consistent readings
build a 480 -> 375+105 splitter, then loop back the 105 with a prio merger
Y'all know if there's any way to severely reduce the SAM ore required for producing ficsonium? I've set up 360 plutonium reactors with a 100% efficiency supply expecting I could turn all the waste into ficsonium, but from my calculations I would need a whopping 30K SAM per minute to make it workπ
nope. thank the devs for making it so shit
then ran them against a wall, and then put a sign with a giant + between each logistics display
ugh for the fifteenth time:
ficsonium is not supposed to let you fully utilize all plutonium
it is designed to let you make small completely waste-free nuclear setups
why not tho?
game balance
I wouldn't mind the supply being a net neutral as it is, but the fact that it's resource restricted makes zero sense to me
Like
ok so what youre saying is, prio merger with priority from the back, which goes into a smart splitter sending 270 off to a mk3 and the rest back into the prio?
or, put it another way:
it's supposed to be an alternative for a different playstyle
They implemented it to get rid of ppl just sinking plutonium rods
I did not say any of this
i clearly misunderstood
for people who don't want to make hundreds of nuclear plants
except you can still sink them and it's both easier and cheaper
And I'm exchange they showed us they didn't run the math of that physcotic recipe and ppl still sink plutonium rods
but in order for ficsonium to be balanced on the small scale it's intended for, it can't be viable on a large scale
Hell nah I'm doing that after setting up 360 reactors
I'd rather download a mod that lets me sink plutonium waste
interesting. my usual response after setting up 12 reactors is "yeah, no, i'm sinking the plutonium rods, no more reactors"
why do people keep saying "it's intended for this" or "it's intended for that". if it was intended for any of this, y'all would agree on what it's intended for
Stupid problems requires stupid solutions
because other people are wrong and stupid, and I am correct
it's very simple
and so I spent a month making mod to make it better kekw
okay on a serious note: i'm only speculating based on how the game has historically been balanced
I keep saying the same thing and haven't changed that yet π€·
I have no clue what it's intended for, because the devs didn't say shit and I see no practical use for it
changed recipe or just for sinking?
added a bunch of alts
it's still not as bad as alien power matrices.
can you hmu with a link? i'll be looking at options later tonight
oh, no APMs are much better
I've got all my mods in my bio
i am going to have to agree to disagree with you there
kyo if you dont mind i dont fully understand what you meant earlier, could you elaborate a bit?
they're actually a huge net positive at large production
max power uses 9 out of the 10 possible augmenters
if you disagree that ficsonium production chain is broken, you are just outright wrong
no, because that is not the definition of broken
it works as it states it does
mathmatically and in terms of game mechanics, there is no possitives
it might be unbalanced. it might be suboptimal
if it was just net neutral it would be no problem
but it isn't broken. broken means nonfunctional. broken is doors that don't preserve their auto-open setting between save and load
and thats what it was intended for
but it's not just net neutral, it's limited by resources, thus limiting your plutonium production heavily
and that's the problem that i'm trying to explain: you're approaching it from a different mindset than it was designed for
What I described there is basically a belt limiter. the belt at full speed is 480, you want only 375. the difference is 105. so you do a loop back in such a way that 375 goes in, combines with loopback, creates a completely full belt, then that gets split into 375 and whatever gets looped back. in this case 105
how tf do you know what it was designed for
the devs didn't say shit about it
the fact that you can't turn all the possible plutonium waste into ficsonium?
like come on, this is basic logic
talking to a wall
how do you even know they did the math and not just pulled the numbers out of their ass?
sorry, im being needlessly insulting
Ficsoniums fun
i suppose I don't, but I have little reason to believe that they did, because looking at all of the other numbers used across the game shows that there's a lot of thought put into them and how they interact
Like I spent 3 weeks balancing 10 recipes. How much time are they willing to spend on balance? especially when the guy in charge of balance before 1.0, left before 1.0
wasting all SAM resources in the entire map < Storage container tower to store plutonium for a hundred years
and i've planned out small scale waste free nuclear setups
sure, small scale
see because here's the reality that I just realized based on what you said
it's still worse than sinking plutonium, regardless of scale
yup
yeah but how exactly do i tell the game to send 375 one way and 105 the other
they added ficsonium because of people like you complaining about not being able to burn plutonium without having to deal with the consequences
you want to have your yellowcake and eat it too
build a ratio splitter for those numbers
and they aren't changing it cause they see ppl who haven't done the math
oh god no the nightmares
I literally built a max size nuke plant with waste storage in U6
I do not care about having waste storage
You could split off 120, split into 8 and merge 7 of them together, and merge the remaining 15 back into the 360
okay then. so just to make sure i'm on the same page
I wouldn't mind it much if storing waste was still better than making ficsonium. but it's literally worse than the other waste-free option. which makes no sense game-balance-wise
i got like half a square meter of space i dont think i can pull that off
your problem is that it's more efficient to use your resources to make more plutonium rods, instead of touching ficsonium at all
is that correct?
oh whatever ill probably use idk a buffer ill come up with something
my problem is its physically impossible in the game to recycle the plutonium waste you produce
2 mk1 belts, split one into 4 and merge 3 of those with the other mk1 and 360?
that is factually incorrect, unless you are literally saying that the recipe doesn't work at all.
Too much space?
*more uranium rods. cause those are burned. plutonium is just for sinking so you make whatever you need to get rid of the waste
but otherwise mostly yes
30k sam ore to recycle from 360 plutonium reactors, there is only 10k available in the entire map
I'm also salty I can't realistically use all uranium on ficsonium, but that's a me issue
even if i was insane enough to make a factory to recycle it all, i would be 3x sam cap short
and keep in mind
okay. I think I understand your PoV now. here's mine: ficsonium was not designed for you. it was not designed for people who want to build 360 plutonium reactors and produce more power than anyone can conceivably use
it was designed for people who want to make things like this
ah yes, a 46 refinery manifold, that sure wont cause any logistical problems
I think ficsonium makes a bit more sense for casual players who aren't making 360 plutonium plants
what the hell could u possibly even be making...
only 46?
I haven't tried ficsonium and I'm terrified now but maybe that's just it
34k MW worth of fuel :3
don't bother, just sink your plutonium
ah, so you've decided to ignore one thing I said and said the exact same thing again for the 3rd time. cool
don't bother, he doesn't listen
okay, what did I ignore? chat was moving fast. I may have misunderstood something.
I replied to this saying that yes, that is basically my main issue
that it's better to make more uranium and sink plutonium than to make ficsonium
you say better, but in what way?
cheaper, easier, same result
unlocked earlier too
if the cheaper and easier way was unlocked later, that would totally make sense
so here's what I don't understand about what you're saying
and let me preface this by explaining that I always approach nuclear by starting with a set amount of uranium I plan to use
how does not using ficsonium let you get more uranium/plutonium?
I remain unconvinced ficsonium has no place in the nuclear chain
It was perfectly fine without it
was that an intentional double negative
-in it's current state
Well of course
why would you think that setting only a uranium limit is a fair comparison
it's a resource like any other
you can just get more
from conversion, even, when 2100 isn't enough
and it's still cheaper than ficsonium
yea there's plenty of uranium lmao
based on what
I could say I can get infnitely more power per SAM from uranium than ficsonium
because uranium doesn't use any SAM
based on the fact that you can run 432 reactors off of 600 uranium alone
so it's infinitely better, then?
like
that's with sloops tho
okay... what if, bear with me for a moment...
what if some of us find the idea of a lower-quantity but more complex production line more fun than making 432 reactors
in my case, i had a bigger issue finding enough large water buildspace for all the pumps than i had getting enough uranium
i have always disliked building power generation because it invariably becomes building more generators than I care to
are you also running all the worst recipes in your factory?
ah, so now we're just insulting my playstyle instead of meaningfully answering my point
what???
the fact that you don't care about it being objectively worse doesn't make it not objectively worse
litterally talking to a wall
to make sure there is no confusion, let me ask you if I am interpreting this correctly:
it just makes it subjectively better for you
i'm out, i'm done trying to explain this
you are saying that it is objectively better to build as many nuclear reactors as physically possible, in every possible case?
how hard is it to make aluminum water feed back into itself? Can I just use priority pipe junctions or will that eventually back up?
good luck in ficsonium utopia
I'm still comparing sinking plutonium vs making ficsonium. PER MW PRODUCED
but hey, thanks for making a mod to change the T9 slop
I'm not even talking about resource limits, or the maximum possible
PER MW BOTH OPTIONS REQUIRE THE SAME NUMBER OF REACTORS
please just answer the question
IN FACT, FICSONIUM NEEDS MORE BECAUSE YOU'RE USING MORE POWER MAKING IT
I asked it for a specific reason.
i'm really not.
I thought that me starting to write in all caps would make it clear that the answer was no
and yet you did not actually say that the answer was no until just now. so, moving on. what is, from your point of view, the "point" you are optimizing for?
what is the goal?
is it to produce as much power as possible? is it to use a specific amount of resource? is it not something that's clearly defined?
I keep saying that per MW, sinking plutonium is cheaper and easier than ficsonium
so the goal clearly is making power, however much you want
1 GW, 1 TW, doesn't matter
wait, wait
are you saying that to produce an equivalent amount of power that making ficsonium would provide, it would be cheaper and easier to sink plutonium and make more uranium rods?
okay. that's the thing I was missing. that is the complete opposite of how I approach the nuclear power process. sorry that it took so long for that to click
Why are my batteries charging when I have no power grid disruption?
You can use priority junctions, but I personally use and recommend separating fresh and recycled refineries into 2 groups
do you mean discharging?
because you just placed/connected one?
blue is charging, orange is discharging
objectively? I don't know. to me? sometimes things just don't make sense to me in ways that they do to other people, and vice versa.
I haven't. I've been building a train track
like the fact that it's at an hour (the minimum charging time) suggests that it has just been connected to power
I have power issues, but it's those fluctuations you see. I need to fix other things first though
did you maybe disconnect something at some point, added batteries to that, and just now reconnected it?
because 59m 49s charging time looks very much like you just connected a battery 11 seconds ago
*power storage π
Yeah, that's why I'm confused
if i have a manifold but i don't need the full miner output (underclock), does it still run at 100%?
yes
the miner will start and stop, but you'll have enough material on the belt
so here's my take, with the clarifications established in mind. I see all potential costs as opportunity costs. so while making more uranium rods can produce the same amount of MW as processing ficsonium, I find the opportunity costs of those two options as being entirely subjective
some smelters are also underclocked
and the way that I weigh various costs differs significantly than from most people
i only have 5 power storages, kinda forgotten. 2 of them are at 99% charge
But they have 100/100 stored charge xD
well unless you had power issues, it's gotta be a recently connected power storage
there's literally no other way to get that
maybe you built one somewhere and completly forgot about it, idk
so when I look at the full nuclear chain, what I see is a collection of tasks and things to build. the fact that I can get more uranium from another node becomes a less valuable option when I, for example, put a lot of effort into the whole process of turning one node into fuel rods.
it becomes just repeating something i've already done once. and realistically? by the time nuclear has been set up, I am never going to need more power.
but what ficsonium is, is more challenging. it needs more effort. but it also needs effort applied in different ways.
maybe the reward isn't worth it to some people. for me, the actual power has no meaning. i'm likely not going to ever need it in the first place.
but in a hypothetical situation where I know exactly how much power I need, I would rather do the full nuclear chain
and the thing is, it IS underpowered. and you know what? they can't just change recipe numbers every month to balance things
I was messing with a megaprint earlier tho for a nice clean hub which had loads of power storages. However I deleted it because it was full of issues, even tho it was a good design.
Maybe it's bugging out..
that's why it took so long to have any sort of production gameplay-related content between update 4 and 1.0
i am now noticing that I think the people I was talking to have left
eh.
It's pointless to build many power storages (over 100) before you have fluctuating consumption (tier 8/9)
i tried, I guess.
Power storages don't solve the core issue of not having enough power
geothermal geothermal geothermal
unless you use them to smooth the graph
Ah yes that too
if anything goes wrong with a power plant i'd rather have power storages, they're not useless, what?
Actually, there is an argument to be made that power storages can be used to help advance phases in bursts, using overclocked and slooped machines.
I'm at tier 8 rn, but preparing for the real stuff. Since its my 1st playthrough I kinda rushed the tiers and find myself underprepared for what's to come
i'm going to assume that was a wrong reply
I used 1000s of power storage to boot up power plants that I couldn't sustain without their output
No my point was that people build farms with 100s or 1000s of them while they could be building power plants
You know what you're doing, I'm giving general advice
Power plants cost resources.
Also, you can force fluctuating power consumption by undersupplying machines, technically.
Not sure how the math would work out.
I'm not saying that they're useless, I'm saying people just build too many of them for little benefit
They're just really addictive to build, honestly.
im confused as to why you would build another power plant, instead of having a backup emergency plan for when something goes wrong
And they're good for fitting into those little spots you can't find anything else to put in.
If "something goes wrong" then it's been wrong the entire time like ticking time bomb
Oh, no no no. No.
Factories are either guaranteed to work or not
NOPE. Wrong. 100% wrong.
I got 5 atm. Could use a few more acouple days when I had a power outage (i deleted the worst pipe possible)
I have had factories (pipes) fail for literally no apparent reason.
And have fixed them by doing essentially nothing.
and I've had pipes fix themselves for no reason too
yeah, but not everyone has 15k hours in the game and knows every single detail on how something can go wrong
and sometimes shit just happens, like right now in 1.1 there is a bug with drones that very rarely just makes them stop working. if that happens to something important to your power plant.. what. should have planned for that?
There is always also simple player error. Accidentally undersupplying your power when you try routing some of the resource fueling it to an expansion.
I mean the trains are buggy as hell with the whole docking stuff
Or, earlier today, I expanded my rail network, and for whatever reason, one of my trains stopped seeing a junction as a valid turn and started using a new route that involved looping around the map twice.
i've heard about 1 person having issues with trains, as in actual bugs. because of the cartograph mod.
but i havent seen anything about vanilla trains having bugs like that
I had that issue, in a much smaller scale. I used bps for those tracks and somehow the right side was fine but the left was invalid
So, I may be mistaken, but rail junctions are limited to three connections on a split, no?
well, 4 connections. 1 in 3 out
@visual yarrow hmmm hmmm, I see your point but I don't think it disproves mine, those are all cases of it being wrong
you can place more, by locking it in place, but im not sure if they actually work
Yeah, that's what I meant. Wasn't sure how to put it.
I think that got patched
At least I couldn't get it to work in 1.1
oh, yeah havent tried in 1.1 i think
There is a docking bug i believe. I kept having it on the same station. Changed trains, changed the freights, replaced station, rails. It was a sulfur train feeding my TF plant
Basically, I added a third rail branching from an existing two-rail split.
It, for some reason, invalidated one of the existing routes and treated it as if it was not there, even when I manually drove.
fair enough.
but yeah, point stands, there is stuff that can go wrong, that's completly outside of your control
so i would very much argue that power storages aren't pointless before tier 8-9
I ended up just having the turn start at a different point in the track.
I didn't say that π
They're NOT poinless, but they're not useful enough to warrant building 1000s of them
Also, not everyone fully sinks everything. Sometimes people just let factories back up and stop. Power storages can let you overbuild a bit since factories will only run when you use some of the resource they make.
i can see not needing thousands
but 100 seems like a low number, that's not gonna keep stuff running long enough for most people to get it fixed
Oh, I think that's just because they're small and thus easy to blueprint en-masse.
I would need around 200 for a power outage to be meaninless
Plus imo priority power switches can be used extensively to prevent a potentially catastrophic global blackout (as in difficult to recover from)
I'm going to make a comparison to another game I like, and a certain habit of the playerbase I despise
i would agree
and its good practice to use them
but you can definitely argue that priority switches is something newer players are less likely to use than power storages
Oxygen not included- people LOVE the concept of "SPOMs"- self powering oxygen machines. I do not, because the way most people design them results in a closed circuit that's isolated from the rest of the power grid.
i mean i can take my own 1st playthrough as an example
i didnt use them until the 1st time something went catastrophically wrong
Yeah, they require understanding and planning to be effective, PS are the simplest possible thing
Conversely, I think it's a lot better to directly connect your oxygen production to your power grid, and use the ingame logic gates to prioritize your oxygen supply, while also letting excess power that's generated from the hydrogen the electrolysis produces help the rest of the grid.
It accomplishes the same end result, but instead of having an isolated black box that is a single point of failure for everything, you have an interconnected system with contingencies and fallbacks.
I kind of forgot where I was going with this. The Rodriguez sucks.
also personal pet peeve, power switches and even light switches pause machines for a split second when you switch from one side of the grid to the other with the hoverpack, so i had to stop using them, cause i don't like my factories not working at a perfect 100%
wait, what?
Hmmm, I can chip in that I see no benefit to separated power grids in this game either
Honorary feature at this point given how long that's been in the game 
To be clear, there is a difference between completely isolated and conditionally isolated. Just want to establish that.
Going between power grids with the hoverpack causes machines to idle briefly
Oh, as in, not connected to the same... power... thing
Since i updated to 1.1 i can't select hi res screenshot anymore.... does anybody know how to do it?
Exactly, same thing here, isolated grids are bad whereas conditionally isolated grids (prio switches) are good
Okay, that explains why I have never run into that. I am pretty obsessive compulsive about keeping that all connected.
https://youtu.be/R4mAfNiXJKY?si=h1zkRPolMHciFoMr&t=5272
1:27:52 timestamp
Phase 4 is finally here. The start of the end game. The factories and logistics are going to get more complex. It's my favorite part of the game. Even though I'm still a ways off from Peak Efficiency, the addition of Mk.5 belts and Mk.3 Miners this Phase will make a huge difference. I will be able to fully utilize Impure and Normal nodes which i...
Honestly, thinking about it, I don't think i've ever actually had one of my priority power switches toggle something off.
How do I be less power efficient?
in a perfect world, they arent needed
so.. you're clearly living in a perfect world xd
Well, not really, given that I keep the whole thing off until it's ready to start, and thus it makes using the hover pack a pain.
Yes, that is entirely my own fault.
See my point from earlier π
Just uhhh build stuff right and nothing will go wrong π π
troubleshooting that must have been a nightmare
In my 1.0 world, I haven't used a single prio switch, and I was forced to add one singular power storage due to a bug
I'm confused. How do people even get completely separate power grids with enough power on them to run a hover pack?
a power plant on each one I'm guessing
there's people that have 2 seperate grids, 1 for anything variable, like trains and endgame machines, and the other for anything that has a consistent power consumption
Oh, those people.
there's also geothermal, i for example use some geothermal to power nearby miners on sulfur
but don't have it connected to the main grid
Hiding all their quantum encoders away in the closet.
I see that straight line graph, and yet I know it's as crooked as your deeds
I use geothermal to procrastinate on building better power production
(And I also connect the geysers while grabbing hard drives and stuff.)
i try to keep my production as a flat line, or at least as flat as it can get with trains running
but consumption.. not crazy enough to seperate that
I like the smooth curve of a non-synchronized full geothermal set.
kinda hard to synchronize them now
or rather perfectly de-synchronize them
since that's what gives you a flat graph
Is that because of the additional ones changing the uh. math?
no, it's because the phase of the sine wave is now random
ahh.
it used to start at 0 whenever you placed one
so you only needed to time the placement
now you gotta play the phase lottery
I guess they considered that an exploit, since geothermal is specifically designed to be used with power storage.
Presumably (my own speculation) as a way of making a "free" power source have some gameplay element to handle.
But given the Mordor-esque craggy peaks that phase 5 machines produce consumption lines of, I like that tranquil, smooth curve of steady geothermal. It's sort of zen.
I mean theoretically you only need to get them out of phase in pairs
so you don't have to get them spaced exactly every 2pi/n
that'd be horrible
There's 31 of them now, I believe.
but as a final f-u, there's an odd number of every purity iirc
so you have to have at least one triplet
I do believe that was probably deliberate.
the one thing that annoys me the most about power tho, is that quantum encoders seem to not calculate their max consumption correctly
currently my actual consumption peaks over my supposed max consumption line by quite a large margin
I don't think anything calculates max consumption correctly.
this just looks so wrong
Wait, where is y'alls tiny little bit of extra biomass burner power capacity?
wtf max consumption
i never keep biomass connected, or even around, they always get deleted once coal is up
Hmm. I find it to remain useful even after coal is running.
It's sort of like super early game power storage.
while true, I do generally do not find power storage useful
But then again, my entire early game strategy is "build lots of biomass burners so I can go run around the countryside for hours"
i roughly know how much power im gonna need until i get to fuel, so there's not really any point for me
Or maybe it's just because i've gotten better at building them in places that aren't... in the way of other things I want to build.
also i don't like deforesting beautiful nature, unless i have to because its in the way
I feel the same, but I also feel like a whole lot of it is in the way.
nah, i like to build on and with the terrain
Honestly, a preserved tree with a giant concrete slab roof over it is somehow worse to me than a blown up tree and ground level concrete.
yeah im not gonna leave trees just because they're not clipping
i leave trees that i think actually look good, or i can properly build around
I appreciate that they seem to have made certain foliage types only destructible with nobelisks.
Like the big coral... trees.
what is this, #design-and-architecture? In #math-and-meta, we build floating concrete platforms because that's efficient
It's even more efficient to build ground level concrete platforms because it takes less energy to reach them.
Also, I frequently forget that there are even two separate channels I frequent and just kind of use them interchangeably.
Though I suppose that a lot of my thoughts on design happens to involve math...
just how it goes, someone asks a question in the proper channel, a discussion starts, and somehow morphs in to a discussion completly unrelated to what the channel is supposed to be for
While it's on the mind...
Never thought I'd ever write the words "octuple compressed cobblestone" in #satisfactory and it making complete sense in context, and yet today I did
Those oasises up on the dune desert cliffs. Whyyyy do they have to put spore flowers right next to the lovely trees??
octuple compressed cobblestone is a classic tho
Actually, on that note, why do they seem to love putting wild doggo spawnpoints directly along natural roads...
So you get to find them
And then ragdoll them with a truck
Well, not just ragdoll them...
But it's really specifically the places that are clearly designed for vehicles. Like sure, sometimes you find some that are just kinda near nodes or.... there's that really weird tree in the titan forest that has some kind of lizard doggo cult procession around it.
I was scouting out truck routes earlier and almost every single one I started to think looked promising had a dopey little moron who would gleefully waltz into the path of the an automated truck without a care in the damn world, waiting in the bushes, eagerly looking forward to, unlike that SCARY PIONEER that's standing twenty feet away staring at a bunch of concrete, the completely innocuous and normal truck that is about to kinetically apply hot, burning rubber to it's abruptly limp and lifeless corpse, which is punted a distance away into the bushes as rigor mortis sets in.
All its thoughts, carefree dreams of paleberries and cool stream water, snuffed out as it's life is ended because of it's own ignorance and naivety. Two doggo pups approach their soon to be cold parent. One noses the still figure. Why, they wonder. Why are they not moving? They do not understand. They will then proceed to wander into an industrial site and one will fall into a motor assembler's input port, while the other ends up on a conveyor belt that leads to a nuclear waste processing site. It will avoid being processed in acid, but the intense radiation will weaken it, and it's last breath will be spent crawling towards a blurry red shape that just might be a paleberry... but it is not a paleberry, and the pup is no more.
It was a light indicating biological contamination in the reactor chamber. Cute, stupid, little doggos.
Eventually, a fence was placed around the truck routes. A doggo was found the next day, lodged halfway into the fence in an attempt to reach a paleberry bush. It is still attempting to reach it.
Techncially, the fence is a success. The doggo is extracted, and placed in what is essentially protective custody and it is the best thing ever!!! It has completely forgotten about it's parent and it's sibling. Ever since it fell into a motor assembler input port and caused a major production delay while inexplicably avoiding being horribly maimed, it hasn't had time to think about existentialism, because there have been so many THINGS to look at! Wow! Crude oil! Let's drink it! It tastes terrible! Let's drink more! Yawn! Oh wow! A paleberry, next to that very large moving object behind that screen fence! Better try to reach the paleberry! Still can't reach it! Gotta keep trying!
This proceeds for nine hours, through the night. It does not sleep. It is still trying to get the paleberry.
is 100 turbofuel gens good for phase 3-4?
It's probably massively overkill.
overkill is fun
But it would help proceeding onto phase 5, so..
So here's something to note- 100 turbofuel generators is the same as any other fuel generator.
Quick question, heat fused frames are much cheaper on aluminum correct?
Generally, yes.
probably will set that up ngl
It's actually my favorite recipe.
I dont need massive setup for it 9/min will do me good
I was just looking threw recipies and 3 /min on normal requires 150 casings which is already more than 150 ingots as alclad casings 112.5 for 150 ingots and 75 copper
The main thing to watch out for is that... actually, no, it's just a great recipe.
so yeah that recipie is fcking HUGE to same aluminum as my current setup I made only makes 1680 ingots and I want to make em last to get alot of basic setup for phase 4 stuff so I can spam and have backup of things for building probably like 10k aluminum factory
The only negative I can actually think of is that fused modular frames are just not actually needed in large amounts.
No they're not so 9 /min will do me solid asf
Mm... well, let me rephrase. The biggest use of fused modular frames that isn't for building things is for PCCs, which also use RCUs as another aluminum-hungry part.
I need fused frames automated Radio control units and something else cant remember rn
oh yeah turbo motors
100 fuel gens is 100 fuel gens, regardless of fuel
A lot of the higher end phase 4 parts kind of have the same "issue"- the phase 5 parts that use them don't really need more of them than you needed to unlock them in the first place.
Hell, biochemical sculptors quadruple your assembly director systems.
You could get 162 gens from that amount of oil and no sulfur or coal
but turbo
π€€
i don't want to do double the amount of pipework for normal fuel
Last time I did turbofuel was pre-1.0.
Turbo blend fuel, of course. My reasoning was that it made for good vehicle fuel, too.
But rocket and ionized fuel have supplanted that purpose.
shouldn't it say 3? 
No.
Because pipes are omnidirectional.
Last time I did turbofuel was before drones
"omni" is a bit of a stretch when there are only 2 directions
It's not a stretch, it's an absolute. And there are up to four directions.
Junctions don't care about the axis the connections are on relative to one another.
They don't even really exist in terms of the pipe network.
They just cause up to four pipes to be connected. The junction itself is a nonentity to them.
Can I suggest using diluted packaged fuel alt? Add in some water to get 2:1 HOR to fuel
If that is the case, that is extremely new information to me.
.....But it doesn't actually change anything in this case. It's still connecting four directions because, unlike belts, fluids can travel back the way they came.
But it's also 100% semantics.
My passion.
but it wouldnt be ''split'' in 4 ways then
it would be split in 3 ways
because always 1 one pipe will be the input which will split it to the other 3
No. That pipe is not the input. It's an input, and an output, as are all the others.
is the orignal recipie for cooling system just easier to use than having to make motors?
The order you connect them doesn't matter. The moment you place the junction, the split occurs in that the junction now exists.
It can split 4 ways. When emptying itself, fluid can go all 4 ways
Fun fact: the original recipe used to be WAY better than the alt.
used* to be. No more?
checkmate
Nowadays the only real benefit is slightly faster production and less complicated materials.
When?
Prior to 1.0
I mean I can just make it part of my turbo motor facility as I will be making motors on the spot there so might aswell use the alt right?
Because Cooling Device used to cost more heat sinks per CS than the normal recipe
Huh, they did change it. But it wasn't that much different
The default uses more than double the nitrogen tho
Back then, I remember aluminum being THE big bottleneck for everything.
Yeah, but nitrogen was used exclusively in aluminum-related recipes, in ways that meant that it just wasn't as crucial as your aluminum stock.
Still kinda is. Just got overshadowed by SAM
But cooling devices were (still are?) kind of underutilized in the first place.
They are used in 3 whole buildings
Cooling System, Radio Control Unit and Turbo Motors all in 1 facility ah. All use similar items and some used in each other recepies.
Yeah, now they are. But particle accelerators used to be barely used.
I'm also making supercomputers and fused frames with those
and the three recipes cooling systems are used for- one is a project part, which is the main use, arguably.
One is the default turbo motor recipe- not a bad recipe, but the alternates are all good.
Yeah thinking making massive facility for them combined too.
Then there's OC supercomputers, which used to be terrible, and is now.... situational.
And the other 2 are bad
As I need computers on site and fused frames can just be addon to the side of the facility
Its time to start massive project for 5 different items in 1 facility π
One nice thing about default turbo motors and OC supercomputers is that they share ingredients. If you can make turbo motors, you can make OC supercomputers.
And you can get away with, like, a single OC supercomputer assembler and sloop it, for a lot of practical purposes.
I got my super comps setup next to my starter 9/min comp just running atm xD
It loses out in large scale resource utilization, but it's great for when you just need a small income of supercomputers for, say, miners mk3
and particle accelerators
And encoders and NPPs
thats in phase 5 so nothing for me to worry about for now.
I like how you guys left out the one thing that consumes a decent rate of supercomputers.
Do you guys use drones alot?
I guess you'll use classic battery right?
No, I use ionized fuel.
Ew why would I automate project parts
Oh, drones don't specifically need batteries anymore.
explain further please π
i beat phase 5 with hand feeding machines and now im automating phase 5 parts for sink points, lol
Drones can use packaged petroleum-based fuel.
Turbo?
And... also nuclear fuel rods, but that's generally silly.
I don't. Whenever I'm transporting anything long distances, I'm transporting a lot so on a train it goes
If you're sinking Plutonium, it can be a great drone fuel instead
are trucks as inconsistent as people say they are?
wdym?
They used to be way worse, and people kind of hold that against them.
trucks just need a lot of space, more than you think
I haven't used trucks since like U2 lmao
and generally its advised to keep the number of trucks low to avoid collisions
but they can work very reliably
And draw your routes well.
That's the part that takes getting used to. It's impossible to really explain it, you just have to get a feel for it, honestly.
A well-drawn route can have multiple trucks running on it simultaneously, allowing for absolutely incredible potential throughput. A poorly drawn route is more like bumper cars.
You can even have routes cross each other. They won't actually have collision unless you're close enough in the first place, but they'll ghost back on track even if they do collide.
is this enough space?
For trucks going straight? Yes. It's turning that you need the space for, though.
turns and stations
for straights you can get away with a 3 foundation wide road, 1.5 for each. preferably 4 foundations tho
I like adding extra lanes to drive on myself with an explorer to get around.
Well, at least prior to ionized fuel and becoming a winged cataclysm of forbidden esoterica and bombs.
i can turn fine on the road
Yes, you can, but a truck following the waypoints you place when you record the path may not.
The part you have to get used to is the way those waypoints are placed- how frequently, how things like the distance between them affects truck speed, etc.
Tractors are actually entirely viable, and are somewhat easier to control, IMO, as well as having smaller models and thus requiring less space to manuever, if you want to try them.
might just go with belts
can someone double check my math
π i feel dumb
40 reinforced plates a min
8 assemblers
240 plates a min
480 screws a min
12 constructors making 240 plates a min
360 iron ingots a min
12 constructors making 480 screws a min
120 iron rods a min
8 constructors making 15 rods a min
120 iron ingots a min
480 ingots incoming
oh my god where has this been
It's been waiting for you. It's ready for you to love it. Offer yourself to it.
...Goodness, I am in a strange mood tonight.
Quick search (N) works as a calculator, also.
I do macro-scale planning with satisfactory tools, but smaller details in my head.
yeah well this one is pretty small
Im so far in the game and dont even have small dedicated factories for stuff like metal plates
kept just changing my base factory to match the project parts needed
no more!
Honestly, i'm in the last phase (though i've beaten the game before) and I still haven't automated several things from, like, phase 3.
honestly playing that way is more fun
i really like mega building and heavy automation so
I prefer the chaos
But I want to see it organized
I want to expand in a controlled way
I just realized
Aluminum wants coal and petroleum coke close
and now I realize why
Because that's how it can burn the excess water!
through coal powered generators!
Factorio has a way to automatically get rid of unwanted liquids for free. Why can't we?
Whelp It took like a week but I have finally automated motors stators m. Frames and HMF. now to sleep while I let those fill my d3imentional storage and backup storage container.
Next is some electronic components
the fiifth to last smelter in my manifold is not getting enough iron, even though im bringing the right amount in (480 on mk 4) a min for 12 smelters
is it because it hasnt had enough time to fill up? should I stop the ingot lines and let them all fill up then replace the ingot lines
take a stack from the origin and plop into the last machine
well my miners are operating at 66%
miner is set to 480 and is not running at 100%?
you got a lower tier belt somewhere on the main line
i just checked it its mark 4 all the way through
check near splitters and mergers, there could be a tiny tiny bit of lower tier belt somewhere
general recommendation to avoid this kind of stuff is to place splitters and mergers before you place the belt
this one specifically cause I just used my mk 3 blueprint and just upgraded the belts, and yeah
gotta go fix that bp
because this primarily happens when you place them directly on to the belt, and you happen to place them between 2 bits of the belt.
when you then later on upgrade the belt you might not see that small section that got cut off
here for example, you can barely see it, and you can't even highlight it, but there's a tiny bit of mk1 in there
scim to the rescue! select all upgrade haha
so now my smelters are idoling π
probably because the manifold still has to fill everything up
the first couple should be running at a 100%, and the rest should slowly over like 3-4mins get there as well
with alt recipes you can pretty much completly ignore screws thankfully
i have not used screws in any production line outside of tier 1 and 2 temporary factories in a very long time
I wanted to use them for this fact since it was relatively small, and I didnt wanna bring copper in, my two drills got it just fine
I gotta get a more organized ore highway π
reinforced iron plates?
yeah
there is an alternate for creating wire from iron
got a few hrs more work in
i will have to extend this to fit all of the refineries for pure recipies
Looks great and congrats on the milestone of HMF. Butβ¦ unless youβre unlocking research or handcrafting, stators are unfortunately kinda useless as an end product, since theyβre not used to build anything. You should be fine with having them stuffed in a depot, without dedicating a wall slot for them.
thanks for the advice. mostly the stators are for hand crafting but... I'll show you this mess (only a mess because I haven't cleaned it up between projects.)
This is my temporary factory floor where I make prooject assembly parts. the wall slot (while also used for storage and sending to my depot are for temporarily feeding machines for parts I haven't automated yet or for project assembly.
so If I need say a bunch of computers of and unlock I can just run belts from the storage to a temp production line so I don't have to hand feed. and since it's my central storage and everything comes here it's really convenient!
trust me, there are worse messes than yours, Iβm dealing with the logistical nightmare that is feeding 6 belts and 3 pipes into a 46 refinery manifold
I will say this though, if all youβre doing right now is temp production, make small production lines from nearby nodes for all the stuff you need, donβt shy from alt recipes and OC, and maybe make some handfed lines
For example, I have a slooped constructor that I feed stuff I find when exploring
Ah see every wall slot is being fed by a satellite factory dedicated to the production of that Item and the temp production lines are to get enough materials to make the next factory. (I hate hand crafting lol)
I too use a slooped constructor for foraged items
honestly fair. I might have to set up another encased beans factory since I keep running out of them (apparently building a six lane bus of Mk4 belts across half a biome is expensive)
Havenβt even gotten around to central storage yet, so thereβs that
TBF the central storage isn't super necessary (unless you do the weird crap i'm doing) once you have depots. you can just put them at the end of your production line wherever same as you would a sink. then you have it autofed to your inventory all the time.
What aren't you crafting-?
that is (most of) the powerplant
most of the world resources are reserved for making parts and assembly stuff which isn't even started. Good benchmark save π
Does anyone know why the numbers reset when I move the water in the marked way? Is this a bad connection?
all of them...
Not sure as it might depend on the Scrap connection too (and the following production chain).
Have you tried setting an output or number of machines for any of the nodes?
Try sharing the whole aluminum chain for more clarity
Yes, in several places to get the final amount I want and an excessive amount...
If it's something with the modeler I can ignore it... The question is if it's if I'll have a problem with the game itself...
Why would you have a problem with the game?! O.o
I... Don't understand the connection here
In any case, things like this usually can be fixed (even ignoring the rest of the production chain) by using splitters/mergers to handle the "double input" for water, making sure to prioritize the byproduct water ofc.
Iirc, that kinda "forces" the solution you're trying to get
If you are worried it's resetting because it won't work in game then no worries. it will. I haven't used that modler but I have seen people in the discord mentioning that it specifically gets weird when you are trying to feed back the water. so it's def. a problem with the modler and not the model.
Yeah, such software cares about recipes, nothing else... Like: you can't move thousands of water/min with one connection, but that's what planners do... because (sorry if I can't explain this, it just seems obvious/I'm missing what's confusing about it)
β€οΈ
I was like "man! I'm sure using a lot of power! look at my max consumption!" but then I realized I had 4 slooped manufacturers just sitting hooked up at my base doing nothing. Turns out I have a ton of overhead! and more sloops than I thought. lol
Thatβs a fair argument, but I like to sometimes build big (case in point, the 46 refinery manifold) and even with a fully upgraded manifold, 2.5k concrete sometimes isnβt enough. Iβm thinking to make a central storage of common building items (concrete, plates, rods, etc) and every other production item Iβll shove into a depot
now if i do that, the question is if i wall-slot or depot dump silica, since i like to build with glass
Do remember that you can use multiple Depots for the same item too ^^
i set my calculation to manual and it works perfectly fine
isnt there a global stack limit though? i dont really care about how fast i get the items in, i care more about the quantity
How did you do that?
the only number i did is 600/min baux, the rest calculate itself
Nice thanks
how do you guys get that i kinda need it right now
get what?
the calculator
i was talking about the tool but i found it
If Modeler zeros out your plan, it won't work in-game if built exactly like it is in Modeler. Just merging fresh and byproduct water will cause the entire thing to deadlock and produce exactly what Modeler says it will - 0
Same thing when you're dealing with oil products, use up some but not all the resin and don't add an overflow to sink. It'll deadlock on resin. Same thing in Modeler; it'll also zero everything out
is this kind of balancing can "slow down" the belts ?
I'm not getting constant 780 items/minute from the monitors and the storage units are always full
the monitors are afaik not reliable source of throughput number
not very reliable, they also very poor when it comes to calculating item in bursts
This isn't balancing in the first place
Also, throughput monitors are, as far as I can tell, perfectly accurate if averaged over a long enough time
It's just that a minute isn't always enough time
If the output belts were free to move, there wouldn't be any items on the overflow belts
And it's still not a balancer
makes it kinda useless bcs everytime you load a save, it will reset the calculation
Alternative recipes, whats the fastest way to get then? Ive just finished my highest factory, taking in about 6,000 items a minute. My first ever big factory. Im currently making inside of this iron into iron and 800 rods into 3,200 screws a minute. Iβve been told there are better ways of doing this xD
well, depends on what you mean by "better"
there are definitely different ways to do it. Whether you think of them as better or not is up to you
for screws, there's ways to make them out of steel or aluminum
(also, I wouldn't recommend making them in a central place like you do)
Les resources or easier to get resources -> the same output is my better
I make them at the factory, Thats far from my main base. I will be relaying the final products of the factory to my main base and a neat storage system
will it work? 1:1 ratio
yes, but why the junctions?
well, as I said, you can make screws out of steel or aluminum
Alr thanks
I think I got 210 hours now and still not aluminium :) xD
Im running the same world as always. Iβd much rather destroy everything and rebuild. Keep 1 world than restart, keep the memoryβs in 1 place ;-; :)
instead of dismantling and rebuilding, keep old and build new π
Well yea
its BP...
But thanks for the comment, I'll delete them.
Iβve only ever dismantled 1 factory bc it was horrible and in the desert ( flat ) for where I wanted to expand my main base
is that diluted packaged fuel?
Thatβs why I took the factory now far far away
I'd recommend having multiple factories all over the map instead of one central factory π
Sloppy Alumina to Electrode Aluminum Scrap
ah
Yea so atm like I said Im not that far in. Im making this factory for everything beginner game, so rotors motors very thing steal and iron, iron reinforced plates everything copper inc wire. Ect.
Next is a aluminium factory i think
My factory should end up with an output of 17 items all at 60 a minute. so 1,020 items a minute
try heavy oil residue and diluted packaged fuel
hello newbie here, working on a power plant but i've come upon an issue, as shown in the image.
my diluted fuel blenders output into a total of 6 max capacity mk2 pipes, however this does not evenly divide into the 160 refineries i need for my turbofuel.
prior to reading the pipe manual a possible solution i had was to have all 6 lines feed 156 refineries, and then connect all of the pipes at the end of the manifold into one fluid buffer(is the buffer necessary?) to feed the last 4 refineries.
i didn't read anything in the manual that said this wouldn't work but i may have missed an implication somewhere.
any help much appreciated
I'd set up the blenders in 1 row, and then the turbofuel refineries in rows perpendicular to the row of blenders. Each row of refineries consuming, for example, 450 fuel. Do not make 600/min pipes
Essentially. Idk how the numbers work out on that exactly, maybe 450 isn't the best number for this
The reason for 1 row is that it makes pipe routing easier
But maybe that's way too long compared to the width of the refinery rows
okay very good thank you, 450 works out perfectly to 20 refineries per pipe
YEAH!!! 50 somthinghard drives in and I finall got HOR
is diluted fuel it's own recipe or is packaged diluted fuel what I'm looking for?
got plenty of other good recipes in there
diluted fuel and diluted packaged fuel are 2 different recipes
Yeah I was just letting them sit because they take up two recipes out of the pool while I'm looking for something specific
LET'S GO!! I already got the Diluted fuel one!
both are equal in terms of oil->fuel
You've also got recycled plastic/rubber if you want to do that meta 1:3 oil to rubber/plastic production
Nice! I def will later probably
when/how do I unlock time crystals so I can make synthetic power shards. (I'm in phase 4 and haven't yet unlocked nuclear)
becaus omg I'm going through SO MANY
tier 9
O.O Ah well Goodnight sweet Slugs
make sure you're slooping them
@honest grove the red line is the looped pipe. in the modules without loop, it just ends at the bottom where the x is
either the generators in the middle run out or the last few at the bottom
another manifold i tried is this (the fingers) or the "bars" where the fingers were connected on the left. that lead to about the same results
about the same as in the gens at the end of the bars get little fuel?
in the bars it's basically upside down
the top generators turm off
i looped a finger setup, the generators at the end of the fingers in the middle run low with about 10mΒ³ but it seems stable, especially since i get a flowrate of ~9mΒ³ before the last two generators
it should take about 30-45m but i do think it'll stabilize by then, just dont touch the pipes anymore
i'll make a second loop finger and let it run for a few hours
it looks like the average power production is already 5000MW higher though
also if I place junctions onto a pipe, then dismantle and reconnect it on both sides, I should be fine right?
the pipe will have to refill, the gens will consume some fuel, essentially you should expect that timer to reset
and ideallly you should place the junctions first and snap pipes to those
yea but that's not practical in the finger case because the junctions work much better if placed vertically
i placed the vertical pipe, then the junction onto it and then dismantled it to connect two junctions directly
oooh right my bad
maybe use a floor hole to start the bottom of the pipe, that way you dont lose fuel from the lower pipe, you can remove the floor hole along with the pipe later
Math check for a "Wasteless max nuclear" plan (using all Uranium with no Waste), for anyone who has the patience and time to spare it...
I don't think I made any mistake, but I'd appreciate a confirmation
https://www.satisfactorytools.com/1.0/production?share=IELtxYqwZJB6G3bqe54p
That is just wasting uranium lol
525 GW lmao
Yeah, Fertile Uranium is not Uranium-Efficient. I don't think anyone ever claimed otherwise ^^
The point I was investigating was: can one use all Uranium without having any Waste, within map limits (issue being that all other recipes-combos run out of SAM)
I mean you can also get wasteless by sinking plutonium
630 GW from 2100 uranium
And 0 SAM
And use the plutonium in drones
That wasn't the original point, but sure...
I think Iβm gonna do this my next playthrough
With a liberal use of Sloops, even max Ficsonium (152) is just barely possible
hallo, uhhhh i cant seem to find in ur messages, would u midn sharing the clock ratios for the refineries for that setup π
my brain is not mathing today unfortunately
Hey, sure; did you mean for the vanilla setup or the sloppy+electrode? Though honestly it might be better to just work with the numbers you're working with. :) How much bauxite are you taking in, and what recipes are you using?
sloppy electrode, 14400 bauxite/min, preferably modularized to below 1200/unit, im trying to copy paste it in scim once i have one unit down cuz i really dont wanna build at all
So if Iβm using g mk 4 belts - and I want to bring in more than 480 ore a min, do I need to run two different lines or can I bring in 2 lines of 480 and merge them at the start of the smelters
well how would you fit 960/min through a mk4 belt
If you merge them, the output of the merger will still be capped by belt speed...
Manifold logic wonβt help it out?
How would it...? 
make two lines of smelters
Ok so I couldnβt merge the lines until the outputs eventually reach under 480
see: injected manifold
If you merge x+y, but your belts can only carry x, the merged inputs will back up. You can't have belts carry more than they can carry
although it won't help in your case
So at mk 4 belt speed a line of smelters can never exceed 16
(Barring unnecessary underclocking)
Unless you "inject" into the manifold, or just chain 2 lines of smelters together (the latter would just be 2 manifolds one after the other)
i love injected manifolds
Will look into injected manifolds, especially for smelters cause I like to have them all in a straight line
For constructors itβs kinda meh
π
Okay, so for the sloppy+electrode setup (repasting the image), the clocking that I was using was: Each module there is processing 600/min Bauxite. Electrode refineries at the top are all clocked at 100%; the Sloppy refineries at the bottom are clocked at (from left to right): 75%, 75%, 60%, 15%, 75%. Fresh water's coming from below, only headed into two refineries. The others all just use the recycled liquid. I could've had five Electrode refineries at the top, too, so that everything was just running straight through (instead of combining the Alumina Solution like I did there); if I'd done that the clocks on the top would've been 100%, 100%, 80%, 20%, 100%.
There's other ways to do it, of course, but for sloppy+electrode especially I can generally never resist just running pipes straight through in roughly 1:1
needs to also be updated with "SM" instead of "M"
im not opening this channel again π
I talked to Sevrahn about this before SM were a thing and to my understanding this should work as is
its from like 0.5 or 0.6 idk
you don't need smart anything for that design to work though if you do it properly
Opens #math-and-meta , sees math and meta π
depends on amounts on belts. If the injected belt is full, you need even more different setup
you do need smart splitter in some cases
It depends how much is being injected and how much each machine consumes, so yeah the general solutions needs smarts
what who when where and why is a manifold
and what does it even do π
!wikisearch manifold
Manifold refers to a fill method where Conveyor Splitters or Conveyor Mergers are aligned in a series (that is, one after another), usually parallel to the arrangement of buildings. The setup is compact and can be expanded easily.
Manifolds work because full machines consume only what they need. Once...
oh i use that like all the time
i assume the pipes aren't at limit right? so this setup can be clocked doubly, or nah
if the remainder from last splitter + merger would exceed 1200?
I guess I'd need numbers to see how this could happen
would exceed [next belt speed]
if you're injecting max belt capacity into any amount
Because you don't need SM, you can work around it by splitting the injecting belt
then you need to split injecting belt
It only works if the remainder + injection is less than 1 belt.
With a PM and an overflow on the injection, you could overflow the excess that doesn't fit to the next PM
Hmmm yeah I concur there are two just as valid solutions
Yeah, almost certainly not at capacity. :)
Asking anyone with Modeler files: what kind of size do your Modeler saves have (in KB)?
The highest I've seen was 200
One single production line is probably like 20
Oh wait do you want in kilobytes or kibibytes XD
Kylobytes
Saving with what simulation format BTW?
I mean, what format did you use when saving
I'm basing this off a single .sfmd file I've got in my DMs
It's a 200 KB plan for an entire world
Considering the size, it's definitely in manual mode
I have a bit of a hard time making sense of that number, as I have a plan with about 2~3 nodes for every item in the game (including splitters, different recipes for the same items, containers for outputs etc...)... And it's at ~38 KB π
Ah π
I now remembered that the world plan was just one of the 5 outposts on the main screen
I have no clue how much shit was in the other 4
is there such a thing as too much pumps?
i have a few pipes and a couple of them seemingly arent getting enough pressure to go up to the top of a building, despit having 3 pumps for a height where only 2 would be good
Maybe it was someone who created one outpost per "world" rather than creating multiple savefiles π
Any more than strictly necessary is too many
i just reconnected them and that seems to have fixed it i hope
1.1 did so many weird things to pipes and belts and stuff
Placing "too many" can give issues when trying to get max flow out of pipes (which can be a tricky topic)
Just put down my first MK 3 miner. It's so intimidating. (cut to future me just upgrading them all for no reason)
No, one of them was "useful builds" or something along those lines
If you don't care much for the flow rate, there's no such thing as too many pumps imo
I mean my first one EVER in the history og my playing this game. this is the furthest I've ever gotten
I even over clocked it (I needed 700 copper ore)
how to divise 2 output of 12.5 (total prod: 25) into 2 conveyors which are 10 & 15?
if someone have a design to show me
single splitter
or clock the producing machines to make 10 and 15 respectively
i can't it is reinforced plate
Whoa