#math-and-meta
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so basically, the system should have the right numbers with 2 water extractors combined with the output of the R2 (aluminum scrap refinery)
Yes
that totals 360 water, which is what the two R1 (alumina solution refineries) need
i just wanna make sure this system actually works since pipes can be tricky
it's not just about 'right numbers'. Fluids flow both ways
and when merging fresh and waste it's really easy to have back flow that stutters and clogs the whole system
this may seem really strange to say but pipes are not belts
so if i put a pump on the output of R2, it will be fine?
no. not nescesarilly
back flow and clogs can still happen
is it possible to work? sure
but if thigns are a little off, or a little hiccup happens it' can clog and you'll have to manually restart it
what if i have 3 water extractors instead, so 2 with proper clocking to supply the 180 to the first R1
and that's if it works at the start
and 1 with clocking to combine with the 120 output from R2 to supply the second R1
is the waste still connected to the fresh in this scenario?
yea it connects lol
then you haven't changed it at all
Bro, it's gonna work, just try it
im trying to learn how to make it work, ultimately
You have literally nothing to lose
tru, but its late, i wont try till tomorrow
the most reliable way to mix waste and fresh is using a VIP junction.
but those work off back magic and sometimes don't work when built
And if it doesn't, you'll learn why
im well aware, by the way, that the "easy" way would be to not combine waste + fresh water
im interested in learning how to make fresh + waste water combined
it's not 'easy', it's reliable.
there's no trick to it.
use a powered pump or VIP. Hope it works
if it doesn't work. Rebuild. Try again. Hope it works
rince and repeat
oh and don't have any repeating numbers in the clocking of the machines
initial setup doesnt use clocking, but noted
repeating decimals will eventually kill a direct feed system that isn't using a VIP
๐ค
usually
What's wrong with repeating decimals?
Also, would it make a difference if you typed as its fraction form? (31+1/9 as opposed to 31.1111)
Is this doable in a world that I also want to have a maxed Nuclear Power Plant in?
mainly worried about the large sulfur draw
i have also just recently come across this issue, here is my version of how i am gona build it
subtract the sulfur used in this with the world total and find out
this is good
thank kyo29 for it
would you happen to have a link to the calculator preset to this recipe/
#1414244918376927383 in there i think
dont got much time rn sry
There's only about 10,000 max sulfur in the world, so depending on recipes you used, you might not have enough. You could loop the compacted coal byproduct back into the input to eliminate some sulfur, or look at the nodes on the map you have available and use those
Maxed out nuclear should at best use one third or half of all sulfur on the map
Besides Turbo / rocket fuel, instant scrap and batteries (and maybe the leached alts) theres not much you can actually burn sulfur on.
Turbo or rocket fuel are actually the main offenders when it comes to sulfur usage
Very sulfur hungry
turbo more than rocket, funnily
Because rocket can skip turbo and partly because of that feedback loop
3108 is the number I remember, but I don't remember for which recipe pathway ๐
Yeah that about checks out
For all purposes, nuclear really isnt that sulfur hungry
Even with neither of those, 60 (2GW) turbofuel makes 100 (6GW) rocket fuel
The byproduct compacted coal just expands that gap even further
Ah, if you go with sulfur per MW / GW then yeah thats a different metric. Much more efficient when viewed like that
per unit of fuel rocket takes much less than turbo too, even without feedback.
Rocket truly is too good for its own good
for turbofuel's good ๐
For anyone's good.
Solution: buff Ficsonium xd
Just checked, 3108 is for 50.4/22.4
50.4/12.6 uses 2856
plut rods yes
alr
those are the numbers for rod and fuel unit w/ all uranium
(not counting converter alchemy uranium i assume)
No, that's from 2100 uranium
Max wasteless uranium w/ conversion is like 200 rods
my 51.2 / 12.8 / 64 build (all uranium to minimum fics, overprovisioned 63/64) uses up to 5212 sulfur, but 2225 of that is sulfuric acid for caterium which could be pure.
Just putting it to use because my mapwide plan was leaving most of it untouched
Leached Caterium? Eh, still neat and still only 50% of all sulfur
So yeah nuclear really doesnt waste sulfur
only really worth worrying about sulfur if you are trying to make the most power possible i think
That would likely involve mixing nuclear and rocket fuel
yeah and power augs
KYO gave me this a bit ago ๐
15.32 TW waste free
Ionised is good enough to poke its head in a little. It's much stronger relatively when power augmentation is in play because instead of being somewhere around the break even point, the power augmentation makes it produce like 5x of the power that it costs
Ficsonium is strictly worse than other wasteless options in all circumstances
Actually, I need to check that plan lol
I don't remember whether I made it before or after I learned how to optimise for production
ye i deleted a bit cause i don't understand it fully ๐
So it might be optimized for net power instead
not if you actually enter the clock speed as a fraction ๐ค the machines may only display a few decimal places, but it's saved with 20 decimal places
Uhh source?
Last I checked the wiki, it said that 4 decimal places are saved
i don't remember where it was specifically, but someone took a save editor and the clock rate had 20 decimal places of precision when the rate was entered as a fraction
as far as every tech geek and math geek on this server has poured through, even when inputing fractions, it'll only round to the 4th.
Happy for them to correct me but that's been the concensus for a long while
it's possible something has changed and I haven't heard about it? I don't stay rapt for info like that but it seems like something that would have at least been tossed around if it had
i've seen this several times recently
Hmm, in scim when you go to update clock speed, it does show more than 4 decimal places
by whom?
and you can always input more numbers into a field, doesn't mean it recognises them
the screenshot i saw was a json export from a save editor, that confirmed the fractional input in the game was saved with 20 decimals of precision
oh I totally believed you you could input numbers beyond 4 in a save editor. But that has no bearing how many digits the game acknowledges
In have not touched the clock speed in that window
But on the other hand, a machine set to 90 shows this
I still believe you, but I'm just basing it off what code geeks have said in the past and they've been reliable on all the other things over the years. That no matter what the decimal input says, that the cycles will only acknowledge up to the 4th
I'm not going to pretend I understand it. Coding and programing is far from my knowledge set
Maybe ask Baldur next time you see him. He's probably the most techy person on the server
Yep, confirmed, that's just the floating point representation of 0.9
So it's probably SCIM displaying it as a floating point number, regardless of how it's actually stored in-game
So this confirms nothing
Baldur is often about, just @ him next time, or even now, I don't think he has notifications on so don't think it'd bug him
Someone would need to interrogate the actual save file or set up a test to show the discrepancy
you'd have to enter in a clock value as a fraction that repeats, checking a 0.9 clockrate doesn't prove anything
It proves that SCIM displays a floating point value
Which means it's not a reliable source of what the clock speed actually is
disagree
The actual save file would have to be checked manually, not with a save editor
Or at least not this one
if it shows the repeating value when enterer as a fraction that causes a repeating value, it clearly is accurate
otherwise the value saved wouldn't be a repeating value
you can check it against that convertor
if precision is lost, the stored value won't match what it should
Tf you mean "disagree"??? SCIM shows the floating point representation of 0.9. That means that at some point between me typing in 0.9 into the box in the game and SCIM displaying it, 0.9 got converted into a floating point number. I have no clue when that happened and I have no proof that it's not SCIM itself doing that
Therefore SCIM is not a reliable way to check what the actual clock speed is
It could be the game rounding it and SCIM displays it exactly but I have no way of knowing that
0.9 is 0.9. 0.899... is the floating point representation of 0.9. which one is actually saved in-game?
if you enter in a value as clock speed in game that has a repeating number, check that precise number in the IEE 754 convertor, if precision is getting lose in the game, the value displayed in SCIM won't match what the expected value is
there is no difference between those 2 numbers, that's my point
they are the same
0.9 exactly is not a possible number representable by a floating point number
Oh, I get it
Gimme a sec
I'll have to see if I have any machines set to 33.3333% or similar
Cause I'm on my phone in the doctor's office rn lmao
Either way, 0.333333 is 0.3333329856395721435546875
And adding extra 3s (0.3333333333333333333333333) becomes 0.3333333432674407958984375 in FP
nah, convo over time
Ok, got a miner likely set to 20/min (60/min at 100% clock speed) and it's:
float moment
I have definitely not typed in 33.3333% into that one. I've either put in 100/3 or 20/min into the output field
what would be more interesting is something like 190 + 10/21
It'd suggest that clock speed gets fully transferred into SCIM
The question is: does the game use all that precision?
it would make 0 sense that it wouldn't
I can only assume the game calculates a float and stores that - thats it
Hey wow, my question finally got answered cuz someone other than Cobalt finally got involved.
what was the question?
Thanks guys, I asked about decimals and fractions and stuff last night, but Cobalt is such a -----, they have me blocked for some reason.
This was an insightful read
Oooh hey Laura, good timing.
Can you do me a solid and send over that save with the cursed bottom feeding you showed me once?
That seems likely. But now the question is: what gets used to calculate the new cycle time
Cycle time is most likely default cycle time for this recipe / said float
And even if it's all the decimal places in the clock speed, how many places does the new cycle time get?
Well, considering it is (used to be?) on the wiki, the belief that only 4 decimal places get saved has to have come from somewhere. So either that was true and has changed, or rounding happens somewhere
I've stated a number of times why you're blocked. Not listening fits with everything so far.
Sometimes, I hear his voice in the wind
Regardless, if you were to assume the game actually only uses 4 decimals for the math, then a cycle time of 1 second with 33.3333% clock speed would become 3.000003129 (roughly)
which gives you 19.999979 cycles per minute
Assuming it is actually only as many decimals as the UI fits
I imagine that's just what it shows though, right?
I cannot say
I do not know
If it actually was that though, then you likely still wouldnt experience issues for a long time
Right, that's what I just gonna ask, does this ever actually manifest, if we're talking disagreement after 7 or 8 decimals?
My most common answer to this is "if an error happens, it usually takes a couple thousands of active playtime hours to manifest"
So, practically speaking, no, it won't manifest.
for practical purposes, no, it wont happen.
If anything ever happens, its likely one missing or excessive item every like 4000 hours, if we assume the current example
So the timescale on which it happens is so large and the effect so negligible, that it's effectively a non issue
Thats my take on it, yes
Good to know there is nothing wrong with decimals again.
My estimates always put it at a few months to a couple years of active playtime for an error to manifest itself in actual interruptions, albeit small ones
Most people barely clock in at the required time for a given save
do you have a 4000 hour old save file?
Yeah, so this is a case of "theoretically sure, but in practice, no"
I don't think i have recorded 4000 hours on any single game
The absolute maximum discrepancy is 1 item every 27.7 hours
Assuming 19.999 vs 20 means you already are missing one item?
If the clock speed is indeed saved with 4 decimal places of accuracy, then the maximum rounding error is half the 5th decimal place, or 0.00005%
0.00005% of 1200/min is 6e-4 items/min extra/missing
Or 1 item every 27.7h
That's the absolute max
Most of the time, the rounding error is not gonna be near the max, and 1200/min is the maximum input/output
99.99995% accuracy is a pretty high standard if it were anything else
i think that counts as 5 sigma
Is there a mod which tracks a machine's duty rate?
That's 5.026 sigma lol
Spot on
So the accuracy is so good, the variances are literally negligible.
And that's assuming the accuracy is 4 decimal places
Which it's almost certainly higher, yes?
In reality, you'd have to calculate relative accuracy so 5e-5/x
But it's 5e-5 for 100% speed
Idk how the cycle time is calculated from clock speed and if there's any rounding happening there
It's also possible that the cycle time is quantized just like the physics are
That would make sense
Why wouldn't it just be 64 bit floats?
I don't know that much about game design.
Or even 32-bit...
They have weird non-communitive properties, which I assume might cause issues.
Idk how Unreal handles that, but generally making cycle time that's not an integer number of game ticks is harder than a cycle time that is
At least if I was coding from scratch, I'd base everything on a number of ticks, and then just make sure the ticks happen x times per second
Yea, you want to decouple the logic from real-time to some degree.
It would be funny if overclocking your computer actually worked like overclocking your factory. But it's been a while since I saw a game which was tied to the system clock in some way.
making rocket fuel has turned out to be much tricker than I thought. It looks easy on paper to just make nitric acid and combine it with turbofuel, but given the reality of my logistics it's been spicy
It's generally best to isolate your power plant's fuel supply from all of your other production
could concievably cause a problem, but yeah, extremely unlikely to cause a noticable problem
just for something really sensitive like a merged alumina setup or a single-input sushi belt it could drift in a very slow yet eventually problematic fashion due to floating point accuracy loss, which might break it after thousands of hours.
My longest save is i think around 840 hrs? ๐
even if it would be fine with perfect numbers
yeah I basically did that. My nitric acid is overproducing but the portion of teh factory that goes to rocket fuel is separate machines with separate lines that get prioritized over the other section. I'm more talking about the literal pipework, etc, to get from point A to B
Rocket fuel is a lot easier with the Nitro blender recipe.
Sushi shouldn't rely on machines to regulate it tbh. You should either make it dynamic with prio splitters and mergers or manage the i/o with belt limiters or something
Yeah, not really something that you should do in any case, but technically you could make it work
Whereas if the game uses float for clock speed and you don't account for that, it could cause a misalignment of inputs which trends towards a deadlock
good building practices will generally be able to absorb some variance without causing any noticable issue, especially fraction of a percent level variance.
I bet you're right, but I already have a working turbofuel factory dumping 750pm right into my rocket fuel factory, so shrug
Well yes, the easiest setup is the one you already have ๐ญ
Nitro is the easy way, inputting turbofuel is the efficient way and it's a pretty solid way to do midgame power. Make enough fuel and later turbofuel in P3 that you can later redirect it into your rocket fuel production, and you increase your power by like 3x
6x actually
in my case -- 750 turbo becomes 2500 rocket in my set up, and instead of 40 OCed fuel gens, I'll have 240
I'm getting 2.1x conversion rate of turbo into rocket which is 3.79x power, are you slooping or something?
key point though: no additional sulfur input
Is doing the turbofuel chain actually more efficient? I'm seeing that that standard chain uses more sulfur and coal per unit of RF produced. huh, i guess it only saves on coal and a tiny bit on fuel.
yes very slooping
with fully OCed and slooped blenders, I could eat 750 turbofuel with 5 blenders each producing 500 rocket
I'm actually doing 10 blenders at 125 but it's hell sloop expensive so I'm thinking of it as temporary
I'm basically temporarily "wasting" 20 sloops to save 1000MW of power
In order of Sulfur efficiency:
600 sulfur into nitro rocket fuel = 900 rocket fuel (54 GW)
600 sulfur into regular turbo fuel = 25GW turbofuel, available early in P3.
If you make that into rocket fuel, you get 1578 rocket fuel (95 GW)
600 sulfur into turbo blend fuel into rocket fuel with recycled compacted coal via the regular turbofuel recipe gets you 2526 rocket fuel (152 GW).
So you can directly turn your P3 turbofuel into rocket fuel and it's not that bad. It costs you 60% more sulfur to make the same energy if you make the turbofuel purely on the P3 recipe, but the sulfur cost isn't prohibitively high (1200 sulfur for 180GW worth of rocket fuel is fine)
I skipped turbofuel entirely, so I guess that's where my problem is.
Skipping it is a good option
but if you do it, you can build in a way where you don't have to tear down everything and clean slate to make rocket fuel - either reasonably efficiently, or max efficiency.
There are still those 17 turbofuel refineries at the bottom.
In P3 you use sulfur to make compacted coal.
If you're converting for P4 max efficiency, you would redirect that sulfur into Turbo Blend Fuel, and run your old refineries from byproduct compacted coal instead.
but just straight up using the regular turbofuel recipe and then making it into rocket fuel is a fine option too, since sulfur efficiency doesn't really matter and it's not that far off. It's not like it uses 5x as much.
I think regular turbofuel uses more coal and less oil too, which can be easier or harder depending on location and scale. The Turbo Blend Fuel uses coke instead of coal.
For example at the blue crater you can get 1800 sulfur and around 2.5k coal / 2.5k oil using mk.2 miners
so the least efficient one will make >150gw with mk2 miners, and double that with mk3, limited by the amount of sulfur in one corner of the map (which is like 17% of the total map sulfur)
Ngl, making power plants is my least favorite part of the game
And nuclear still seems not worth it to me yet.
The only advantage turbo has over regular fuel is the oil efficiency. And considering you can get 20 GW from 600 oil with just regular, I don't see a point in burning turbofuel, ever
I also don't love power plants. It's funny though, there's no real difference, but my brain just loves there being a widget at the end and doesn't love it when there's no widget
Cause it's really not, unless you're aiming for 1+TW of power
It can be a decent stepping stone to rocket fuel
because if you make the diluted fuel for rocket fuel and run on that, you wont have enough power to comfortably reach p4
so it makes more sense to do 2 seperate powerplants, whereas 1 is actually doable via turbo
yeah my overall plan involved diluted -> turbo for P3 for about 25GW of power, and getting a few basic P4 things set up so then I could expand to 125GW using rocket fuel. I'm doing the rocket fuel expansion and just turning on the blenders will put me more or less right at my current power limit before the new gens come online
as a bonus I had infinite packaged turbo fuel for my jetpack during P3
I'm using hover now mostly, but I'll use packaged rocket fuel once I can
only 210 points lol
all in all this might actually be /totally/ negligible
I've noticed that when I start my game, my power grid fluctuates. that implies some machines stall, which they don't usually do.
if that's the case in any setup and not a weird quirk of mine, it would mean the error Cant even accumulate due to the bigger errors from startup
i know that the game has trouble with keeping flow rates up after a game load, thats a bug i specifically tested for
it normalizes after, but in the time right after a game load, long pipes fall behind with their flow
yea then the small rounding errors are probably totally irrelevant, not even negligible
its other bugs that are more prevalent
because the game restarts every 24 hours or something iirc.
at least that's my cope, don't take it away lls
speaking of cope, i dunno if you were keeping up over on pipe cord, but i believe we found an explaination and solution to pipe manifold issues, including that one infamous save of yours
damn, I gotta take a look at that. I won't be at home for a while so it'll have to wait :/
thanks for informing me
this is going to look so cute when its built
it's gonna look 2x larger and more expensive than it needs to be because SCIM is a horrbile calculator ๐
which one should i use?
Unfortunately we couldn't calculate any result.
This can be due to many things: missing resource required for the production line, not enough resources for the requested amount, disabled recipes required for the product, etc.
i think im sticking to scim
you need to enable recipes
alts are off by default
and turbofuel is an alt
- alts will allow you to make everything much cheaper so you want them
what the fuck ๐
dont have hard drives for alts
the hell did you do to that calculator
I didn't even know that was possible
ah, maximize
you know you can just press the blue share button and share a link? ๐
is that a bad idea?
do not even look at the output in maximize mode. paste the calculated number back into items/min mode so it can calculate properly
compare the resource cost of what you sent and this https://www.satisfactorytools.com/1.0/production?share=NJEmZmvxBn32j7JJYemh
I'm not the best at math, if I have 120 iron ore/coal p/m and I want to split it into 3 foundries, how would I calculate the clock speed to make sure all 3 are running at 100% efficiency?
thats the exact same thing i ened up with after a few tweaks
each of them to 40 steel output
hope that helps
Okay, but how do you get the calculation, I don't want to have to ask every time I need to figure that out ๐
[how much they'll get]/[how much they take at 100%] * 100%
thank you <3
also, wtf is up with people typing p/m when they mean /min???
I saw it on reddit, my apologies
literally nobody outside of this community does that and it's incorrect
just thought that was how most people communicated per min
some people do. incorrectly. for some reason
Gotcha, I'll keep that in mind as well <3
do ppl use load balancers with pipes?
or should i just use a manifold and prime the system?
theoretically you can, but I wouldn't recommend it
I manifold and not prime the system
is there any advantage to that?
lower chance of sloshing causing issues in my experience
sloshing?
fluid flowing back and forth along a pipe, not doing anything useful and reducing available pipe capacity
ah
i donโt understand pipes at all
idk how i managed to complete a EA playthrough
nondirectional conveyor belt with a temper
@red tangle you do one of these things:
either a blueprint with 1 of each machine, a fully closed loop
or set of blueprints with 4 of 1 machine, designed to connect together with auto-connect 1:1:1
either way, you put in empty canisters, packaged fuel, or packaged water into one of the machines to make sure that gets pasted with the BP and you don't have to put them in manually or set up production to fill them. in my experience, 20 per loop is enough, but you may need more or less depending how long and fast your belts are
Right I see how it works closed loop for each of the packagers and unpackager Iโll do this when I go on and finally finish thanks
Can someone help me with the math for my solo run?
Iโm still very new and donโt know how math works
https://www.satisfactorytools.com/1.0/production should help
Oh no, I'm hit the 1200/min limit on my plastic/rubber belt because I was rounding too many things up.
This is actually going to be a pain to fix.
Possible without adding external belts though, since like half of it is used to feed itself recycled materials.
@knotty hornet my aluminum setup seems to work flawlessly (-:
nice
whatever concerns others had, i havent had any hiccups
just a clean 480 aluminum ingots from the scraps heh
important to note, it doesn't scale up super well, you can start experiencing problems when you get near max speed on a pipe mk 2
hmm why is that?
i was thinking to scale it up by one extra section (2 refineries alumina solution and 1 refinery aluminum scraps) since i unlocked faster belts to support it
pipes do have weird things going on with them because of how they are coded, and water going in conflicting directions can cause backflow, stuttering, all sorts of werid things in larger pipe systems
so as you scale up, you will need to keep other things in consideration, or keep working with small blocks of machines like your current setup
btw, you should definitely tag Cobalt, he'd love to hear it
each block is isolated so it should be fine
as in, the water is only between the three machines mentioned
and the second block has it owns three machines, with no connection other than the bauxite and coal being split on conveyors
and i gues the 2 water extractors per block
but those are isolated to their respective block
yeah, keeping fluids in managable sections helps a lot
@vapid gorge with no special setup, the aluminum system that mixes fresh and waste water seems to work flawlessly (-:
btw i didnt have to do anything special when setting it up, literally just connected it all and turned on power all at once (didnt need to prefill water)
as long as you dont back anything up that will work fine, just remember to put awesome sinks at the end of the aluminum belts
a good safety measure for the future would be to do what they said and keep the fresh water refineries separate from the waste ones
yep awesome sinks are there
and i merge the overflow of silica and scraps into said sink
then i use a priority merger to have that silica get used at my main factory (i train in the scraps and silica)
otherwise my main factory uses the quartz generated silica as secondary to meet the 400 extra silica demand
to convert it all to 480 iron ingots
does it make sense to aim for rocket fuel for my next big power boost or turbo fuel first?
i current run on 10 gw of power i think it is
but will need to scale that up eventually
turbo fuel isnt worth going for if rocket fuel is an option
ok i think i will get to rocket fuel fast enough then
nowadays i think turbo fuel is better used as a cheap boost so you can get a bigger power plant online
if you've been watching kibitz's 1.0 playthrough basically that
have not been watching it, though i like kibitz
i guess my thought was that turbo would make sense as an intermediary for me
since i think rocket fuel requires the turbo fuel anyways
yeah but its better to use the alt that doesnt
although they use basically the same resources
iirc the best recipe is nitrogen + fuel + coal + sulphur although i dont remember the name'
will keep that in mind
i think i need turbo still in some dosage for unlocks in mam at least
so maybe i'll just make a single refinery for that
yeah
I'd say that's questionable. the alt is significantly more expensive in everything but oil
might also want it for turbo ammo but thats if you like the rifle shooting really fast and completely covering whatever direction you're facing with bullets
i wanna have a nasty rifle, yea
i explore a lot and die a lot as a result lol
i just got the hazmut suit so that should help
i have explosive rebar but it isnt as strong as i expected, still good at clearing trees lol
also cluster bombs werent as good at killing enemies as i hoped
explosive rebar is baically just a nobelisk you can shoot iirc
i havent used it for a while tho (i ran out of it months ago and havent gotten around to making more)
it's faster to shoot than nobelisks
i'll make a dedicated rifle ammo setup to upgrade the ammo
i love making ammo factories
i need to make a weapons factory
i automated nobelisks which was nice
i just shared some pictures of one i made recently
i made one that makes everything except nukes, and both filters too
i've been using "magic" to get nobelisks because i havent had a factory for them for over a year
btw for hazmut suit, does that mean with filters i can start ot mine uranium?
yes
to get it off the map lol
iodine filters, and you'll want a lot of them
woohoo theres a somersloop that i think is inside a uranium ore thing
they burn REALLY fast when you're at max radiation
5/min is enough
i'll automate those and rifle ammo before next exploration mission
gonna go in like a stacked up monster heh
just talking about how much you want to have in your inventory, automating any amount would be enough once you get a couple stacks to start you off
kk
im going to go insane.
...you want me to hand feed my machines for project parts??
wait whha
and make 2500 modular engines by hand??
that's what I do
a few hours and it's done
yeah no
that's my phase 4 factory
Jfc my dude. I did say they can work, I just explained the dangers and how common it is for them to fuck up. Also the need to manually fix things.
Unreliable doesnโt mean โimpossible to workโ. If that was the case I would have said โimpossibleโ.
I see no point in doing anything else tbh ๐คทโโ๏ธ
sink
And I let people know they are unreliable because almost every day i help fix someoneโs direct feed system that looks โfineโ.
you can sink everything else and it's more than enough
this is pretty basic tbh
dont worry about the future tho
fear
you know you've reached peak Satifactory gaming when your plans look like this
what the FUCK.
yeah average
average phase 5 factory
there's just a lot of nodes that's why
it's the plan for a modded 10 TW Ficsonium plant
my own lol
ahh
they're on ficsit.app too tho
what're they called?
links in my bio
these look fun
there are fun things in there such us
well done good sir
520 fully OCd refineries for copper
also, idk how this graphing software draws nodes because the matrices are on the far left and the ficsonium on the far right. that's gonna be fun to parse
thank you
cause that was exactly what I was trying to achieve
in future saves if i can remember i'll definitely think about them
will probably do it for my ficsonium save
i told you he'd love it
whoa relax there lmao why are you taking offense to a non-offensive mention?
wild lol
i thought he'd be happy or at least neutral
naw, the trick is, he irrationally hates me, and so every conversation that reminds him of me irritates him
he could've been happy for you getting it to work, but ....
eh, i dont wanna press him further, just gonna let it go and move on
How do I use this calculator Iโm so confused
You're gonna have to be a bit more specific because there's like half a dozen to a dozen calculators for this game
The Satisfactory tools 1.0 one
What's confusing about it? You select the item you want to make, choose the amount, and it gives you the most resource efficient recipe combination for that output given the constraints (available recipes, resources, machines)
in the production tab you can choose what things you want the factory to make, how many you want to make (can set a number or tell it to maximize from the available resources)
in the input tab you can change how much resources the factory uses, as well as add any inputs (stuff like aluminum or plastic or rubber or what have you)
in the recipes tab you can choose what recipes you want the factory to use/not use
in the machines tab you can choose what machines you want the factory to use/not use
and then it calculates everything for you
How do you change the value of how much ore?
it optimizes for least amount of resources to get the most amount of items i think? im not very well versed in it yet
and then all the tabs below the 4 main ones show you basically everything you'd want to know about a factory
It calculates how much ore you need for the output you chose
you can play with the numbers here if thats what you mean
Ahhhh okay thank you that part was unclear
It assumes all of the map's resources are available but tries to use as little of them as possible
like if you dont want to use too much of one resource you can bring the available amount down to whatever you want
Man watching a manifold of 30+ frames and heavy frames fill up is like watching paint dry.
Going to just lazily kick start it a bit
i saw a manifold trick where you have a fast conveyor down the line and then the slowest conveyors (depending on how much speed is needed to meet the machine consumption rate) to feed the machines
it cuts the manifold wait time down by an insane amount
iirc it takes longer doing it that way. Because more machines start consuming the products sooner. Most of the time feeding machines with slower belts takes longer #1138254823196725419 message
Yes, if machines (or blocks of machines) are only taking in the amount they need, then more is available for other machines, so that system starts up faster but it takes longer to fill the machines inputs.
longer fill time in this case of the graph means more machines stuttering longer
No it doesn't
Yea, I do that generally... but I'm limited by the amount of production.
Inputs don't need to be full for a machine to operate, they just need to have enough to do the recipe again.
that's what the graph simulator shows in the link. A longer total spin up time
If the input rate is greater than the consumption rate for any given machine, it works at 100
Unless the side belt speed matches the machine consumption exactly, it's actually gonna take longer to reach 100% uptime
wdym side belt?
The belt connecting the main spine of the manifold to the machine
Interesting, that's not immediatly obvious to me.
Hold up
Let's say you have a 780 belt full of screws, and a side belt of 60 going into a machine, which is using 60. Then 60 goes to the machine at all times, cuz it can't back up, to 720, continues through the manifold. Is that right?
that's load balancing
That's not what he's saying.
doing aluminum, the scrap byproduct water is being looped back in with 1000 water a min from extractors. my refinieries for the solution need 1500, which is the total amount from the byproduct + extractors, yet the soltuion refinieries are all getting full and backlogging the scrap refiniery, any thoughts on where im going wrong?
Longer than what? using a balancer. In that case, it's not surprising.
He said a side belt matching the speed of the machine's consumption, isn't that what I described?
you're mixing fresh and waste water
Then that has instant startup, yes. But if the machines take let's say 45, and you use mk1 belts on the sides, it's gonna take logner to reach 100% than if you used all mk5s
Side belt is the spine, not the direct feeders.
and this is bad why
you often get back flow and clogs
Oh I misunderstood.
so should I just add enough extractors for the refineries and package/sink the waste water?
Why would that be the case?
no just split your fresh and waste up
clock 1 group of refineries to just use fresh water
clock the 2nd group of refineries to onloy use waste water
It would seem that would then be forced to fill up the machines in sequence
it's just a little bit of basic math but makes it basically unbreakable
It's not impossible to direct feed waste water but it's often fiddly and can easily break
Because you get more machines consuming items, and therefore lower excess that can fill them up. So you get more output at the start, but then a slower rise to 100%
That's if you used smart splitters for every step. And that is the fastest
The fastest should be balancing, and filling them all up at the same rate...
I think i might see what you're saying
practical example and ratio diagrams #1287987061361610793 message
ty, gonna have to add a machine or two but at least it will work
But if each machine is still getting enough for itself to run and the total in to the manifold is > or = what that block uses, i still can't see the problem.
Imagine a more extreme scenario. The machines consume 59/min and the belt you used is mk1. They fill up at 1/min. With stack size 100, that's 100 minutes to fill. But because they're all pulling off 60 from the main belt, the last 2 machines are gonna get less than 59 until all the previous ones are full. Which takes 100 minutes.
For a manifold though, I would think it's dependant on the number of splits in the manifold. If it's one long single manifold, then I guess it's a matter of the ratio between the inner and outer belt?
unless you're working with a system that's completely over clocked you can just increase/decrease clockings
Yea, but if you're only producing 61/min, it's basically unavoidable and the speed of the belt doesn't matter.
That's what I'm dealing with.
This makes it make sense
That's what I needed, an extreme example.
Okay, so I get what you're saying, but then in that case, just always oversupply, I guess
And if you use a manifold calculator, and assume 10 of these machines (59/min each), it takes 9 minutes to reach 100% assuming infinite belt speed (so basically no belt limiting flow)
Which would mean, like you said, using the fastest belts you can to fill it AFAP
i mixed fresh and waste water in my setup with no issue, but mine is also small modules that are self contained
yes, as mentioned, it's possible. but often breaks. In such an example that has been presented.
I don't recommend unreliable and shitty options to people.
Yeah, if you oversupply enough that you can saturate every single side belt, then it's instant again. But then you need an input of n*belt speed, instead of just n*machine consumption
If you can supply 1000/min, but need 500/min, it's best to use a Mk6... that said, it may slow down other places if you also split that 1000/min.
So the fastest manifolds to reach 100% are ones using smart splitters to fill one by one
So I generally make the belt as small as still fufills the manifold.
But where do trees rank in this game?
Cuz i still imagine tree feeding is faster than manifolds
what is tree feeding?
yes, they just scale more poorly
manifold is linear building count
you should directly split with 6 or fewer buildings, but for 60 it takes a lot of buildings and time to do that ๐
Is this just because of the idle timeouts? I'm not sure I see why this is the case.
Split one into 3, then 3 into 9, etc
load balancing
Manifold fill time is machine capacity plus consumption on the way to capacity.
If you feed more machines a little bit, consumption increases but the amount of stuff needed to fill all of the buffers stays the same. Therefore fill time increases.
I would have guessed load balancing is the fastest, but now I'm not sure.
In my aluminum foundries, they are grouped into cells of three that split inputs and merge outputs, then 4 cells of 3 makes a block of 12, and I feed those through a 2-2-3 tree
The more machines are running, the more items they're consuming, the less items go to actually filling the manifold
That's a balancer, no?
Oh, sure. Smart splitters reduce total fill time for that one manifold... but if the output of that manifold is powering another manifold, I don't think it changes the production, does it?
Cuz it just branches
all this stuff could be tested with the conveyor measurers
probably not, no. In that case having more production earlier in the warmup counterbalances the longer warmup.
Just talking strictly about time before reaching 100% production, feeding 1 at a time gets there sooner. Preferably zero, even (no power).
Right. That's the part that I was confused with.
You tell me, is that a balancer?
or just with Math
which has been done.
esepcially since those belt counters aren't super reliable
the magic of math #1138254823196725419 message
A 1-N balancer where N is even, is just a bunch of splits.
Draw a diagram I guess
From the description it sounds like it is
Not even. A number whose prime factors are only 2 and/or 3
Ignore me, but yes, the idea is that you have the same amount of output on each line.
Well, you can do 1:5 now too
That needs mergers tho
But that involves mergers and a bit more thought.
So it's no longer "just a bunch of splits"
Yeah, but taken as a block, you can do it, so factors of 5 are allowed too
Psh, alright, purist
my strat is to manifold and just go do something else, assuming it'll eventually work lol
in the time the manifold fills up, you can explore or build other stuff hehe
Yea, but I was being impatient tonight and just wanted to cram a bunch of extra product down the line from my depot.
you could hand feed the machines to fill faster i suppose
Anyway, this conversation has basically finished the fill.
heh
I did the lazy version of that and just put a merger in the main split and filled a container.
splitting up 31 parts of something is a pain.
This humble 12 heavy frame / min feels so good tbh.
nice
In the past I've had like 2/min and it consumed all my supplies while it was going and nothing was balanced correctly.
Now I can focus on cleaning up the design tomorrow.
Middle building is
Wish I could have it show the numbers in the node, not just the sum of each edge.
you could make labels/signs in your building to display the numbers
kinda like a visual stamp saying "here is what i made"
Yea, when this whole thing is done being tuned, I will do that.
after reading the wiki page, the things i am describing as trees are, in fact, balancers
I just know I'm going to need to adjust things because I've been rounding up a lot.
in which case, i am also on Team Balancer over Team Manifold
I built my first 3:4 balancer the other night after @unique cypress insipred me to learn about them.
im team manifold
They just take up a lot of space and don't generally help with thoughput once things are going.
that's a pretty fun one, send a screenshot and tag me if you can
i also saw a vid of a compact design for foundries (that has no clipping)
so im team compact too heh (with no clipping)
I am team both, because both have their uses
@knotty hornet
i havent found a use for balancers yet, besides like basic "it happens to split in half or in three perfectly"
but im also not far along yet, only pushing into tier 7-8 now
Balancers' main use for me is feeding manifolds
And loading trains
It's not the smallest possible, but it's nicely (mostly) symmetric, and reasonably small.
nice, i wonder if there is a clever way to compactify it using lifts and snapping to utilize levels
im team not this lmao
It does clip a little bit, which I generally try to avoid.
how would a balancer help with train loading?
Loads all wagons equally
seems like (at least currently) i just pump my full belt into one station
Minimizes the "until full" condition.
oh i havent needed multiple wagons yet for a single product
One common use for balancers is to use them on nuclear production lines to minimize the amount of ambient radiation along your production lines (no full machines due to manifolding, etc)
i just put plastic in one wagon, sicila in another, scraps in another, and rubber in the fourth
that sounds fun and interesting, excited to eventually build that
(Though to be fair, it's not like the radiation generated from machine manifolds is awful. A single stack of anything is only gonna push so far out)
You can't get the maximum theoretical throughput without having all your wagons load and unload perfectly equally, and a balancer is often necessary to achieve that
can you give an example?
i might be too early into trains for my case to need it yet
It would be nice to be able to set a number of stacks which is considered "full" for a train...
Unfortunately it's 31 stacks + 1 item
gotta fill it up before it gets there then
but also that seems like something they could add into the game to check for full stacks
wait... what. Where does that 1 item come from?
i think it means like the 32nd slot, if it just has a single item in it (rather than a full stack of 200 or whatever)
that triggers the condition of "all 32 slots are occupied"
Ah
but like with trains, i dont really get why i would need balancing
That makes sense, but is rather dumb.
i can only put two max speed belts into a wagon, and two max speed belts out of the wagon
isnt that just the inherent limit?
because you can then fill the cars at the same rate and not have tthe train wait for others to fill while others back up
also you can't move 2 full belts per platform
i thought you can pull on two belts
You just need to make sure none of your belts back up once a single dock is full. This generally requires some form of balancing.
you can attach 2 belts, but when trains dock, input/outputs stop for 27 seconds
meaning you can never move 2x belts of throughput
often because of hte system you're limited to maybe 1 belt's worth or less
my setup is:
- station connects both belts to industrial storage
- industrial storage pumps two belts into network
Train throughput is complicated. With default settings, the theoretical max throughput is only achievable at a single point. If your train comes in earlier or later than that, you get lower than the maximum throughput.
The depart when empty/full setting will automatically delay the train to exactly that point if it arrives earlier than that, letting you achieve the max theoretical throughput at any length of route, as long as you have enough trains on it.
The issue appears when you have multiple wagons on your train and use that setting. If one of them fills slower than the others, it'll be filled last. And the train won't leave until it's full. The others fill earlier, and then sit idle, waiting for the last one. That loses throughput. The only way to avoid that is to make sure none of the wagons are slower than the other and all satisfy the full condition at the same time
yes, buffers help the lock out time.
but if you pause a belt even for 1 second you lose throughput you can never catch up to
i guess the thing is, i wasnt waiting for wagons to fill
i basically treat it like a magic belt line
you often don't need to no
so if i put 480 speed into the wagon
i just assume its magically 480 speed out on the other side
like, wherever the train goes to dropoff
just direct feed what you need to onto each platform and as long as you have enough throughput it'll be fine
That 27 seconds may or may not matter, but if the margins are tight you can optimize it a bit.
No, because the platforms stop moving items between themselves and the belts for 27 seconds while the train docks. That means it's impossible to get 2 full belts per platform unless a train never docks, and it's also a reason why a train arriving too early is bad - the pause happens more often and you lose more throughput
my system is also, admittedly, super simple
and my first train system here lol its just one train
it picks up four wagons of items (rubber, plastic, silica, aluminum scraps)
im sure theres something im doing wrong, but so far it seems to work
Why not aluminum ignots?
it sounds like, though, i will eventually need to factor in the 27 second thing
Yeah, you only need to start caring about those things when you have like 20 trains on the same network carrying a collective 10k items/min
not enough silica on the scrap site
although i did consider having one of the wagons unload silica there
Pure recipe FTW.
and then ship the ingots back
you only need to care about the lockout time if you care about consistent processing
sounds epic
well i mean, my ingots seem to always have scraps
it sounds like the idea though is to eventually want fully loaded wagons
no? just put on whatever you need on each platform
and enough time inbetween train stops so that it has 27 seconds + time needed to belt those items off the wagon
oh ok, so kinda like what im doing now then
https://satisfactory.wiki.gg/wiki/Tutorial:Train_throughput This page has some great info.
The actual in-game throughput of a Freight Platform can be calculated if one wishes to be that precise. The most important variable in this determination is how long it takes a train to do a complete round trip, called Round-trip Duration (RtD). This is measured between the first and last departure "choo" at any single station on the route.
Afte...
If you want to minmax your trains, yes
eventually i wanna minmax things
and learn the nuances, especially through trying ideas and failing and learning
You can also just use more trains/wagons than the absolute minimum and that works fine too
makes sense
I'm thinking that's going to be somewhat unavoidable for me.
does the 27 second thing only affect wagons that are unloading?
like if the train has other wagons that arent unloading, i mean, do those portions of the station still belt out items as normal?
It's just that I abhor having trains that aren't fully utilized
or like the whole station and all its loading docks get frozen even if its just for one wagon to unload?
The pause is per wagon/platform
ok great
i can work with that, so basicaly each wagon needs to be managed indepently, to an extent
When that one's loading/unloading, that platform stops moving items in/out
cool
im gonna start making drones soon btw
im making the radio control unit things for it and have the other ingredients automated
Drones are cool.
ur cool
But I really wish they could do more complex routes.
im wondering if i can use a drone to like, transport me places
.<
like drone having a dock at point a and another at point b
Not reliably unfortunately
Unless something changed since I last tried that
You can ride on top for a moment to boost you really high. And if you're good they may launch you in the right direction.
You used to be able to glitch inside one and it'd carry you to the destination like 90% of the time but you needed to dismantle it or respawn to get out
And sometimes it'd drop you in midair
i wonder what the devs are cooking up for 1.2
maybe its drone transportation for the player
I'm hoping it's alts for some t9 stuff
All the alt budget in 1.0 went to diamonds it seems
At the moment I mostly want better controls of trains and drones tbh.
two questions:
- how do drones work? like you make a station and then just point it to another station similar to trains?
- when i explore now with my new hazmut suit and iodine filters, and i mine uranium to remove the ore from the map, what do i do with the uranium? delete it? put it in a storage container?
point A to point B
do what you want. Main option is to not hand mine uranium.
how else do i get rid of them from the map then lol
When I asked about a potential t10, they didn't say yes or no. I suspect that unless they just drop development at some not some distant point, it'll happen eventually
why would you need to?
they radiate me when i explore
unless you're building there
well i think a somersloop is inside one
health pack and grab. Faster
unless im wrong lol, but the radar thing kept going nuts
You can just spend a few hundred hours on a nuclear power plant if you want :)
or just wear the haz mat suit and then go
well i think the somersloop is literally inside the uranium
I'm not sure what you mean about radar going nuts sorry. I don't use them.
but maybe im wrong, that was just what i assumed
eh, bin it I guess?
Yeah, there's like 2 sloops that are literally in/under a uranium rock
just don't sort yoru inventory
like "oh, to get this one, you gotta mine the uranium to open it up"
can i delete from inventory?
heh figured
Yeah, you can just drag the uranium to the trash
oh nice
Took me way to long to learn about trashing radioactive stuff.
It's only waste and processed waste that can't just be trashed
i figured since i kept hearing "uranium cant be sunk" or something about waste, that maybe you couldnt delete those ore
glad i asked lol
you can also just leave it on the ground
no no no
feels like that will still radiate lol
That's how you get ants.
and? unless you want to build there doesn't really matter if it radiates
how long does radiation take to clear up anyway?
and while I'm sure some people will want to build in those spots, it's probably not most. They aren't very convenient to most resource nodes
idk how to explain to you that i would rather not have radiation randomly on the ground lol
i also dont want the game to have to track more random items than needed
As soon as the items are removed
Oh that's nice.
so with my trusty hazmut, i can mine uranium ore and delete promptly
plus im gonna make rifle ammo
Make sure you got filters tho
i will be an exploration machine
yea im gonna automate and dimensional depot filters etc
Having uranium in your inventory is instantly max radiation
with filters, i live, ya?
You die in like 2 seconds without hazmat + filters
how long with filters + hazmut?
With, it's no damage and 1 filter every few seconds
im invincible
trust me, with how many times i die while exploring
going in actually prepared is gonna feel epic heh
oh btw
question on fuels for jetpack, i noticed people seem to use packaged biofuel a lot in vids
and like, it actually looks better than my packed fuel (regular)
like they fly longer, is that accurate or am i crazy?
!wikisearch jetpack
^ fuel comparison
In short, liquid biofuel is slow af but also lasts very long
Perfect for building
Decent for exploration
Probably meh for combat
(I wouldn't know cause I play in passive)
Does it beat just tapping on the thrust for rocket/ionized?
It gets you about as much hover time as ionized
But due to being slow, both rocket and ionized give more height
I've also noticed fuels that are faster vertically also give you more acceleration horizontally
cool just read the wiki page
Which is good for moving around but terrible for precise movement
I can't wait to make some ionized fuel. I love launching myself high.
Imma be honest, when I play without mods to buffer the Hoverpack or just straight up flight mode, I use the jetpack with LBF for building over the vanilla hoverpack
Wait till the lagspike boost launches you 100m into the air
apparently the hypertube is also tied to framerate
are they not supposed to?
itโs a single player game how else would u expect the math to be done if not from frame to frame
If my game skips rendering a frame, or the framerate drops, I wouldn't expect my physics to change.
@last matrix hey, back from thing, did you want help planning out some motivation?
as in not getting overwhelmed or what
yeah ๐
part of it though sounds like it's because yo udon't have an end goal you're working towards. Like a bigger end goal
you're not a newbie that's just learning the ropes after all
So 2 things we could look at that might help:
- breaking down your current plan into steps to help manage things. Because sometimes getting on the path is just the blocker for people
or
- planning an end goal you'll work towards after you unlocked everything. As a motivation.
which do you think would helpyou more?
could also do both ๐
I do not see 2 as being possible
that is simply not how I operate
but there is likely basis to 1
it is very plausible that part of the reason I feel so overwhelmed when looking at a new factory plan is because it is a huge largely-indivisible task, which will have no real sense of progress until it is completely finished
like refer again to my upcoming oil factory https://i.imgur.com/4MACIPp.png
how might you subdivide that in a way that actually makes sense?
the numbers do not even allow that
yeah it's not an uncommon problem being able to take the first steps
so are these all final outputs you want?
those are the final machine/recipe counts (at right) yes
the rates being their share of the input/output
ok are the containers for diluted packaged fuel or something/
they are the containers used for the packaged fuel
I would make 360/min containers, all of which are filled, making 360 packaged fuel/min
ok so not all of these are final ouputs then right? like there's a 120 fuel all on it's own
the final outputs are in the top section
"Net Output"
water is yellow as that is surplus rather than actually desired output
and it looks like you're making the plastic, fabric and rubber all from the waste resin?
Correct, as that is way more efficient per oil than the direct recipes
also this is where the factory is planned to go
well, if you wanted to go really efficient, you could do recycled plastic/rubber
though the water extractors will likely have to go off the top
I have never used those recipes; are they markedly better?
in terms of plastic/rubber per unit oil
depends how you're going about it, but it looks like you're wanting almost all the fuel to go to power plants so this is a very solid plan
yes
ok back in 5
the plan is technically not quite accurate as i will be using modular power rather than vanilla
oh and is it diluted packaged fuel for the fuel process?
but that does not change the amounts, just the power yield
there is no diluted packaged fuel, but the packaged fuel is for my jetpack and for trucks
with surplus going to the sink
oh you're using blenders for hte diluted fuel. got it
yes, though I do not actually have those unlocked yet so that part will have to come later
that is not really a hurdle
oh intersting, you're using the alternate Resin recipe too.
then would you mind if I tweaked it a little? the recycled recipes would probably be simpler and more oil efficient then
go for it
do you want to use the actual planner application I use
I can even share the .factory file so you can just import it
I'm breaking it down in tools, I think it might be easier to do step by step for you. And muuuuch faster for me
just a quick thing though - on your image part of hte final output is 30 water pm, but I don't see any fuel output?
but it looked like you were making a TON of fuel at the lower section
I am, or will be
the 1600?
mostly just to use up the residue into something useful
because it is all being consumed
got it ๐
either by the generators or the packagers
ok! I have broken it down for you.
your main issue I think is that you were going for a lot of interlinked end products. Which can happen with oils
the easiest way around that is to simple split it into multiple independent factories. It may not be as efficient but it saves on brain
I've managed to break this down in such a way that it's still linked up though
the first plan - Just your fuel, for both packaged and generators https://www.satisfactorytools.com/1.0/production?share=7d70WbRffEBdFjye4fvX
part of the waste goes directly to fabric https://www.satisfactorytools.com/1.0/production?share=RKvgSbU0aIvL8iXfyAa7
except none of these numbers work out at all
then you have your total plastic/rubber including hte plastic you need for the packaged fuel https://www.satisfactorytools.com/1.0/production?share=JcNFLLSP9exLPJ2iZeRU
I would further break this one down into independent rubber/plastic factories though to make your life simpler
the issue is not so much that there are too many kinds of recipes but the sheer scale of the project
100+ refineries for the two main products alone
about 140 with the recycled plubber. But you use significantly less oil
do you have a bunch of power shards?
like from a past playthrough this really burned me out https://i.imgur.com/moUiFPi.jpeg
this was just part of a pure copper ingot plant used to feed into what was going to be the quartz facility
I never got that far
even using blueprints?
blueprints help but not enough
chiefly because they save only a small amount of time
you can only place a few machines at a time with them, and you still need to do most of the belts manually
you weren't connecting them to power sockets, junctions and splitters? that's the real time saver. Even if you only have 1 machine per BP , if you have all the connections done up already it's a huuuuge help
power connections take a couple seconds per machine - that would not be a major time saver
and no I do not see how you would, since the power mount is "external"
well depends how yo uuse hte poles or sockets. An easy way is ot run a beam along the top of hte machines with sockets and wire them up like that
if you have 3 or 4 machiens in a bp you just have to link up the BP sections
I typically use wall mounts
yup. Wall mounts can be put on beams
on walls, ceiling - which never looks very good - or on beams running across the room
here is my oil facility in that last playthrough https://i.imgur.com/L7eNY5f.jpeg
that too burned me out badly
could run them in front of hte machines? mostly an aesthetic choice, but it sounds like yo uneed to sacrifice some aesthetics for ease of building to get you going
I took like two weeks break after that
and the later turbofuel expansion did not help https://i.imgur.com/WW29oDx.png
the other option, on top of breaking it down into multiple plans, is to shrink the overall plans. You may like the idea of really big productions, but if they get in the way of you actually enjoying them is it really worth it?
that thought has occurred to me
the reason I do that is because I know from experience that only building a little screws you over later
as you end up with far too little production for later tiers and then have to wait around for hours to produce enough
make dedicated factories for dedicated processes ๐ make new processes for later
that is not unique to Satisfactory either
that is what I do, mostly
a bunch of dedicated-purpose regional factories using the nodes in that region
well, how about this. Halve this project plan, use a bunch of power shards, and you'll really shrink down the number of machines you need
that also has occurred to me
sometimes you just need to sound ideas out with folks
historically shards were so limited that i have developed a habit of never spending them unless absolutely necessary
but i need to keep reminding myself that they are not limited anymore
that said the power cost from using them might be so high that i cannot actually manage that
a fully over clocked factory only uses 33% more power than when all the machiens are set to 100%
random example from past playthrough
really? that little?
yup!
I always thought that the power penalty for overclocking, especially at 250%, is like a factor of four
I know they rebalanced it in U4 or U5
per machine? yes. But you're also reducing the number of machines by a lot
true
so for example if you're making 1000 plastic per min with everything at 100% and X machines
vs
1000 plastic per min with all machines at 250% with X / 2.5 machines, the total overall increase is just +1/3 ๐
iirc they just changed OCing generators. But I could be mistaken, it was a long time ago
that is the part I explicitly remember too
but yes i will try the power shards
i have about 350 right now
somerslooping the slugs really helps
just as a thing though, I think you might be crippling yourself from the start , this makes ME want to give in and I've made massive systems before
I actually finished this one
that's so many outputs to manage
this has 500+ refineries and that last image made me go 'ugh' xD
that made 9000 plastic/rubber and almsot 10k alum ingots
this was the main base in that playthrough https://i.imgur.com/VedxCLK.jpg
the long linear section was the actual project part assembly, plus a few core parts
the foreground area is mostly for a bunch of T1 stuff like frames and reinforced plates
Fuel https://www.satisfactorytools.com/1.0/production?share=B3dyTfdyW9cywMl94Ifx
Plubber https://www.satisfactorytools.com/1.0/production?share=rZ01MccaZ7QvQDjiPwfK
Fabric https://www.satisfactorytools.com/1.0/production?share=rZ01MccaZ7QvQDjiPwfK
I'd split the plubber into rubber and plastic factories , make life easier. Use some of hte plastic for hte packaged fuel
(these are the halved plans)
A collection of powerful tools for planning and building the perfect base. Calculate your production or consumption, browse items, buildings, and schematics and share your builds with others!
frmo the other angle https://i.imgur.com/fGO7Aqs.jpg https://i.imgur.com/qQmUQHw.jpg
You like big builds, I can appreciate that ๐
yes, though that is probably a major contributor to the burnout
here is the motor plant when it was nearly finished https://i.imgur.com/a2x0JhD.jpeg
I imagine having to focus on so many outputs at once doesn't help :\
that is no much of an issue so much as the fact that it is just a ton of work
and as mentioned you do not feel like it is making progress until iti s completely done
oh sure, but having to juggle everything and start the steps makes it worse
executive function I think it's called.
and managing that can be hard
But I gotta have a shower and make dinner for the family ๐ feel free to ping me if you run into any hurdles. I check the server most days
not helping matters is that when I built half of those I was dealing with a kidney stone
so that really did not help focus
the aluminum facility in particular suffered from that
.... why would you be anywhere other than the hospital for that >.>
I've had kidney stones 7-8 times and they are not fun
it took several months for a diagnosis and then another month until the surgery and then a month and a half of recovery
oof. Thankfully mine were all one and dones :\
having a history of them will help expedite the process if it is ever to occur again, fortunately
one would hope!
But yeah, ping me if you have any problems. Refer to the links I think the smaller break downs and layouts will help you
hell, with tons of over clocking that won't be very many machines at all ๐
overclocking will be the biggest difference i think
only 5 refineries and 4 blenders for the fuel! amazing!
what website is that?
should I use default rotor recipe or the steel rotor alt given the default with the right alts are cheaper on everything but coal?
completely dependent on what resources you have available and if you want to make anything else in that area
and how you like to lay things out
That's a pretty significant percentage of savings with that first method, for just a tiny bit more coal, seems well worth it to me
A few extra machines ain't nothing
yeah currently I have a production line up and running for the first recipe
Steel rotors is nice cuz it's the same ingredients as stators, so it makes making a motor factory much more simple.
Copper rotor ๐
At the cost of more resources
But using nearly half as much water, less than half as much iron ore, less limestone, that's all major.
Yes, they have the diagram up there.
wowwww what is this?
LOTS of outputs in one plan
is that graphic automatically generated?
looks like an analysis of an existing factory orr
interesting
why am I doing this to myself
if only...there was a planning tool that would plan the production line automatically
You got this, bro
correct approach to do this from scratch though
it looks huge but you have like 1 of each machine
it's gonna be a chain of modular factories bringing their product into one
at that point you could 3x the output without increasing complexity at all
basically every image of modeler someone shares makes me further baffled on why people use it
how can you tell what recipes to use???
even if you made it yourself, the chart is just unreadable
forget that you would have had to take time to make this by hand, how much extra time do you have to spend to read it eveyr time you want to look at it
it's more about I want to see how much of each resource it's going to use
you can use Tools that does all that, it's readable and automatic
I just made this in 2 seconds https://www.satisfactorytools.com/1.0/production?share=dK5pfexLWLdsVeoRElkU
although I would use some alts to simplify it
but I'm not going to make the effort for this
yeah that plan could really be simplified
this should more or less match
Someone-who-can't-read-icons-says-what? 
update:
all my factorys are now in these containers
does headlift reset method still work for byproduct systems?
(aluminum for example)
not sure what "headlif reset method" is, but I wouldn't rely on any hacky solutions and instead do a proper one
copper factory looks fine
the factory near your hub uses too much space, you can just have the buildings...closer to each other
running a long pipeline means you have to deal with head lift, and a full pipe can support less generators than a full (mk2) belt
those pipeline pumps in front of each generator do nothing except waste power, pipeline pumps are needed to push fluid up, not forward
saw a video from a while ago (Update8) and it was very effective
but idk if pipes have changed since then
yeah, I wouldn't trust this, even if it's reliable now. We may get some pipe fixes in the future. I'd rather do the "separate" setup
i did check some reddit posts
isnt reliable post 1.0 unfortunately
seperate setups it is
time to use all the bauxite this world has to offer
Unless I recall incorrectly, there haven't been any changes to how fluid works in a few Updates, including U8, 1.0 and 1.1 ^^
It definitely does work
How much nuclear pasta are you guys making?
I'm trying to understand if I'm going to need more than what I am preparing. I have a built factory expected to do 7 nuclear pasta but i feel that's gonna be little for future endeavours
7 seems like a lot to me
Oh good, i thought it wasnt
it seems massive the builds needed
its a lot. I would probalby only do 2 and make a bigger system after unlocking everything
I cant even run it efficiently due to belts yet tho
i was gonna say, i am planning to make 2 currently
I already have 1400 copper powder ready to go (well the mk6 would make it perfect). Also the drones for the pressurized cubes are ready. All i need is mix and match
if you have the capacity for the needed frames and RCUs, go nuts