#math-and-meta
1 messages · Page 345 of 1
Hardly an exploit if they patched it back in after removing it, at that point it's a feature
exactly what I said
I'm fine with QOL, but I want balanced QOL
Acknowledging community pressure and allowing an exploit which you'd otherwise ideally not want in the game doesn't exactly make it a top-level feature. :) Though yeah, they did promote it to "officially unofficial" or whatever when they fixed it after the physics changes
I'm pretty sure the devs still consider it something of an exploit, even if they've grudgingly decided to keep it in the game. :)
(possibly just semantics, I know, but c'est la vie)
(I'm not really anti-cannon myself, though I rarely use 'em)
i just dont personally see how its something inherently unbalanced considering you dont really even need hypertubes for travel even if we took cannons out of the equation
it doesnt accelerate game tempo to a point where it breaks anything
the concept of travel time is often a point of time wasting in games
there is not much to be gained from travelling slower
"teleport anywhere in 10 seconds practically for free with T3 tech" is very much unbalanced considering that next similar feature is portals in T9 which require tons of infrastructure and resources to keep working
which are just as optional
There is something to say about the progress of traversal tools though, and the cannons basically invalidate 99% of other tools, including all later ones
it's not about optionality, it's about balance
not everything needs to be balanced, perfectly balanced games are boring
Like, "why do you not start the game with a jetpack" is a pretty easy question to answer
Progress is fun
last thing I wanna do is spend most of my time traveling while playing a factory game. I will go travel while exploring not when in middle of building. I cba to agree with use normal hypertubes. I got a life outside this game and sometimes only allowed to play around 2ish hours a day as I have family. 10 minutes on travel doing nothing is not fair on people like me. I will go exploring and can travel then.
so are cannons, no one is forcing anyone to construct a cannon
just like ficsonium is made obsolete by sinking plutonium even before it's unlocked 🙃
ficsonium does something else tho
it really doesn't
it really does
both just make power. it's the same power
it makes sinkless nuclear
and why would the average player care about that?
why not?
just a bunch of extra steps with an effectively identical outcome
it's a sandbox game, it gives option that isn't possible by other means
just like portals are a different option than HT launchers 🤷♂️
that isn't possible by other means
extra steps with an effectively identical outcome
with hypertubes I can't get from A to B without being in between. portals can
?
Portals = instant, HT Launcher take time.
it's still effectively instant
it's just as an arbitrary, meaningless restriction as sinkless nuclear
portals are fine where they are, hypertubes should not have the exploit
if you for whatever reason care about sinkless nuclear, I could say I care about being able to move between A and B without actually existing inbetween
it's about as relevant
except people care about the first one, but not the second one
I don't see anyone caring about sinkless fuel power, why would anyone care about sinkless nuclear
because you actively ignore people who do
because HT exploit is a useful non game breaking feature that has been added back.
and no, I didn't see anyone use ficsonium specifically because they don't like sinking
Without it majority of people would complain so hard about distance of travel
distance of travel is intentional thing in the game
yeah for the non workers of the game
majority of people playing are dads and not youtubers or people who sit at home all day. We aint got 10 minutes doing absolutley nothing. That whole hour of travel in 1 days at 1hour a day playtime.
if it wasn't, you could very well just have placeable nodes so that you don't have to travel anywhere
LIke please tell me that 1hour of travel time is a nice feeling in 6 hour game section
majority of people wouldn't travel so much, because they wouldn't have reason to do so. You travel to a location, build a factory, repeat. No reason to travel back anywhere
last time I checked, you can't transport ore with hypertubes automatically
how's that related?
Bro you;re arguments so off man, I can make silly argument to anything someone says. Actually think people answering like seriousrly.
I can say A and you will say the complete opposite just cuz its not OP or soemthing wierd.
are you just pretending to be dense or are you actually stupid?
???
I'm asking how is ore transportation related to my point
it's more related to your point than your point was related to the discussion
how is ore transportation even in this conversation about actual travel of a player?
I didn't mention ore transportation at all though
???
I said "placeable nodes" because that's practically the only reason to travel somewhere - to build a factory there, near nodes
so if travel time wasn't supposed to be a game mechanic, you could have placeable nodes and get the same experience
placeable nodes would completely remove any need to transport ores even 10m
Bro is genuenly trolling at this point....
and you wouldn't have to travel to nodes, so you'd have more time for your kids and work
Thats not how it works man!
I love the world LIKE love it... its amazing. Just traveling options are slow... until tier 9 with portals....
that's basically what your point was
so you like the world but want the only traveling option that actually doesn't show you the world, nice
I'm more baffled by the cognitive dissonance with the portals and ficsonium opinions. complete fucking opposite opinions in the exact same situation 
there is no conversation possible with this man as anything and everything we say is "NOT Balanced" OR "Just make it placebable"....
you very much know my opinion on ficsonium (or at least I've told you that several times, whether you ignored it or not I do not know), yet you continue to nitpick parts of that out of context 🤷
except practically the only thing I said I consider OP is the canons, and the "placeable" thing was just to show how riddiculous your argument was
yes, the game won't be perfect for everyone, but that's what we have mods for. Go get yourself free teleporting mods or perma fly or whatever you want, I don't care. But don't use your lack of free time as an argument for changing base game balance
and if you don't want mods, we have AGS which can do basically all of that anyway
greeny I'm done with this conversation. I hope you'll never have a say in game balance as if your opinions make it in 99% of people will quit do to lack of QoL
ok I guess
I don't have an issue with your opinion on ficsonium specifically, I have an issue with the fact that you think its existence is justified despite being basically useless just because you can set an arbitrary, meaningless restriction on yourself that makes it the only option, and yet you do not accept that the exact same thing appiles to portals. like yeah, you can make them the only option if you set an arbitrary restriction that makes them the only applicable option
well my opinion on ficsonium is that plutonium fuel rods shouldn't be sinkable, because it doesn't make sense
they've been sinkable for years. just like HT lauchers existed for years. don't you think the new options should be balanced with the old options' existence in mind? instead of removing the old options just because they don't fit the balance? despite the fact that the new additions could've been made to be less unbalanced? because, you know, they were added after? by the people who knew about the old methods?
they could've changed that with 1.0 which anyway broke nuclear setups
and they did removed old options because they didn't fit the new balance
(not necessarily around nuclear, but they did in other parts of production chains)
as some other people (including me) think, they didn't really follow the pre-release path that the game had and instead switched and put 1.0 on a different path
I feel that if game director stayed the same, it would've gone more into the good old SF instead of this weird "mess" we have now
they could've done that to nuclear and personal transportation. but they didn't and now we have an unbalanced game.
the option that would've upset the least players is to make the new stuff better than the old stuff
indeed
I'm not sure if "upset the least players" is really measurable, I still feel like it's the vocal minority that had biggest effect on that
other than people caring deeply about game balance, nobody likes having their old stuff nerfed/broken in the name of balance
but making it obsolete by adding something better is often welcomed
and yet we had 1.0 patch which did just that
we all knew it will break things, it did, almost nobody complained, it was just fine
I'm not saying that it would be a good idea to have another balance patch now
but they could've (and imo should've) done it in 1.0
I feel like if they dropped 1.0 with ficsonium being the only option to get rid of waste, I would've been a little miffed, but ultimately went "ok, fair"
especially if they made it more reasonably priced
especially because I wasn't planning on continuing any of my pre-1.0 saves
but right now, if you only care about getting power, ficsonium is a terrible option
imo you should be rewarded for getting through the entire nuclear chain, not slapped in the face by insane SAM costs and barely existent power gains
imo the reward is already the fact that you don't have to store waste
today is 4²/3²/5² 😛
Bloody europeans
at least we use reasonable units and datetime formats 😛
Hot take, there is nothing wrong with the imperial system of measures.
I do kinda agree about date formats, but I'm flexible with that
not necessarily anything wrong with it (although it's inconvenient to work with), but still - most of the world uses metric, better change to metric so that we don't have to convert units all the time
We are technically, given that even the foot is defined in terms of the meter now, and etc.
We just.... don't use it
technically yes, but realistically you're still stating things in imperial units 😛
Lmao at least i'm not a brit whose gonna report my weight in stone, whatever the f that is
we got silly units too. like kWh/1000h on the energy label
Isn't that literally just W?
yes. and I deadass got lowkey kicked out of the electronics store when I first saw it cause I was laughing so hard
Bruh
but it does make some sense I think. cause I think it might be the consumption in W, but averaged over 1000h of normal usage.
That does kinda make sense
so if they think like a lightbulb is used on average 8h/day, the kWh/1000h number is gonna be 1/3 of its actual wattage
majority of T9 start feels very poorly made. Especially Ficsite ingot and Time Crystals. Ficsite ingots its just Sam + Iron / Alu / Cat and Time Crystal is like 1:1 to diamonds. Like its just coal -> diamonds -> Crystal. Crystal easily should of had casings in the recipie to match the item it self.
Should screws have required plastic? You know, for the bin they are in?
Come on now
no
Exactly
We're talking T9 items not T0.
but screws are used throughout the entire game
Maybe the tray is itself made of diamonds 🤷♂️
not if you use alts
I dont think I've used screws since Phase 2 or 3 I think
i wish i knew about them on my first playthrough
All recipies I use straight up avoid screws to the point I use stiched iron plate recipie
it's cheaper than default so why would you not use it
It was an example.
Bc bolted plateuses more screws. Why wont you guys use more screws
Because I'm not a masochist
Thats how im doin my pccs all screw recipes
Have fun using double the iron and double the machines for the HMFs then I guess
screwsaderknight

if more recipes had clean math with the Steel Screw recipe, I'd use Screws even more
All math is equally clean
Embrace the fractions dude. You dont always gotta do whole numbers
NO!
its either whole number or I dont do it
Lol
and that is devs to play. As when you start the game everything is even and nicely made.
If they made start of the game and tought us that fractions are not bad then it would be easy
I got nearly 1k hours and I learn't from the start 1:1 rations are the best and game in my head is /min
where if I was playing factorio its /sec
I don't care if it's 15, 16.875 or 14.(4). it's all the same to me
I would argue that HMFs are very much designed to teach players that decimals aren't scary
yeah but even supercomp I just set them to 1 and I get whole numbers
or if something is producing 0.75 I overclock to 1
insane behaviour tbh
Since the start of the game I was taught whole numbers and bearly any decimals and so I just never use them
Hey Friends, joined the discord quickly to ask, hope this is the right channel.
My constructors are not getting resources fast enough when splitting after my storage. I feel like splitting before my storage (giving each constructor a dedicated storage) could work but that increases my footprint. Am I thinking about this the wrong way?
ideally, you would not put storage in the middle of production. whatever ends up in storage, stays in there until you take it out yourself.
if all the first-step items you're producing need to be distributed to those constructors, then you don't need storage along the way
either you're not producing enough of those step-1 items in the first place, or you're bottlenecking something in terms of belt speed
Right now I'm working with biofuel, and my main source is leaves and wood. I have storage so I can drop off stacks at a time, one storage split to 2, both of those outputting to a splitter to 3 constructors per splitter.
I hope that made sense
in that case, it sounds like you don't have a belt that's fast enough
Figured that might be the answer. Im working on tier 3 belts currently
wait.... you're working on mk3 belts but you're still running biofuel
Just unlocked coal, haven't delved in. Wanted to make enough bio fuel with enough buffer to keep up my machines while I hunt for a coal node
genuinely how do i balance this, the input is 820 iron/min
manifold
manifold from foundry > plates > wire?
you do not
if you have 450 on a belt, connect it to machines that need 450. Repeat for any belt you have
belt balancer?
how do i balance 820 into 594.88 / 95.76 / 129.32
depends what belts you have
max right now is mk4
I'm guessing some of those decimals are longer than 2 figures
if I knew the exact fractions you need I could draft a very very silly rube-goldberg-esque balancer but it might not be pretty
NGBFBDRFGN
here are the 4 decimals, since thats the max the game allows in machines iirc
OK
Satisfactory Interactive Maps:
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Guides and other useful information:
https://www.reddit.com/r/SatisfactoryGame/comments/obqjrd/ficsit_pipeline_plumbing_manual_first_edition/ Guide and infos for pipes (made by @oblique hollow | Back in the Flow ) (Bearbeitet)
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[SCIM] Satisfactory - Calculator
Satisfactory helper to calculate your production needs. | Gaming Tool/Wiki/Database to empower the players.
[SCIM] Satisfactory - Calculator
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reddit
r/SatisfactoryGame - FICSIT Pipeline Plumbing Manual - First Edition
109 votes and 27 comments so far on Reddit
why are you even making such an inconvenient amount of HMFs?
maximizing some train's output of iron
is bro tweaking
make three groups of smelters, each one making the desired amount
its all already smelted
Manifold it
easy to change clock speed on a few of smelters
about that
yeah, I'd just build a balancer for the number of in/out belts you have. fastest solution tbh
or a pseudo balancer. even faster and easier to build
imo clocking is faster 🤷 but anything is viable
it's really not. especially if you have balancer BPs already
pasting a few numbers is faster than plopping down and connecting a BP imo
Just to make your head hurt some more 
The 4 decimals refer to the clock speed of machines, so any item made at less than 100/min will have more than 4 decimals aviable (at least internally, no way to visualize that in-game iirc)
but then you have to split machines making the same item into separate groups that make the correct amount. if you balance, you don't care about how many items are on each belt, so you can place machines willy-nilly
best spot for aluminum and quantum computers and turbo motors and maybe the project parts?
they already have machines built, it's really just a matter of clocking a few and merging them (and you need to merge them for balancer as well, so that's basically same time to build)
or is it not possible to do everything in 1 place?
would sound weird, but "near resources it needs" is almost always the answer 😉
this shit makes me want to cry
it always is possible to build whatever you want in one place. you might just need to ship ore from far away
can i somehow see all my alternate recipies in 1 place?
loading your save file into SCIM
Not ingame, no. I think you can import your save to SCIM to see them that way, though
ty
You can open the game's codex (using o, or n for a search bar) and search for a resource -- that'll show you all alt recipes you have to produce it
but also, I think you should get recipes that'll make your life easier, not use the recipes you just happen to have right now
yeah good idea
cuz i aint getting 3k iron
well, I said it wouldn't be pretty
(white are splitters, black are mergers)
(the actual fractions are 621/856, 100/856, and 135/856)
and it's probably not correct either unless you used exact fractions instead of rounded decimal representations of them
I worked with a denominator of 856 (which gets bumped up to 864 after the first merger), and then scaled to the actual numbers for the final draft
the rough draft using the more convenient ratios
Seems overcomplicated a bit
i enjoy the puzzle of making these but I acknowledge the results are often completely insane
these are the actual fractions (assuming an exact 820/min ingot input)
haha time to get back to the drawing board then (no)
If I did my math right, it'd be that, except all numbers divided by 214
I feel like the manifold wouldve balanced on it own by now
That is a crazy split tho
well, it can't be "a" manifold when there's 820 ingots and no mk6 belts
Oh shit u right
it can be more manifolds tho
Injection manifold😎
that's multiple manifolds with extra steps
eh, I consider that more than one manifold since it's interruped by a merger
you can build the same layout (topologically) in a way that looks like multiple manifolds
But yeah if i had to do that split id just split into two belts then just injection manifold
well i tried manifolding, this is the result
Nice
my pump is giving uplift without being connected to energy maybe is because it makes the vertical pipe "shorter" 🤔
pumps without power set head lift to 0. regardless of what it was before
uh
this thing had no pump so the oil wasnt reaching up then i put a pump but not connected and it was working the oil extractor started working now i connected just cause yes
maybe because you had a little oil above the pump before you created it, that allowed something funny to happen with the headlift in the system?
the situation might not sustain itself
that thing probably happened cause i reported before that the oil was going up without pump but now it stopped going up but now with pump turned off started going back so i dont understand why this last part
but welp ok pump necessary
yeah, when you build a pump, it splits the pipe into two. and when the game defined the "new" upper pipe, it had some oil in it.
the game probably just treated the oil as being at the top of the new pipe (even if it hadn't reached that height before). this would temporarily create some headlift but it shouldn't work longterm
any improvements i can make to this? im still gonna add one more row of irom because it can handle 120 iron a min but i currently have 90
where foundations?
Nowhere
nice spaghetti
@knotty hornet I've took your advice and remodeled all my fluids inputs to use horizontal junctions. Lets see how this goes 🙂
Belts feet so nicely underneath aswel LOVE it
@wind spade When has the wiki been updated? cause I don't see CC in here
it's just coal power
no idea, I was sending files for 1.1 afaik, but idk
same in docs
Do let me know once it winds up
I got a while to go, this is only 2/5 steps 6 if including water extractor placement. Probably couple more days of building. Its a massive facility using 2700 Crude.
I hope blenders will have the same height on the vertical junctions so I dont have to worry about the headlift on the bottom row heavy oil.
I always put the horizontal manifold pipe at the level of two stackable pipeline supports, that way it works for everything, packagers too.
yeah I noticed the pattern, even the support it self also perfect on max height so its not easy to fuck up the headlift. As long as blenders got the input same or lower whcih is most likely the case.
quick question what do the diagrams on the right mean lol
Those are vertical
you need to be careful with vertical junctions as the height of their connection points is calculated incorrectly, and it's calculated incorrectly in a different way if you rotate the junction differently (so you can have two which look almost identical, yet behave very differently).
For example this can result in prioritising the wrong outputs, blocking some connections due to incorrect pressure calculation, locking outputs completely when pipes aren't 100% full (rather than just slowing them down), giving headlift which isn't supposed to be there and vanishes if the junction is rebuilt with a different rotation etc
all are part of a bp build the exact same rotation if I'm 100% correct as I placed them all in 1 go.
That means that the behavior will be consistent, but it will be consistently wrong in some ways. That's better that inconsistently wrong (sometimes wrong in one way, sometimes wrong in another) but it still may cause unexpected issues at times
we will see how it goes. Trying this type of building for 1st time instead horizontal will test for everyone ahah. And yes I meant Vertical not Horizontal before
It is cool, just needs care (:
But honestly nothing to worry about, as all my fluids are coming from the top of my facility. Taking all fluids UP first before sending down and the outputs are going straight down and for safety I will add pumps just in case. Thanks for the advice.
anyone have software they recommend to help draw/organize plans? i dont wanna use ms paint nor do i wanna use paper irl lol
Safisfactory planner on steam
satisfactory tools (website) and modeller (steam)
first one is more of a calculator, second one is practically a planner (though I'd recommend planning ingame instead)
the website is helping a lot to calculate already
thank you both <3
i need 44 foundaries and 33 constructors for what i wanna do 💀, trying to mass produce all of my steel stuff including steel screws
i f with the planner i like it ngl
Suggestions for how to lay out your machines (how many rows and columns) such that the manifolds work out well (in terms of belt throughput and possibly spacing)
No clue how useful or reliable that suggestion is, because I've only used the site enough to know what it's trying to do, but I haven't actually tried to implement any plan it made
Ngl it sounds pretty useful in theory
I kinda almost never follow the machine count unless its perfect for me. Sometimes I just look up the ratios at most and adjust the machine count to my build at the time. Sometimes I need to overclock or underclock depending on build.
The last two days have been spent building the return lines for the final products of the refinery layer. And that's nearly done.
I've been using this system the entire I've played and have never had any of those issues.
Ever since I played Factorio Space Age, I've been treating machine counts pretty loosely. Factorio made me realize that having extra production capacity doesn't really matter if there's a bottleneck somewhere up/downstream that'll regulate the production to what I actually need. So whenever I need like 44.587 machines and I've got a BP that has 8, I just place 48 and leave it at that. Are 3 of them completely useless? Sure. Does it matter? Not at all
Yeah Factorio Space Age had me tweaking at moments ngl. But I do agree but I'm on a journey of creating more beatiful builds rather than making platform and just laying things out like factorio. I just like having my machines evenly matched. I got OCD asf and if I'm off by pixel and I see it I will never unsee it until I fix it. Its my own issue and if I got idk 4.333 mahcines needed and I want even number I just overlock lastone to 133.333% and good to go. OCD problems heavy asf
they exist for everyone, you just might not have used them in a way where it broke things in a way that you then noticed and correctly attributed the issue/s.
I honestly still to this day dont understand why Satisfactory trying to achieve these realistic fluids instead of making everyone lifes easier eh. But eh hey ho we're here now.
There's cool stuff with verticality, but the junction is a really weird part. It's a pipe but one end is actually three ends, and you can't see how much fluid is inside of it.
I have never had junctions like this lock up, give improper headlift, or give different flows based on rotation.
It simply does not happen.
The only times I've ever had flow issues in this type of arrangement is when I didn't do my math correctly and undersupplied.
Which.... duh
The junction connection height calculation bug does exist (unless all connection points have the same height, several will be calculated wrongly). It has been widely explored and proven beyond doubt, and it's not different from one game client to the next. If it happens for one person, it does for everyone.
Here's an example of one of the many effects that results from this error, infinite headlift without any pump.
It has been unintentionally exploited for years before being figured out concretely (for example, it causes the well known VIP junction to function via lock out one of the input pipes due to miscalculating pressure)
That has never happened. What do you claim causes this?
I literally posted a video of it happening my dude.
unless all connection points have the same height, several will be calculated wrongly
This. It's a fairly simple code error that has been isolated via somebody having decompiled Satisfactory 1.1, and used to correctly predict some abberant behaviors like this.
If its been widely explored... have the devs been notified to fix th calculation issue?
Yes, they're working on it
So in other words, if i build a single straight pipe at a consistent level and build these on that, there will be no issue?
Because they would all have the same height
It's the connection points on the junction itself that matters, so for example if you have a top and bottom connection then it will be wrong
If they're flat, like having been placed on a foundation, you get a left/right/front/back connection without any of them pointing up or down, and that calculates the height correctly semi-accidentally.
well lets hope 1.2 fixes those issues or a hotfix will come by.
Are you claiming the junction decides which face of the junction is "up" independently of actual coordinates of the face?
or is there a guaranteed preset on a juction for up/down/left/right?
if so some sort of indicator would be great ngl
The junction on the left has four connections which are internally all at 0 meters height
The junction on the right has one connection at 0 meters (the bottom), and three connections at 2 meters high (both sides and the top).
It does not match the actual visual of the junction
Sec and i'l post a pic of what a junction without the error looks like
This is just funny to me because you now making me worry as I got way over 120+ refineries all built RN with that setup and it took me way too long to get them all done even with BPS and I do not auto connect pipes via the bp
Ye i have a lot too 😄
Auto-connect on BPs breaks pipes internal buffer values causing them to store more fluids that an single build pipe which to me is absurd from the devs part
How do you verify these measures?
They were taken from how the game code calculates the height (it only uses 2 of the 4 connections to calculate height, which cannot produce the correct values when rotation along a certain axis is used)
and then thoroughly tested ingame to verify that the actual behavior matched that understanding
this calculates correctly
There is a left/right/forward/backwards, but no up or down
What is the chance for these to be broken ah 😭
left side calculates correctly. Mid and right miscalculate (side view)
Most of the time it actually does work fine despite the calculation error, it's just that it can break in some very weird ways 😄
So in this image, the left is what would happen if I place a vertical junction on a horizontal pipe, and the right is what would happen if I put a junction on a vertical pipe?
How the junction is placed does not matter
The important bit is that none of the connections (where pipes plug in) point up or down at all
rotating in that axis physically moves the connection points, and several of them are miscalculated when they're not all at the same height.
we good then
?? Let's assume there will be a face pointing downward.
but I got pipe connected down for the input..
btw @crimson moat you just made probably good amount of people panic because of this info ahaa
When I place a junction onto an existing pipe, does it place the axis of measurement on the pipe, or perpendicular to it?
You should never place a junction on a existing pipe in a first place.
Not the question or the point rn
Every vertical junction configuration miscalculates, they just each do it in different ways.
For example these 2 look kinda the same, but if you look closely you can see that the weld lines (and the whole junction) are rotated 90 degrees on one of the axis. They behave very differently
It's just which direction the junction connections are pointing relative to the game world. Pointing north/east/south/west is calculated as intended, pointing sky or ground has error.
The one on the left here is the preferred option though, yes? Because all connections are the same height, so less likely to have issue?
That would be the light blue one in the most recent you shared
The height is above the junction, so liquid can't flow sideways at all unless the liquid level is high enough to output out of the top connection. It's a bit wonky whichever way you do it. I just use horizontal junctions for everything to bypass the issue altogether
e.g. this works fine for going up.
it just takes slightly more room sometimes
but it's worth it to not have to choose between several different junction gremlins
What you are saying makes sense, if i ignore my experience and the fact that this has always worked for me without fail and without breaking.
I actually started using vertical junctions because they fixed the issues I was having with horizontal ones.
It has most likely caused issues or changes in behavior which you either did not notice, or attributed to some other problem. It certainly did many times for me, i played a thousand hours on 1.0 / 1.1 before learning of this.
It CAN cause catastrophic problems, often the kind that people couldn't really explain before (e.g. rebuild the pipe "the same" and now it works! But you accidentally rotated the junction 90 degrees, and that's why)
Usually it causes relatively minor flow changes, but generally undesirable ones
as for vertical working better than horizontal, that's probably more about the elevation difference between the connection points. For example, flat manifolds have much more sloshing than manifolds that are raised above machine inputs with pipes going down into the inputs
Soi if I have half full mk2 pipe 100% of the time is that a guaranteed issue?
no
pipes only need to appear 100% full to flow at full rate if they're horizontal. If they're going downhill, they need less fill %.
If they're going straight down, they can flow at 600/600 without any fill at all
if they're going up, flow will be zero until pipe is 100% full
I don't know, I guess I'm gonna go creative and try to contrive some of these scenarios that you are explaining, cuz I've never experienced this.
this is a good demo 😄
If you rotate the junction 90 degrees then the flow stops dead and can't climb the wall
I think for the clearest effect you need a specific pipe length, so like a 30 meter pipe from the extractor to the junction, then 30 meter pipes from junction 1 to 2 to 3 etc. Haven't ran that one myself. It's easier to do with shorter pipes and more junctions.
This demo has no things being compared, nor can I see any of the rest of the set up, so I don't know what's going on.
It's a water extractor with a pipe coming out of it and going through a bunch of junctions, that's all
the machine headlift is 10m but the water climbs hundreds of meters in the video
Hmm
MkGalleon accidentally exploited this bug a few years ago and made a post about it - https://questions.satisfactorygame.com/post/644ede8f5298eb579df106ae
It was just explored in more depth recently
Basically the game thinks that the bottom and the top of the junction are at the same height, so they don't need headlift to go from one to the other. But in reality the top of the junction is 2m higher than the bottom.
and some funky business with the pipe in between, but it's caused by the junction connection point heights
I think i understand in this case.
But this is so far removed from the horizontal manifolding where we started talking about this in the first place.
But thank you for taking the time to try to explain.
The game just only calculates 2 connection heights for the junction, when a vertical junction actually requires 3 (and a junction with arbitrary rotation would require 4)
it is basically a pipe, but one side of the pipe has 3 connectors on it
They should just calculate all four.
Yeah i am not really sure why they didn't. Maybe something with rigging up the junction to work in the first place, since as i understand it is literally a pipe that has modifications
and pipe only has 2 connections
Like, if you have the normal vector out of the center of plus of the junction, and a rotation of that vector, then you can define all four endpoints of the junction in any orientation.
Hmm. Well anyway, i still stand by my junctioning method for machine manifolds, cuz if it were gonna fail, it would have by now.
https://questions.satisfactorygame.com/post/68a910c5a0c2236f30c1e3c2 better post by the guy who figured it out 😄
There is actually that exact vertical junction manifold tested in there, and it only works well if you built the vertical junction in a certain orientation. Rotated 90 degrees it can break, and these look almost identical so it can be an easily missed mistake
This is the orientation that works quite well in this use-case
mostly works:
vs
doesn't really work for this:
they look almost the same but are calculated differently internally, and if you look closely you can see that the weld lines have rotated
This is the orientation in every one of my blueprints
So it's been fine this whole time
Well if you look at it it just looks like a pipe with two other pipes welded onto the sides so id assume that you would want the water to flow through the main pipe not the ones that were welded on
That's the default orientation it will build them in when you add a junction to a horizontal pipe.
I don't even wanna think about organising this, I'll get to it when I get to it 😭
Much easier i find if you arrange things so that they don't have overlapping lines, e.g.
at a certain point you have to have overlapping lines
that's why you break it down into smaller sections.
I'm here once again reminding people to use outposts.
I wish there was a way to make the straight line style like that have loops look better.
Yeah, it's a bit weird
Nah you don't
use outposts/blueprints to group things together
Ty
okay im getting seriously a headache from this, im trying to make a factory which produces 5 modular frames p/m. it needs 30 rods per minute and 5.5 reinforced plates. i got a pure iron ore node, 4 smelters (smelting 30 p/m), going into 2 constructors making the 30 rods p/m which i need, but i got 2 other constructors that need to make 5.5 reinforced plates together. im using the alternative recipe for screws but im just getting stuck. can someone please help me out. decimals really confuse me in this game
3.5 constructor means 3 constructor at 100% and 4th at 50%
its actually pretty simple
3 machines is just 300% clocking spread however you like
3.75 machines is 375% clocking spread however you like
ect ect
you could do 3x 100% + 1x 50%
or 1x at 250% 1x 100%
or any combination for 3.5 machines
3.5 means 350% clock speed, so you can do basically anything to reach that number
or 350x at 1%
not necessarily. the sum of [uptime] * [clock speed] / (100%)^2 for all machines needs to add up to 3.5
How about this, there are less decimals here. And if you need more modular frames just make it again
stop thinking of factories like that. all your numbers are under mk2 limit so this is just really easy. say you have 60 into a belt and need 37.77777, 15.2757727, and 6.94653 into 3 seperate machines. seems hard right? but just think, you feed 60 into the first machine, but it can only take so much, so the overflow fills the next one. and so on. now these numbers will be harder when you get above 1200 on a production step, you will need to partial split and merge manifolds but dont worry about that now
3.5/4 should be the clock speeds
which one do i take?
do you want more aluminum or more aluminum casings
if you want more aluminum at the cost of a little bit of oil at your setup then take the scrap
i was thinking to take the casings since its basically the same recipe as the sheets, so i thought "oh i could just build the same factory and make both aluminum items"
but the scrap does sound tempting
also idk if i just have my satisfactory modeler set up incorrectly, because when i try to loop back byproducts into the system (such as water from scrap into alumina solution) it sets every number into 0 automatically
i'd want both
Which calculate is that?
it does that when the setup wouldn't work as built. either you're not adding enough water, or adding too much, or something. priority splitters/mergers usually help in that case
sometimes an overflow to a sink is required too, but that's often the case with oil, not really with aluminium
Whichever you like/want/need more
it does that, you have to set the mode to manual in settings
and then if you get negatives or it still goes to zero (or just if something weird happens)add another connection of something to the byproduct and that will smooth everything out
and with manual mode if you're getting negatives im pretty sure its because you're not making enough of whatever item it is
I work in a weird way where instead of looking at “oh I wanna make X amount of Y item”, I look at how much of a given resource I have, and see just how much I can maximize it. Could I have gotten better numbers if my HMF production was a multiple of 2.813? Yeah, wouldn’t have to deal with weird fractions. But if I’m going to train 820 iron per minute purely for HMF production, might as well use it all
So the modeler usually shows me how much I can make from a given number, and I adapt any other resources to that, so for example; water for pure recipes
same lol
i very much overestimated my early game stator factory where i only needed 72 iron and like litle to none copper for 45 stators per minute
i originaly planed to use the whole iron node with mk1 miner but turns out i didnt
how do i extend this things
2 lift holes, one ontop on a floor and the 2nd one on the bottom, line em up oerfectly and then you can stretch a lift to any lenght
that's max length. though there is a bug that allows you to bypass the max length by stretching the lift between 2 floor holes
yeah a bug
can i delete the floor after and keep them working
you can try but i guess so
pretty sure deleting the floor hole will remove the lift too
but you can def remove the foundation you put the hole into
am I allowed to send a .sfmd file for the satisfactory modeler application?
I have a build that I'm working on but it's giving me issues that I don't know how to solve and I am wanting to know if someone could help me with it
allowed to? I don't see why not. but screenshots would probably be better anyway
I'd say they would follow similar rules to other files like savegames and BP files - fine in DMs, not in public
alright
It will have to be multiple screenshots if I did that though
Satisfactory Modeller on steam
one l
Both are god tier ngl
alt aclad
i'd take the scrap one and build a factory with it, then open more hard drives and hope to get the casing one too
Get all the recipes
it's easier to plan how big you need to build when you know the limits of the input
scam
this is a meta question about machines that consume gas... Suppose I have a large number of fluid buffers filled with nitrogen... then I shut off the source after the buffers are all full.. Then I plumb in a machine to consume the fluid buffers. Will the machine that consumes gas consume 100% from my buffer storage, ie. the machine "vacuums all gas out of the pipes" or will there just be a residule somewhere in the system making it impossible to consume all stored gas.
in other words .... do machines technically "suck" gas ?
like a straw
No, but the input port is valved (and effectively downhill or something like that). Anything that goes in won't come back out.
Any gas in the input pipe will flow into the machine at a rate determined by the fill%.
If/when that lowers the fill% in the input pipe, gas will equalise from the other pipes to bring the fill pipe up and the other pipes down.
Flow rate declines as fill% does, eventually it won't be enough to sustain the machines but it should keep cycling on and off occasionally to burn it until eventually the system is left with less than 1 production item worth of gas in it. The time period between "machines don't run well" and "there's literally not enough gas left to make 1 item" could be extremely long though, probably best to just focus on how long the machines sustain enough input flow to run continuously.
don't use fluid buffers for storage for one
especialy don't use fluid buffers for gas, they really don't like it and will really mess with flow
reason I ask, is I am trying to make a nural quantum processor, but I don't have a lot of resources, I was hoping to generate 25,000 photonic matter in a fluid buffer, then use the same converter for the next step
what i mean by not a lot of resources, I am currently in Tier 9, and have a single overclocked 8up coal factory, and geothermal up the wazoo... i havent even gotten one gas powered generator running (yet) I was really hoping to unlock Blueprint mk 3 to start building my big factory... all I need is 100 Nural-Quantum processors.... which is insane to make
just use less in the first place.
you're not going to get a consistent processing anyway
thats kinda why i was hoping to store a crapload of it
but your saying that gas storage is flaky, weird and inconsistant
of course the other option is 20 fixit coupons in the awesome shop... was hoping not to do that
UI mean it s ouinds like your real issue is power
definitely get some more power online
rocket fuel is pretty cheap and you can get a couple hundred GW without much effort
na... its not power, is the age old trope, anything I design, I want it to be something I am proud of... which means oversized, overcomlicated and large... which is very timeconsuming
power is very easy, if yo udon't have the power for yoru world, your real issue is power
it might be fine for now but coal and geothermal isnt gonna cut it for phase 5
just build a nice nuclear set up, it'll keep you going forever
at the same time wouldnt it be awesome to finish the game on 8 coal power plants 😛 minimalist strategy
not really changed... I have unlocked everything but the MK3 blueprints building, and spatial energy all on a coal power plant. Just trying to figure out if it was possible to store 2,500,000 cubic meters of dark photonic matter in liquid buffers through blueprint mark2 storage buffer array.
maybe I just need to package it up 😛
guess it can't be packaged... buffer dump or dark matter crystals
It's not
you can't package dpm also
i would suggest if you wanna play from earlygame with lategame techs like mk.3 blueprinter, just unlock them on your save with SCIM
photonic matter is a free resource, why are you trying to store them in buffer anyway
getting around power restrictions in weird ways
how do i know / calculate that adding more trains to my network is decreasing the throughput of the material instead of increasing it?
if a train arrives before the items from the last tier have been used up
is there a write-up on how to contribute to the wiki without fucking things up?
what would you like to edit?
there's a style guide but that's not really a "tutorial" https://satisfactory.wiki.gg/wiki/Satisfactory_Wiki:Style_guide
This page is a guide to creating or editing mainspace pages at Satisfactory Wiki in accordance with the established article style. These guidelines are not set in stone, but they should generally be followed in order to maintain consistency across pages, unless there is a good reason to make an exception.
feel free to DM
I've been thinking of updating the balancer page because I find it a little lacking lol
maybe rename that page to something along the lines of "Tutorial: item distribution methods" and collect all of them there. or add another page on top of the existing balancer page. because compressors being on the balancer page is kinda weird
Because I've never seriously edited any wiki before, I was kinda hoping there was a way to get a "local" copy of a page I could test things out on before publishing it
you can preview how a page looks before submitting (or see changes directly if using the visual editor), or put the page under your user profile (that excludes it from being considered a regular wiki page, it cannot be searched for and can be edited without needing to worry you'll mess something up)
if it's long or complicated, a separate tutorial page from the existing balancer page would probably be ideal
here's my sandbox page for example, which currently has a copy of the main page on it (don't be fooled) https://satisfactory.wiki.gg/wiki/User:Ondar111/sandbox
If I end up doing a writeup on balancer construction it's probably gonna be long and take a long time to compile. so a personal page is where it'll go for now.
when (if) I've got the text and diagrams ready, I'll probably consult this channel on where it all should go.
thanks for now
you can also just write it into a google doc and I can help you convert it to wiki syntax afterwards
or, if you know what markdown is, that would be the easiest option
kinda hate the ratios on Bolted iron plate
dont use screws, simple as that
Which alts should I aim for in the beggining? I completely forgot since last time I played last year.
all without screws if you want to get into actual factories early game
pure ingot recepies
and the free 6 inventory slots
note that for steel rotor and steeled frame you'll need to wait until tier 3
not yet even in phase 1, so just checking in advance 😄
yeah bo in low phases you just store the hard drives
stitched plate and iron wire can be gotten very early
eventualy in mam research trees but other than that id just store em to get good recepies
whichever you want, there's no "best"
what specifically?
uhh so did an oopsie with fuel gens and now half of my fuel gens are without fuel, i did connect all of them to a switch, but turning that switch off (disconnecting the power station from the entire power grid) doesn't seems to put the fuel gens on standby, do i need to go and individually turn on every fuel gen, let them fill and turn them back on or is there any other easy way?
I know... just some of them are quite nice to have early when you dont have speedy belts 😄
That could still be all of them
Yup turn off all the gens individually
Then let every single pipe fill to max
And then turn on all the gens individually
there are 84 of them 😭, ik it's a lot less then what many of you have built here but yes
why would you ever turn off gens? just let them fill while on
that's what im hoping
ill go on with my day building other stuff and hope they r full when i check later
I highly recommend not doing this
that's what I've always done and I have absolutely no clue why would anyone ever do anything else
There are some issues that can come into play. Despite everyone saying to fill the gens, it's really not needed. It's just your pipes that need to be full
When gens are turned on after full pipes, the system behaves more like a manifold, and there's almost no sloshing going on
But when gens have stayed on and the pipes are only like half full, the sloshing can go back and forth a lot. Starving some gens at weird intervals. Sometimes it can cause a loop that lasts nearly forever. It can work in some cases and others it won't
Keeping gens off also helps with isolating pipe problems, if you had any in the first place
guys.. I have a train station with a buffer storage container. MK6 coming in and coming out of it. Lifts all upgraded. Its coming in at 1200 and coming out at 780
That's a telltale sign you have a mk5 belt/lift somewhere
Especially if it's a stable 780
fyi future reference load it up into scim, lasso your factory and upgrade all to mk6
does this work to split 3 pipes of oil into 4
trying to figure out why my factory is buggered
got a couple fuel plants not on, should be at 60,000
In theory yes but probably not due to all the fluid effects. Try at the end of each manifold adding a slightly raised fluid buffer and see if that helps. Whatever you do please do not add a valve 🙂
whats the issue with valves?
just happened to be experimenting with them haha
they're overall kind of useless and i think they only work if the pipe they're on is full
Its only goin throuh two pipes tho
only thing ive ever used valves for is to keep things from backflowing into other stuff but they're pretty good at that
If you can think of a use for a valve use it. If it breaks your build your theory is obviously wrong
Im out here reinventing the lightbulb with valves lol
hmmm ok
Valves are scary. If I want a check valve, I just unpower a pump.
That sets the head lift to 0 tho
That's important to remember and consider, but usually not a problem with my builds, since I tend to let gravity do most of the ... lifting? XD
if you get flow issues put powered pumps on the new pipes post junction.
also, what @noble timber mentioned about buffers? don't do anything but add headlift. That's all a water tower does. Just slap a pump there if you want
as for valves they aren't a reliable back flow stopper and have hidden mechanics that can break flow.
essentially if a system works with a valve, it'll almost certainly work without it, and any hodge podge 'fix' someone tries to put together with one has a non valve solution that is more reliable
If you go up even 1 meter or if you merge pipe with another one after the unpowered pump (one having pump, one not) then it will cause issues
also, if you put 2 in series, it will cause issues too
best to just power them, that way they generally mitigate/fix issues rather than potentially causing them.
If you have the headlift available they will take in any fluid that “sloshes” up the pipe and it will be re-released later down the line. I can’t remember where I saw it but ever since I did I’ve abandoned loops and never had any issues with it
except you don't want it to back up into the buffer, the buffer will eventually fill up and just back log the producers as well.
tehre's a lot of shitty youtube and reddit posts from people that do random things with pipes
and, no offence, but years of trouble shooting pipes on this server has shown people easily miss stutters in their systems.
Is it possible to consume all the uranium in the world with no byproducts? I was playing around in Satisfactory Modeler and I can't find a way to do it with "only" 10200 SAM.
yes
using uranium-inefficient recipes 🙂
You could also just sink the plutonium rods
You used all the uranium up in either case
I assumed that's "with byproduct", as the PRod is technically a byproduct
yeah that's what I found.
Now to see how much power you can get out of it without making any waste.
some 15+ TW
the best yield for wasteless power, by a large margin, comes from using SAM to make more uranium while sinking plutonium rods
Lots of APA's. Lots of rocket fuel. Some ionized
That makes sense, but my arbitrary definition of wasteless means I have to take it all the way down to ficsonium.
It depends a lot on how you define "all of the uranium". Because there isn't much, and you can easily make more uranium from SAM than exists in the world
I'm defining it as 250% Mk.3 miners on all 5 nodes.
For 2100 uranium? Yes, with a few sloops only i think
lol, we seem to have an entirely different concept of scale
maxing out a single uranium node is already a huge project in itself imo
not maxing out all nodes and converting to get more
sent you a plan link
yeah, this is just my far-future endgame project.
Pretty big yeah 😄
I'm just planning now so I know how much SAM etc. I can use for other things.
If you don't have to use it, don't use it
50.4 uranium to 63 ficsonium rods already consumes it all so any SAM that you spend elsewhere is coming out of a sloop.
with my old fart approach to this game I probably won't use a single SAM conversion
I'd rather run a long train to import the stuff
I used conversion once. In my ammunition factory. It needed laughingly small amounts of damn near every resource
Ended up mining half of them and converting for the other half
makes sense
I suggest you use Satisfactory Optimizer then, it'll give you much more flexibility than any other automatic tool, without requiring to calculate everything manually, like Modeler would have
oh yeah they're a pain with all the little 2/min requirements.
perfect use case for drones though.
Has anyone ever used all of the resources on the map in a useful way (like not just sinking ore)
there were some projects before 1.0 but I don't think they made it far
it's also ambiguously defined
you could make the bare minimum of everything and 40 million iron plates and that counts as "using resources"
Yeah, it's not max sink points, because iirc that sinks uranium, because that's apparently as useful as it can be for max sink
You'd have to rank items by "complexity" and maximize them in order
Once you cannot make more of the first one, you make as much as you can of the second and so on
But then I feel like you'd have to somehow quantify "complexity" and "wasting resources" because maxing anything will use plenty of inefficient recipes to get just a little bit more
afaik many "max resources" were having issues with using all the nitrogen
Hmm I wonder what would SF Optimizer do if I gave it all the resources but no way to get rid of them other than making something out of them
It would undoubtedly sink a shit ton of iron ingots but I can disable them
And then keep disabling sinking the simplest items
You just give it extra item inputs and disable all raw resources
also, don't burn the plutnonium rods. That consumes zero sam
Huh
Thats it thats all the recipes
each input is 400, and it splits into 4 300
but for some reason my refineries cant get rid of their oil quick enough
which i am confused by
probably just do a line of 7 junctions. connect the odd ones as outputs and the even ones as inputs
get rid of yoru existing pumps, put them here
also, I don't recommend this, mixing and merge/splitting fluid systems is often very annoying t odo
either clock your HOR producers into 4x groups of 3 from the start, or change how you set up the machiens that use the HOR
ah ok
might be worth switching up the beginning then if this is gonna be a major issue
I can be very annoying.
It's not impossible, and if you have the pipe experience and the time to put in trouble shooting things? sure go for it. But unless you're really die hard about it and will find trouble shooting the system fun? Just simplify your pipes instead
jsut a good pipe rule: keep it as simple as possible
It's also possible it's to do with how you're feeding the HOR into your refineries
You could show some overhead shots of that?
oh thats the crude going into the refineries, think u meant something else
theres no height issue
and each pipe of 400 feeds 10 in a row
yeah but this section has it's own issues. If how you feed yoru HOR is any way similar you could have problems
for example here you have 1 pipe brahching off into 4 manifolds
whenever possible, 1 pipe, 1 manifold
the crude oil is fine, no issues there
pipes aren't belts :\ fluid is bi directional and you can get back flow at junctions
but you said your HOR isn't fine right?
all the refinieries for the crude oil arent overcapped anymore
until the final final step of a fluid system is running fine, you can't know if the steps behind it are fine
im not seeing anymore idling on some of the machines
the fuck, did the pumps fix it and its just taken time to catch up...?
'time happening' is a big cause of people mistaking things they've done that have 'fixed' pipe systems
like they actually fixed it 5 minutes ago, but they think the valve they just slapped down did it
haha makes sense
in that case ill leave it for a few hours of game time, and come back if im still having issues
good plan 🙂
cheers lads
a person's first big fuel station is often where they trip over pipes for hte first time
so don't sweat tooo hard if you don't get it flat flat
honestly im surprised its gone so well
i have made things easy by only using about 90% of the total fuel output
you seem to be using less than 600 flow pipes too, that gives you a lot of leeway in how you can place your pipes
is that a good thing?
well it means you have to be less careful with your pipes
600 flow pipes are totally doable, you just have to be aware of how you lay them out.
fluid cant flow backwards through a pump right? @vapid gorge
nope
ok cool
so if i have junctionsi should put one there just before it as a kind of stopper
but if you have a serious flow issue further on it can fill up the space in front of a pump and cause a flow issue at that point still
I'd have to see how you're putting the junction and what you're doing with it. Generally, ime, you want to put the pumps after the junction if the pipes are going to multiple places
also u got any tutorials for a 4 to 4 load balancer that looks good?
hmm
alright
well if i still have issues after a few more hours, you're very welcome to come and have a tour
for belts? eh, just split each into 4 and merge one belt of each
oh, plan acordingly and clock yoru machines in groups that put what you need on them in the first place. That's the cleanest option
yeah no need to balance
ive got a closed loop of canisters
and its not equal
i wonder what this person is going to say 😂
you should have as many isolated loops as DPF refineries
is this for diluted fuel?
yh
in this situation make the packager, refinery, unpackager in 1:1:1
yeah i have that
then you shouldn't have to balance anything
i have 4 sets of production, but the canisters got mixed up i guess
didnt put the right amount in each lols
then why do you need a balancer for canisters?
1 refinery 2 packagers and that's it
loop the canisters 1:1:1
each one takes 30 HOR and 60 water and makes 60 fuel
just 3 machines in a loop
repeat until you have the fuel you want
lads
i know this, but like i said earlier - i buggered up the amount of canisters in each of the loops
so its not equal, which is why i need to balance them out
Unless you linked them up that shouldn't matter?
theres too many in one, ive noticed an issue thats being caused by it
its fine, ill figure it out
just manually grab some of the empties out of the packager
if there's too many in a loop
I'd do it by hand. if the loops are compact, they only need like 20 canisters each
how is the power calculated for particle accelerators? it says 500-1500mhz but then it ramps up over that limit?
sawtooth
linearly increases from min to max twice per cycle
doesn't go over the limit
Once per cycle
once???
Once
I thought it matches the animation
No, animation and power consumption are decoupled
power consumption follows recipe progress
Converters start at average, hit max, then average again, then min and they end at average again
So Converters hit min and max once per cycle too
am i overcomplicating it?
well, you don't get equal plastic an rubber rates tho
that setup makes any ratio you want
how?
hmmmm
maybe change some refinery numbers
well thank you !
also, is plastic somewhat of a concern availability wise?
if you overbuild the recycling refineries, the ratio can be changed dynamically to match demand
my ultimate goal is using all the uranium in the game towards power
and yes, i know ficsonium rods suck
but i wanna use them
if you use the recycling loop, you don't need that much oil for plastic/rubber.
and it makes plastic and rubber for the same oil cost (3 per 1 oil)
even if you use plastic heavy recipes, like caterium boards or whatever
wait, can the production adapt to how much you pull? that's awesome
i just gotta build enough refineries to cover worst case scenario right?
do 2 independent sections for your final production and then work backwards.
you can easily put together two nice factories that does exctly what you want
yeah, you just gotta not sink the excess and let the unused refineries idle
ooooh, awesome, thank you for the help!!!
kay, i'll remember
or at least try
that way, you're doing specifically a plastic factory, and a rubber factory.
Each just uses a bit of resin to start off
the first half stays the same, the recycling refinery numbers just change. if you built 20 each in this case, it could support anything between all 900 being plastic and all 900 being rubber
blows my mind that you can actually set any output
?
it can also overflow fuel if you're not pulling full rate
so 3 products
true, but idk what i'd do with a varying fuel output
yeah, limited usefulness 😛
and there are no priority splitters sadly
what do you mean
Package, priority split, unpackage 
we can easily make those for liquids because of gravity. Liquids won't go up unless they have no choice, so you can perfectly prioritise flow paths by having one path climb a certain distance before moving on. Fuel will only go that way if it's not being drawn from the lower pipes, and backs up.
yeah, i thought about that, but uuuh
Unless it's gas ☹️
Packaging works well for gas. Dark matter however.. 😬
if you plan for a rubber factory with this recipes
then plan a seperate plastic factory
it's a lot easier making the individual processes than trying to plan a combined final output
oh, well KYO's design is just what i needed
eh, I can't imagine wanting to package/transport/unpackage DMR for any reason
there is, it's known as overflow junction
in the stock game?
yes, fluids flow to the lowest output first, so any elevated output is filled last
is it cool to use 1 pure oil rig and 2 pure iron to make 3,300 steel per min
7 inputs 7 outputs would this work as a way to equally share the items between the outputs. the issue is each input is the same size as the elevator can carry
if its 7 to 7 do you really need to try to equally split it up anyway?
oh yes because i need to transform the 7 into 8
then its not a 7 to 7 is it now?
just do yourself a favour and get diluted fuel (the blender version)
now im too deep into it want to finish
because that is like the absolute worst way to do diluted packaged fuel
i will do something like this to split the items
a good diluted packaged fuel setup has zero splttters and zero mergers
well, aside those to manage the resin byproduct
I planned to rebuild my plastic and rubber factories (to add train stations directly into the factory, and to add belt balancers for outputs to the train stations); after messing with this setup in modeler some, I can see just how flexible it is; you can have some shared blueprints for the first section, with some variations for the 2nd half with preset recipes/clock rates set on the recycling refineries to control how much rubber/plastic to output, pretty cool
what are the best recipes to make turbo fuel? and possibly rocket fuel?
You definitely want Heavy Oil Residue and Diluted (Packaged) Fuel, but the rest depends on what you want, really
Why packaged? why not just diluted?
I put packaged in brackets. It depends on your tier. You can't get the blender version before blenders, so you use packaged in that case. After getting blenders, you just use the blender version
I have blenders
Diluted packaged and normal diluted are the same just without packagers
iirc tbf is the best
wat? Iirc?
if i remember
i havent used turbofuel since like 0.7 but recipes should be the same
Then what do u recommend?
Since i need fuel for my base + jetpacks when im out exploring
define best?
what resources are you trying to make most use of?
what resources do you not care about burning up totally?
cause imo the best recipes for rocket fuel are 'don't use rocket fuel' 😛
uses none of hte resources and lets you build other power
remember, every tier of fuel processing effectively just turns other resources into more oil. Since you can just make more diluted fuel.
so pick recipes based on what resources you want to convert
Technically Packaged requires a bit more power, so they're not exactly the same. Though yeah, they are the same in terms of resource ratios, though. :)
(and the power difference is not huge)
Nah, all 3 recipes have their place. Blend is the most WP efficient, sure, but it makes 0 sense to use when you're burning turbo for power directly
Turbo Heavy uses a lot more sulfur and oil but it also has very simple numbers and is easier to use for recylcing compacted coal from normal Rocket Fuel
Blend for power had its place before 1.0 due to there also being less sulfur on the map
Blend used a bit more oil but less sulfur.
It really didn't. It's only 25% more oil efficient than burning regular-ass fuel, and it costs sulfur to make. If you're burning Turbo Blend, you might as well just burn Fuel instead and save yourself the effort of finding sulfur
Turbo heavy fuel has terrible oil and comp coal efficiency, so as far as I am concerned, it's only good for turbo ammo. But at least it's decent for that since it's very simple and doesn't require any ingredients you weren't already making
Its not much effort of coal or sulfur are nearby already
do I need 2 train station for the train to go both way ? on the same area
well you need a starting station, and a destination station?
I mean something like that
no you need a station in the same direction as the train is coming
ok ty
when I have multiple freight platform do I have to place them all on all station ?
well you need platforms for any car you need to load and unload
yeah but if it doens't unload there but another station later
do I still have to place them anyway ?
I don't understand what you mean
if you don't want a car to interact with a specific station, put a blank platform there
but in general keep your trains easy
point A to point B
I have point A B C
empty platforms ?
I saw that ty
You'd only need something like that if you wanted the train to be able to stop at the station when arriving from either direction
does this radar tower show hard drives already taken ?
It should not show taken ones
those don't matter for automated trains
?
afaik they only matter when you're driving trains manually
yeah but can automated trains still go forward here ?
yup they'll ignore them
so is that useless ?
The train will toggle it if it needs to
I'm not sure what you're trying to do with it so can't comment
can this type of rock be exploded ?
I did a three station train
no
I can't dismantle because of that setting how do I change ?
ty
Hello anyone has a formula for wagons needed for a train loop? Im working with a train system but i really dont want to have bottleneck due to the trains
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...
Thank you!
will the bottom pipe have priority input over the right pipe?
I feel like this is a question for @oblique hollow
the standard VIP uses a top and a side input, so I'm not sure how it'll work with a bottom and side
well, its in the right orientation.... but the side connections have much weaker priority than top to bottom i guess
Im not an expert on the junction bug issue though
im really flipping confused by the prioritry thing?
it IS confusing because its bug behaviour
so right to left is highest priority and then bottom and top?
left and right have equal priority to each other
left/right vs bottom have low priority
top has the least priority
thats how i understood it at least
ok
I feel like the priority should either be top, side, bottom or bottom, side, top.
but then again, it is a bug so I wouldn't be surprised if side was last for some reason
so left and top being inputs and right being output left will have priority over top and bottom right?
just build a normal ass VIP like in the manual and dont risk it with a half baked one
ok
yeah, I built one from memory once and it ended up not working
could've been because the junction was oriented wrong tho
do i need the top output on the side?
its not needed afiak
I always skip it and it's fine so ig not
its just an artifact from building it
so this will work?
i always start with 2 horizontal pipes onto which i snap the junctions
ah ok
the orientation here looks right, so it should work
First factory here we go... 😄 its not great but it will get me started
ah, yes, 0.003 assemblers for default rotors. definitely not great
oh... didnt even notice 😄
Slightly more copper sheets then 😄
it snuck in again ffs 😄
stop using maximise 🙂
Ive used that only on the copper sheets
it's not necessarily maximize mode's fault. could also be because of the resource limits. which I also never use
its probably combination... there is more iron and copper near so I guess I can go bigger
I just wanted to fully use the 3 nodes if possible 😄
yeah I wouldn't really care about "fully using nodes" 🙂
yeah, I'd suggest more sheets than 8.5. I just used one entire node for them
idk what that ended up being but enough 
just wanted to make it from the overflow as Im not making any yet 😄
Guess this is it and Ill just make a copper stuff factory somewhere else 😄
Ive just noticed I cant actually make the rotor with that recipe... Im not able to bring in that many screws... back to the drawing board 😄
you can. just need more assemblers
people who are using ionized fuel for drones: how much are your drones actually taking?
In case nobody ends up responding, btw, you should be able to trust the "trip time" and "fuel per trip" numbers from the drone port, once the drone has made a couple of deliveries. Divide those to get the per-minute fuel usage for that particular drone route. (The specific per-min number will depend on the route, of course)
(The fuel-per-minute display on the drone port appears to be bugged, alas. With batteries, at least, it consistently reports a higher per-minute usage than there actually is (which is better than the alternative, of course))
thanks, it is 2nd playthrough and it is so long since that I've forgot that
Alternately, SCIM will do the math properly if you load a save in there and investigate the drone port (and will technically be slightly more accurate than manual division, since the display of fuel-per-trip is technically rounded a lot of the time)
Just make sure that the drone's completed a couple of routes in-game before saving and loading into SCIM
(though I am asking about typical use case, is 100 Ionized Fuel canisters / min enough?)
Depends how many drones you want to fuel, and what the per-minute usage ends up being like. :D
ig it depends on my exact setup, true
For comparison, on my 1.0 save, I was averaging about 2.5/min for both Batteries and Rocket Fuel, for drone powering, for drones that were constantly active
So I'd expect Ionized to be better than that
ahhh
that's a helpful info
I think the "fixed" fuel consumption per trip ends up evening out some of the energy differences; I'd've expected a bit more space between Batteries and RF, but in practice they were nearly identical for me
Could just be that the average distances between my Battery-fed routes and RF-fed routes were different enough to close the gap, too
One of these days I should see if there's a mod which provides a configurable generic "Generate x/min of resource y" building, for easier AGS-test-save testing
Instead of having to blueprint ISCs full of whatever resource you want ∞ of
I've been thinking of making a mod like that but then I realized I didn't want to make dozens of recipes by hand lol
I could maybe write a script to create json files for contentlib but idk how easy it'd be
plus doing it with contentlib would kinda suck
unless I could attach those recipes to a custom milestone
Question. Does Belt-Welding still work, or did they patch that out? https://satisfactory.wiki.gg/wiki/Conveyor_Belts#Belt_welding
Mk.1Mk.2Mk.3Mk.4Mk.5Mk.6
Conveyor Belts are structures used to transport items between buildings. They come in six marks with different building costs, throughput, and appearance. Conveyor Belts can only be built between building connection ports or Conveyor Poles. Placing down a Conveyor Belt on the...
i can't seem to get it to work,
it worked in 1.0, but it resulted in a dupe bug when you welded a belt with itself so it might've been patched out entirely
if placing a splitter/merger right at the joint doesn't work, then ig it's been removed
oh ya, i remember seeing a youtube short about duping items, and promply ignored it... .after all why go to alll the work to dupe an item, when you can simply go use the savegame editor, and fill entire containers with whatever you want
i guess though if your playing it on a console you can't really edit your save game
there's AGS still
AGS?
advanced game settings
oh yea.. godmode
How did you do that
do what?
Yeah, it'd be annoying to have traditional recipes, for sure. In my mind it'd be a very custom UI on the panel with, like, a combobox where you could just start typing a resource and you'd get an autocomplete dropdown
If you mean just "how did you generate that graph," that's https://www.satisfactorytools.com/1.0/production
and if you snap them on a vertical pipe, the junction will be rotated 90 degrees on one axis and it wont work 😄 (common building mistake earlier, causing weird and inconsistent test results with VIP junction)
Not sure, also why do you want to do that?
yeah the b2b bug is gone now.
Should I get the pipes one or reroll? (ive got the pure iron pipes recipe already) im in phase 2
I never reroll drives. if I don't want either recipe, I just keep the drive in the library. then the 2 recipes in the drive don't appear in next drives
I wouldn't take either of these 2, but they aren't terrible or anything take them if you want them
okey thanks
This might be what you are looking for
Well, the question should be "which of these you like more"
Do pipes like this between junctions cause grey hairs on the pioneer or are we good?
should be fine
I never take a recipe until I am using it to solve an immediate problem. That said, I love the molded pipe because I decided to make pipes more efficiently off-site for my motor factory since I found it hard to keep up with steel production for so many things and, I didn't have enough room to do it all on site. And then I can use those pipes other places too.
wich one?
I'd want both
then take whichever one you're more likely to use sooner
steel frame
modulair frame and steel frame are the same, no?
so i can use them as replacement?
the items are the same, alternate recipes allow you to use different ingredients
thanks
these are all the ways to make modular frames, for example
you should try and get way more alt recipes, they're instanely helpful
Whichever you want
The trick is to pick neither, until you're ready to build the factory for it. Unless they are both good ones, because then you're hoping the one you don't pick will come back.
2nd one since ill have more use for it rn
this makes me want to backflip through a window
https://www.satisfactorytools.com/1.0/production?share=D5ORCYKtGjkf75iY4Rkp
im like half way done
there https://www.satisfactorytools.com/1.0/production?share=NcsPOH4aELQLqByspZYE
it's now like half the size lmao
but its not making all the stuff i want :c
you don't need to automate project parts. or batteries. or heat sinks.
why not
and the basic aluminium items can go in another factory that makes them in more reasonable amounts
project parts are goog sink value i think
wdym by that am i making too little?
project parts can be handfed to make the exact amount needed and heat sinks and batteries aren't used for building
Power plan:
900 crude can be turned into 2000 rocket fuel (192 fuel gens @ 250%) and 100 turbofuel, using a combination of turbo blend fuel and normal turbofuel
Turbo Blend Fuel allows me to remove Coal from the line completely, the only other resource I need is Sulfur
by using the 100 Turbofuel (and residual plastic), I can drone the fuel needed to operate a fuel gen which will power a miner and an unpacker
They are, yeah
can you have multiple trains on a same track ?
ye
considering mk5 belt take alclad sheets, I would absolutely run out making only 20/min or whatever you had
what happens if they crash or something like that ?
if they crash they crash
use signals so they don't do that
i think im already in too deep to remake this
since train paths are static, you'd need all trains to go in the same direction
not true
what signals ?
train signals?
https://satisfactory.wiki.gg/wiki/Train_Signals
ah I need tickets ig
ah ok ty
hm
last info I knew was that they do not use alternate routes
they don't. but idk how dynamic routing has anything to do with multiple trains using the same section of track
im not building 24/7 they can just pile up
my line of thought was that you'd need sidings if the track is bidirectional, which they can't use in this game
As long as they are mk2. having mk1 in there where everything else is mk2 is what causes grey hairs.
They can with signals
Signals are one-way
I don't use Mk.2 unless I can't split it into Mk.2
yeah that's why I said it had to be one direction
Such as a single machine output being >300m³/min
... you can sitll have multiple trains use the same track in the same direction
one day you will upgrade to mk2, foget that tiny part and spend hours debugging.
I won't
(that's what I said...?)
This powerplant is made for these values
You can have multiple trains use same track in different directions as well
Does anybody know a video where they explain how water pipe and pump work, if so can you send link?
well, not at once
Well, they can... but just once 🙂
But yeah, otherwise not at once
I don't really see the point here ngl if I don't use Mk.2 in general unless I have no choice
And maybe I'll upgrade this plant to whatever kind of fuel one day but that'll require an entire remodel so that piece of pipe will be removed anyway
goofy question how does one go about a 5:6 balancer
❤️